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    - Power Gauge- Reversal Moves- Rolling- Super Cancels- Surefire Juggles- Throw Types- Other Info.

    5. MISCELLANEOUS- Secrets- Dreamcast Secrets- Special Intros- Special Win Poses- Character Bios- Translations

    ========================================================================1. INTRODUCTION========================================================================

    Hi, and welcome to my KoF '02 FAQ. If you have any comments orcriticisms, or if you'd like to contribute some info., feel free tomail me at (k.megura at eudoramail dot com). Just don't ask aboutemulators or roms or anything, I don't know the first thing about that.

    ------------------------------------------------------------------------REVISION HISTORY------------------------------------------------------------------------

    VERSION 0.6 (December 20, 2003)- More minor corrections/additions and contributed info. Also, Iadded information on the Dreamcast version of the game. Keep in

    mind that Shingo and King are only available on the Dreamcast andnot in the arcades. See their section for more information. Also,see the "Dreamcast Secrets" section for information on how to unlockthem, Kusanagi, and Rugal on the DC.

    VERSION 0.5 (January 12, 2003)- A lot of contributed info. was added, so thanks to everyone whowrote in--I really appreciate it. Also, some more additions andcorrections were made.

    VERSION 0.4 (December 31, 2002)- Added in the character bios (based on old FAQ information and otherinformation found online), and made some more corrections.

    VERSION 0.3b (December 28, 2002)- Some minor corrections and additions.

    VERSION 0.2 (December 27, 2002)- At this point, everything major has been covered. Whew, it's timeto take a break.... ;)

    VERSION 0.1 (December 21, 2002)- A beta version of the FAQ, privately released. Still have to finishall the free cancel information (argh).

    ------------------------------------------------------------------------SPECIAL THANKS

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    ------------------------------------------------------------------------

    This FAQ would not have been possible without help from the following:

    SNK Playmore - For the methods to unlock the hidden Dreamcast modes and characters.

    J. Chia- For correcting me on the translation of Chin's "Hanhou" moves.

    kenmastersx- For telling me about the (C) Ko'ou Ken having autoguard, andcorrecting me on the availability Leona's Rebel Spark.

    JQTNguyen- For telling me how to break out of Clark's Mount Tackle.

    Orochi Tom- For telling me a bunch of vs. intro and special win poses for

    Benimaru, Whip, Angel, and the '98 Team.

    Leigh Hanrihan- For several translation corrections and a note on Chris' HSDM.

    Fusuke- For information about Yashiro's third Jet Counter ending.

    LiteSabre- For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable.

    Ten no Chikara- For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing

    that Vanessa's Gaia Gear can hit opponents on the floor.

    Anthony Majarian- For the 2001 "surefire juggles" and info. on Whip's Whip Shot beingcancelable.

    SNK Neo Geo Official Homepage - For the code to play as Kusanagi and basic commands info.

    technical master 2002 - For some new move names and commands, and character bio information.

    A Place In The Sun - For some new move names and commands, as well as some of the freecancels and supercancels (including Andy's Gourin Kai).

    IorI- For making this FAQ possible.

    Charles MacDonald

    - For letting me hog his computer while I worked on this, and forhelping me test numerous reversals and projectile counter moves.

    James Kuroki

    - For some of the movenames he provided for my previous KoF FAQs.

    SNK of Japan

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    - For information taken from their KoF 2001 section and '99 dictionarysection (back when their old page was still up).

    NJStar - For their excellent Japanese word processor.

    Jim Breen's WWWJDIC

    - I used this handy online dictionary to translate some of the movenames.

    ========================================================================2. HOW TO PLAY========================================================================

    ------------------------------------------------------------------------FAQ NOTATION------------------------------------------------------------------------

    ub u uf Up-Back Up Up-Forward\ /b -- n -- f Back Neutral Forward/ \

    db d df Down-Back Down Down-Forward

    P Press A / C.K Press B / D.AB / CD / BC / AD Press the listed buttons together.ABC / BCD / ABCD Press the listed buttons together.any Press A / B / C / D.~ _Immediately_ press the next button listed./ Optional command.

    + Press at the same time., Press in the listed order._ An optional, additional input.qcf Input (d,df,f).qcb Input (d,db,b).hcf Input (b,db,d,df,f).hcb Input (f,df,d,db,b).dir. Any direction can be used.a-d-u Any direction but ub / u / uf.ub~uf Can use ub / u / uf.db~df Can use db / d / df.can hold You can hold the button, then release it.when near Perform when next to your opponent.overhead An attack that must be blocked while standing.(air) Can be used while airborne.(x#) Perform x number of times.GC Guard Crush.DM Desperation Move.SDM Super Desperation Move.HSDM Hidden Super Desperation Move.(S)DM DMs and SDMs.(HS)DMs DMs, SDMs, and HSDMs.D^ The move can only be used as a DM.S^ The move can only be used as an SDM.B^ The move can be used as both a DM or SDM.

    H^ The move can only be used as an HSDM.c Only cancelable into command attacks.s Only cancelable into special moves or (HS)DMs.

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    S Only cancelable into (HS)DMs.C Cancelable into anything.- Not cancelable./ Divides hits.

    Although I try to use the original, Japanese terms whenever possible,I've used some other, more familiar terms to make the FAQ easier to

    read. For example, DMs are called 'chou hissatsu waza' (super deadlyarts), and there are also MAX and MAX2 versions. However, the DM /SDM / HSDM terminology is widely used already, so trying to label themoves by their original name would only be confusing. Also, thedokodemo cancels (anywhere cancels) are referred to as "free cancels"in the FAQ.

    ------------------------------------------------------------------------BASIC COMMANDS------------------------------------------------------------------------

    Press A / C PunchPress B / D KickHold b when attacked Standing BlockHold db when attacked Crouching BlockTap b,b BackstepTap f,f (hold f to run) DashTap ub~uf Small JumpPress ub~uf Middle JumpTap db~df,ub~uf High JumpTap db~uf, tap ub~uf Long Small Jumpb / f + C / D when near Basic Throwb / f + C / D when grabbed Basic Throw EscapeAB before you hit the ground Down Evade

    b + AB Emergency Evade (Backward)Press AB Emergency Evade (Forward)Press CD (air) Blow Away AttackAB during your own attack Quick Emergency EvadeAB while blocking Guard Cancel Emergency Evade (Backward)f + AB while blocking Guard Cancel Emergency Evade (Forward)CD while blocking Guard Cancel Blow Away AttackPress Start TauntPress BC MAX ActivationPress BC during your attack Quick MAX Activation

    - In order to escape a C or D throw, you have to use the same buttonyour opponent uses. An easy way to get around this is to simplyescape a throw with b / f + CD, since it will make you break outof either a C or D throw.

    - It costs one level of power to use the "Quick Emergency Evade","Guard Cancel Emergency Evade", "Guard Cancel Blow AwayAttack", "MAX Activation", or a DM.

    - It costs two levels of power to use the "Quick MAX Activation."- In order to use a DM, you must have one stock, or else you must bein MAX mode.

    - In order to use an SDM, you must have one stock and you must be inMAX mode.

    - In order to use an HSDM, your Life Gauge must be lower than 1/3rd,_and_ you must be in MAX mode and have at least one stock remaining.

    The only character without an HSDM is May Lee (but she has one whenin Hero mode).

    - Please see Section 4 for more information on basic gameplay.

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    ========================================================================3. TEAM MOVELISTS========================================================================

    Moves are listed in this order: basic throws, command attacks, special

    moves, then DMs, SDMs, and HSDMs. Afterwards is a list of cancelableattacks, then counter wires, supercancels, free cancels, and some noteson that character's moves in general.

    ------------------------------------------------------------------------KYO KUSANAGI [ Japan Team ]------------------------------------------------------------------------

    b / f + C when near Hatsuganeb / f + D when near Issetsu Seoi Nage

    d + C in air Geshiki: Naraku Otoshi

    f + B Geshiki: Goufu Youdf + D 88 Shiki

    f,d,df + P 100 Shiki: Oniyakiqcf + K,K 75 Shiki Kaihcb + K 412 Shiki: Hikiganeb,d,db + K R.E.D. KicK

    qcf + A 114 Shiki: Aragami_qcf + P 128 Shiki: Konokizu_P 127 Shiki: Yanosabi_K 125 Shiki: Nanase

    qcf + A 114 Shiki: Aragami_hcb + P 127 Shiki: Yanosabi_P Geshiki: Migiri Ugachi_K 125 Shiki: Nanase_hcb + K 212 Shiki: Kototsuki You

    qcf + C 115 Shiki: Dokugami_hcb + P 401 Shiki: Tsumi Yomi_f + P 402 Shiki: Batsu Yomi_f,d,df + P 100 Shiki: Oniyaki

    qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagihcb,hcb + AC when near H^ 524 Shiki: Kamukura

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C C sStanding Far Cr - - - sCrouching Cr -r C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels (C) Oniyaki (1st)(B) Hikigane

    Free Cancel Into Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D.

    KicK, Aragami, DokugamiFree Cancel Out Of Goufu You, 88 Shiki, Hikigane, Aragami (and all

    follow-ups except Kototsuki You), Dokugami,

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    Tsumi YomiCannot Free Cancel Kototsuki You

    - The Naraku Otoshi acts as a knockdown attack if it hits an airborneopponent.

    - The Goufu You is an overhead attack, unless canceled into (in whichcase it hits twice and is cancelable on the last hit).

    - The 88 Shiki is a low attack.- The Aragami has autoguard. This move and the Dokugami can negatenormal projectiles.

    - The Yanosabi is an overhead attack.- The Migiri Ugachi is a low attack and can hit someone who is lyingon the ground.

    - The (A) Oniyaki hits twice on a counter hit.- You can use the (B) Hikigane to avoid low attacks.- You can juggle an opponent after the (B) Hikigane or both hits ofthe 75 Shiki Kai.

    - The Kamukura is unblockable.- During the (A) Orochi Nagi, Kyo is immune to low attacks. During the

    (C) version, he is immune to high attacks (including normal and (S)DMprojectiles, even full size ones like the Haou Shoukou Ken).- During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touchingit takes damage. In addition, the fire will negate normal and (S)DMprojectiles.

    ------------------------------------------------------------------------BENIMARU NIKAIDO [ Japan Team ]------------------------------------------------------------------------

    b / f + C when near Catch and Shootb / f + D when near Front Suplex

    a-d-u + C when near Spinning Knee Drop (air throw)b / f + D when near Spinning Knee Drop (air throw)

    f + B Jackknife Kickd + D in air Flying Drill

    qcf + A Raijin Kenqcf + C Taikuu Raijin Kenqcf + P in air Kuuchuu Raijin Kenqcb + P Shinkuu Katategomahcb,f + P when near Benimaru Corridor

    qcf + K Iai Geri_d,u + K Handou Sandan Geri

    qcf,qcf + A B^ Raikou Kenqcf,qcf + C D^ Taikuu Raikou Kenqcb,qcb + K D^ Gen'ei Hurricanef,db,df,b,f + any H^ Raijin Ten

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C C sStanding Far -r - - - sCrouching Cr Cr C C

    Upward Jump - - C - sDiagonal Jump - - C - s

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    Crouching C - - CUpward Jump - - - - -Diagonal Jump - - - - -

    Free Cancel Into Jirai Shin, Chou Oosotogari, Nekko Gaeshi,Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi

    Free Cancel Out Of Zujou Barai, blocked Kumo Tsukami Nage, blocked

    Kirikabu GaeshiCannot Free Cancel Tenchi Gaeshi, Ura Nage

    - Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushicommand attack.

    - An airborne opponent who is hit by the Zujou Barai will be knockedhigh into the air. This move is no longer cancelable.

    - The (A) Jirai Shin will knock over your opponent no matter where theyare, unless they are blocking low or are in mid-air. The (C) versionis a fake-out.

    - You can evade attacks during the beginning of the Chou Ukemi.- The Nekko Gaeshi can reverse high attacks.

    - The Kumo Tsukami Nage is an anti-air throw, but it can still hit tallcharacters, such as Chang.- The Kirikabu Gaeshi can pick up opponents off the floor. It can evenbe used after the Nekko Nuki or Zoku: Kirikabu Gaeshi.

    - The Nekko Nuki has autoguard.- The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nukiare unblockable.

    - The Furinkazan functions in the same manner as the (A) Jirai Shin.

    ------------------------------------------------------------------------TERRY BOGARD [ Fatal Fury Team ]------------------------------------------------------------------------

    b / f + C when near Grasping Upperb / f + D when near Buster Throw

    df + C Rising Upper

    qcf + A Power Waveqcf + C Round Waveqcb + P Burn Knuckleqcb + K Crack Shootf,d,df + K Power DunkCharge d,u + P Rising Tackle

    qcf,qcf + K D^ High Angle Geyserqcb,db,f + P B^ Power Geyserqcf,qcf + AC H^ Rising Force

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C C CStanding Far Cr - - - CCrouching Cr Cr C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels Round Wave, Rising Tackle (1st)Free Cancel Into Round Wave, Burn Knuckle, Crack Shoot, Power DunkFree Cancel Out Of Power Dunk (1st), Rising Tackle (1st)

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    Cannot Free Cancel Power Wave

    - The Rising Upper is cancelable.- The Round Wave can be canceled into any special move (except thePower Wave or Round Wave).

    - Supercanceling out of the Rising Tackle into the Power Geyser can bedifficult if you try to input the entire motion. Instead, you can

    simply tap b,f + P immediately after inputting the Tackle command(as the d press from "Charge d,u + P" will carry over).

    ------------------------------------------------------------------------ANDY BOGARD [ Fatal Fury Team ]------------------------------------------------------------------------

    b / f + C when near Gourin Kaib / f + D when near Kakaekomi Nage

    f + B Uwa Agito

    df + A Age Men

    qcb + A Hishou Kenqcb + C Geki Hishou Kenf,d,df + P Shouryuu Danb,d,db + K Yami Abise Gerihcf + K Kuuha Danhcf + P when near Gekiheki Haisui Shou

    qcf + K in air Gen'ei Shiranui_P upon landing Gen'ei Shiranui: Shimo Agito_K upon landing Gen'ei Shiranui: Uwa Agito

    db,f + P Zan'ei Ken_qcf + P Shippuu Ouken

    qcb,db,f + P D^ Zan'ei Ryuusei Kenqcb,db,f + K B^ Chou Reppa Danqcf,qcf + AC H^ Zan'ei Shitou Reppa Dan_BCD Hiryuu Bakuha Dan

    Cancelables A B C D C D----------------------------------------------Standing Near C C C/C - CStanding Far - - - - CCrouching Cr Cr C -Upward Jump - - s s -Diagonal Jump - - s s -

    Super Cancels Shouryuu Dan (1st)Gen'ei Shiranui: Shimo Agito(A) Zan'ei KenShippuu Ouken

    Free Cancel Into Kuuha Dan, Gen'ei Shiranui, Zan'ei KenFree Cancel Out Of Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu

    Dan (1st ground), Yami Abise Geri, Kuuha Dan (1stground), Gekiheki Haisui Shou, Gen'ei Shiranui:Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken

    Cannot Free Cancel Hishou Ken, Geki Hishou Ken

    - The Uwa Agito is an overhead attack, unless you cancel into it

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    (in which case, it becomes cancelable).- The Age Men is cancelable on the first hit. An airborne opponentwho is hit by both hits of this move will be knocked high into theair, and can be juggled.

    - Supercanceling out of the Shouryuu Dan can be difficult if you tryto input the entire motion. Instead, you can input df,b,f + P / Kfor either super (so the full command is f,d,df + P, b,f + P / K).

    - The Yami Abise Geri hits twice on a counter hit.- The Gekiheki Haisui Shou is unblockable. You can juggle a hitopponent afterwards.

    - The Gen'ei Shiranui: Shimo Agito is a low attack, while theGen'ei Shiranui: Uwa Agito is an overhead attack.

    - It's not that useful, but you can free cancel the Gen'ei Shiranuiinto the Gen'ei Shiranui: Uwa Agito over and over (good for doingGuard Crush damage).

    - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy willnot continue with the rest of the move.

    - When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long-range Zan'ei Ken. He will continue the Zan'ei Ken dash for a few

    seconds, or until you press BCD, at which point he will perform aChou Reppa Dan. You can press BCD at any time, even before theZan'ei Ken has hit (or after it's hit and your opponent has gottenback up).

    - While you could press BCD the moment the dash connects, the way toscore the most hits (eight), is to let Andy dash forward a ways afterthe intial hit, then press BCD so that he turns and does the ChouReppa Dan backwards, catching your falling opponent in mid-air.

    ------------------------------------------------------------------------JOE HIGASHI [ Fatal Fury Team ]------------------------------------------------------------------------

    b / f + C when near Hiza Jigokub / f + D when near Leg Throw

    f + B Low Kickdf + B Sliding

    hcf + P Hurricane Upperhcf + K Slash Kickf,d,df + K Tiger Kickqcb + K Ougon no Kakato

    Tap P rapidly Bakuretsu Ken_qcf + A Bakuretsu Finish_qcf + C Shijou Saikyou no Low Kick

    qcf,uf + K D^ Ougon no Tiger Kickqcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakatoqcf,qcf + P B^ Screw Upperqcf,qcf + BD H^ Cross Gigantes

    Cancelables A B C D C D----------------------------------------------Standing Near C C C C sStanding Far -r C - - s

    Crouching Cr -r C sUpward Jump - - - - -Diagonal Jump - - - - -

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    Super Cancels Tiger Kick (1st)(A) Bakuretsu Finish

    Free Cancel Into Slash Kick, Tiger Kick, Ougon no Kakato,Bakuretsu Ken

    Free Cancel Out Of Sliding, Tiger Knee (1st), Bakuretsu FinishCannot Free Cancel Hurricane Upper, Bakuretsu Ken (but only from

    Bakuretsu Finish)

    - The Low Kick is cancelable.- The Sliding Kick is a low attack, unless canceled into.- If you hit an airborne opponent with the Ougon no Kakato, you canjuggle them upon landing. It's much easier with the (B) version, andyou can even juggle your opponent out in the open by following withan Ougon no Tiger Kick.

    - The Bakuretsu Finish is an overhead attack, while the Shijou Saikyouno Low Kick is a low attack.

    ------------------------------------------------------------------------RYO SAKAZAKI [ Art of Fighting Team ]------------------------------------------------------------------------

    b / f + C when near Tani Otoshib / f + D when near Tomoe Nage

    f + A Hyouchuu Warif + B Joudan Ukedf + B Gedan Uke

    qcf + P Ko'ou Kenqcf + K Mouko Rajin Setsu

    f,b,f + P Zanretsu Kenf,d,df + P Kohouhcb + K Hien Shippuu Kyaku

    f,hcf + P D^ Haou Shoukou Kenqcf,hcb + P D^ Ryuuko Ranbuqcf + C~A S^ Ryuuko Ranbuqcf,qcf + AC H^ Tenchi Haou Ken

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C C CStanding Far Cr - - - CCrouching Cr Cr C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels Kohou (1st)Free Cancel Into Mouko Rajin Setsu, Kohou, Hien Shippuu KyakuFree Cancel Out Of Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st)Cannot Free Cancel Ko'ou Ken

    - The Hyouchuu Wari is an overhead attack, unless canceled into.- The Joudan Uke will autoguard jumping, high, and mid-level attacks.If the autoguard is triggered, this move can be canceled into a

    special move or (HS)DM.- The Gedan Uke works the same way, but with low-level attacks.- The Mouko Raijin Setsu is a knockdown and an overhead attack.

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    - The Zanretsu Ken has autoguard.- The (A) Kohou hits twice on a counter hit.- The SDM Ryuuko Ranbu is unblockable. Performing this move can bemaddening, since you need to enter the command as Ryo is recoveringfrom another action, and you must press A _extremely_ fast afterpressing C (the same speed as used for K's Crimson Star Road).

    - The easiest way to pull off the SDM version is to supercancel into

    it from a (C) Kohou. However, the timing has changed from 2001.In that game, you could combine the uppercut and SDM commandstogether. For 2002, you have to input f,d,df + C, then immediatelyenter qcf + C,A as the first hit occurs. This is the only methodI've found that works reliably.

    - Otherwise, try finishing the command as you come out of an attackor other move (like a roll or MAX activation).

    - An opponent hit by the Tenchi Haou Ken is automatically dizzied.

    ------------------------------------------------------------------------ROBERT GARCIA [ Art of Fighting Team ]

    ------------------------------------------------------------------------

    b / f + C when near Ryuuchou Kyakub / f + D when near Kubikiri Nage

    b + A Urakenf + A Kouryuu Koukyaku Gerib / f + B Ryuu Hanshuu

    qcf + P Ryuugeki Kenf,d,df + P Ryuugaf,b,f + K Gen'ei Kyakuhcf + K when near Kyokugen-ryuu Renbu Kyaku

    qcb + K in air Hien Ryuujin Kyaku

    f,hcf + P D^ Haou Shoukou Kenqcf,qcf + K D^ Haiga Ryuuqcf,hcb + P B^ Ryuuko Ranbuqcf,hcb + BD H^ Zetsu!! Ryuuko Ranbu

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C C/- CStanding Far -r - - - CCrouching Cr Cr C CUpward Jump - - s s -Diagonal Jump - - s s -

    Super Cancels Ryuuga (1st)Free Cancel Into Ryuuga, Hien Ryuujin KyakuFree Cancel Out Of Canceled Uraken, Kouryuu Koukyaku Geri,

    Ryuuga (1st ground), Gen'ei Kyaku (last),Kyokugen-ryuu Renbu Kyaku (1st-3rd)

    Cannot Free Cancel Ryuugeki Ken

    - The Uraken is cancelable (unless canceled into). In either case,you can juggle an opponent after this move connects.

    - The Kouryuu Koukyaku Geri is an overhead attack, unless canceled

    into (in which case, it becomes cancelable). Robert recovers fromthis move fast enough to follow up with another attack, such asa standing A or the (A) Ryuuga.

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    - The Ryuu Hanshuu is cancelable.- The (A) Ryuuga hits twice on a counter hit.- You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku.- The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu areunblockable.

    ------------------------------------------------------------------------TAKUMA SAKAZAKI [ Art of Fighting Team ]------------------------------------------------------------------------

    b / f + C when near Oosotogarib / f + D when near Ippon Seoi

    f + B Kawara Wari

    qcf + P Ko'ou Kenhcb + K Hien Shippuu Kyakuqcb + P Mouko Burai Gan

    f,hcf + P Haou Shikou Ken

    qcf,qcf + P when near D^ Shin Kishin Gekiqcf,hcb + P B^ Ryuuko Ranbub,f,d,df + AC H^ Kosatsu Jin

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C - sStanding Far - - - - sCrouching Cr Cr C CUpward Jump - - - - -Diagonal Jump - - - - -

    Counter Wire Haou Shikou Ken(B) Hien Shippuu Kyaku (if 2nd hit is only hit)

    Super Cancels Mouko Burai Gan, (C) Haou Shikou KenFree Cancel Into Ko'ou Ken, Mouko Burai GanFree Cancel Out Of Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku

    (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan,Haou Shikou Ken

    - The Kawara Wari is an overhead attack, unless canceled into (inwhich case, it becomes cancelable).

    - The Ko'ou Ken is no longer a fireball attack. However, not onlydoes the range of this move extend beyond Takuma's hand (moresofor the C version), but it can still negate projectiles.

    - What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles,and it has autoguard in the beginning, when Takuma's hand is heldin front of him (prior to him striking).

    - Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectilefiring move, either. Although it has no additional range (unlikethe Ko'ou Ken), either strength can negate normal and (S)DMprojectiles.

    - Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop anopponent's guard if blocked.

    - The Mouko Burai Gan has autoguard.- The Shin Kishin Geki is unblockable. If the first hit is somehow

    avoided, the remaining hits will drop your guard.- The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks,as well as special moves and (S)DMs.

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    ------------------------------------------------------------------------ATHENA ASAMIYA [ Psycho Soldier Team ]------------------------------------------------------------------------

    b / f + C when near Psychic Throw

    b / f + D when near Bit Throwa-d-u + C / D when near Psychic Shoot (air throw)

    f + B Renkantaid + B in air Phoenix Bombub against a wall, then uf Sankaku Tobi

    qcb + P Psycho Ball Attackf,d,df + P (air) Psycho Swordqcf + K Psycho Teleportqcb + B Psycho Reflectorqcb + K in air Phoenix Arrow

    qcf,qcf + K in air D^ Phoenix Fang Arrowhcb,hcb + P (air) B^ Shining Crystal Bit_qcb + P (can hold) Crystal Shoot

    hcb,f + AC S^ Psychic 9_A,B,C,A,B,C,D, qcf + P Sailor Finish_A,B,C,A,B,C,D, hcb + K Fire Sword Finish_A,B,C,A,B,C,D, f,d,df + P Psycho Sword Finish

    qcf + ABCD H^ Psycho Medley_D,C,B,D,C,B,A, qcf + AB Healing Athena_D,C,B,D,C,B,A, qcf + BC Momoiro Gatame

    Cancelables A B C D C D----------------------------------------------Standing Near -r C C C sStanding Far Cr C - - sCrouching Cr Cr C -Upward Jump - - C - CDiagonal Jump C - C - C

    Super Cancels (A) Psycho Sword (3rd)(C) Psycho Sword (6th-7th)(C) Mid-Air Psycho Sword (2nd-6th)(B) Phoenix Arrow (2nd)(D) Phoenix Arrow (3rd-5th)

    Free Cancel Into Psycho Sword, Psycho Teleport, Psycho Reflector,Phoenix Arrow

    Free Cancel Out Of Renkantai (1st), Psycho Sword (C=1st-3rd ground),Phoenix Arrow

    Cannot Free Cancel Psycho Ball Attack

    - The 2nd hit of the Renkantai is cancelable.- The Phoenix Bomb is cancelable, and is an overhead attack.- You can move through your opponent using the Psycho Teleport.However, you are not invincible during this move. Since Athenadoesn't actually teleport until the end of this move, if you are

    hit as you start to come out of the teleport, you will remainwhere you began (as opposed to ending up next to your opponent).

    - The Psycho Reflector can reflect normal and (S)DM projectiles. You

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    can juggle an opponent after this move hits.- The last hit of the (D) Phoenix Arrow will always be aimed towardsyour opponent.

    - The Shining Crystal bit can absorb normal and (S)DM projectiles.- The (A) Crystal Shoot will fly forward, while the (C) version goesup at an angle. In the air, both versions go downward, then flyhorizontally once they reach the floor.

    - If you're having trouble performing the Psychic 9 or Psycho Medley,remember to wait for Athena to do the first two hits before youstart pressing the buttons. Also, the last button press beforethe joystick input must be entered very quickly.

    - You can still cancel the Psycho Sword ending of the Psychic 9 intoa special move, but none of them seem to juggle anymore.

    - Athena will gain back a small amount of life during the HealingAthena.

    ------------------------------------------------------------------------SIE KENSOU [ Psycho Soldier Team ]

    ------------------------------------------------------------------------

    b / f + C when near Sundab / f + D when near Tomoe Nage

    f + A Kobokushuf + B Kousentai

    qcb + P Choukyuu Danqcf + K Senkyuutaihcf + A Ryuu Renga: Chiryuuhcf + C Ryuu Renga: Tenryuuqcb + P in air Ryuu Sougeki

    b,d,db + K Ryuu Gakusai

    qcb,qcb + P D^ Niku Man Respectqcf,hcb + B D^ Shinryuu Seiou Rekkyakuqcb,hcb + D D^ Shinryuu Tenbu Kyakuqcf,qcf + AC when near S^ Senki Hakkeiqcf,qcf + BD H^ Seigan Rairyuu

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C C sStanding Far Cr - -/C - sCrouching Cr -r C CUpward Jump C - - - sDiagonal Jump C C - - s

    Super Cancels (B) Ryuu Gakusai (1st)(D) Ryuu Gakusai (1st-2nd)

    Free Cancel Into Senkyuutai, Ryuu Renga: Chiryuu, Ryuu SougekiFree Cancel Out Of Kobokushu, Senkyuutai (but only into Ryuu

    Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground)Cannot Free Cancel Choukyuu Dan, Ryuu Renga: Tenryuu

    - The Kobokushu is an overhead attack, unless you cancel into it (inwhich case, it becomes cancelable).

    - The Kousentai is cancelable.- The Senkyuutai has autoguard. You can juggle an opponent afterthis move.

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    - There are three possible results from using the Meat Bun Respect.Kensou will either dance (earning back some energy), cry (whichgives you no energy), or strain himself (which gives you back fullenergy, but occurs very rarely).

    - Curiously enough, if you super cancel into the Niku Man Respect,Kensou will move backward before eating the meat bun.

    - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead

    attacks.- The Senki Hakkei is unblockable.- During the Seigan Rairyuu, Kensou will throw a projectile acrossthe screen. It doesn't do much damage, but functions as a knockdownattack. After it leaves the screen, it will come back after abrief moment. Kensou can block the projectile if you want (it doesno damage anyway), or you can negate it with a Choukyuu Dan or asecond Seigan Rairyuu, but if it hits him, he will glow orange andhis attack power will increase for the remainder of the round. Youcannot use this move again once you've powered up.

    - The Seigan Rairyuu projectile will pass through normal projectiles andcannot be reflected or absorbed (in such cases, it will simply fly

    through your opponent). The returning projectile cannot hit Kensou'sopponent, and it will be negated if Kensou is damaged.

    ------------------------------------------------------------------------CHIN GENTSAI [ Psycho Soldier Team ]------------------------------------------------------------------------

    b / f + C when near Gou Inshub / f + D when near Gyaku Ashi Nage

    f + A Suiho Hyoutan Shuu

    qcb + P Hyoutan Geki

    b,d,db + P Suihai Kou_qcf + P * Fun'en Kou_hcf + K * Kaiten-teki Kuutotsu Ken_f,d,df + P * Ryuurin Hourai_f,d,df + K *** Gou'en Shourai: Kai

    d,d + K, move b / f Bougetsu Sui_press ABCD Kousentai_u + B Rouja Hanhou_u + D Rigyo Hanhou_f + K * Kaiten-teki Kuutotsu Ken

    qcf,hcb + P D^ Gou'en Shouraiqcf,qcf + P B^ Gouran Enpouqcf,qcf + BD H^ Suisou Enbu

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C -/s sStanding Far sr Cr s s sCrouching Cr -r C -Upward Jump - - - - -Diagonal Jump - - -/- - -

    Super Cancels Kaiten-teki Kuutotsu Ken(C) Ryuurin Hourai (1st)

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    (B) Gou'en Shourai: Kai (last hit)Rigyou Hanhou

    Free Cancel Into Kaiten-teki Kuutotsu Ken, Ryuurin Hourai,Gou'en Shourai: Kai, Bougetsu Sui

    Free Cancel Out Of (C) Ryuurin Hourai (1st), Kousentai,Rigyou Hanhou

    Cannot Free Cancel Hyoutan Geki, Suihai Kou, Fun'en Kou

    - Chin cannot use any of the moves marked with a star (*) unless he'staken a drink by using the Suihai Kou. The exception is the Gou'enShourai: Kai, which requires at least three drinks to use.

    - Each time you use a * move, the "drink count" goes down by one.For example, if you used the Suihai Kou five times, you could usethe Fun'en Kou twice and the Gou'en Shourai: Kai once, at which pointyou would have zero drinks (and could not use any of the * moves).

    - The "drink count" will carry over from round to round, however.- The Suiho Hyoutan Shuu is cancelable. It is an overhead attack,unless you cancel into it.

    - The Hyoutan Geki can negate normal projectiles.

    - You can dodge mid-level attacks using the Suihai Kou. The windowof time is very short, however (only when Chin is drinking).- The Kaiten-teki Kuutotsu Ken is cancelable into any special move,including itself. This allows for easy juggles like the Fun'en Kou or(A) Ryuurin Hourai. In the corner, you can even go into the BougetsuSui and juggle your foe with the Rigyo Hanhou.

    - The (C) Ryuurin Hourai has autoguard, during the first spin animation.- The last hit of the (B) Gou'en Shourai: Kai will drop an opponent'sguard.

    - You can dodge high attacks using the Bougetsu Sui. Even while lyingon the floor, you can still be hit or thrown, though.

    - The Kousentai can hit a close opponent.- The (A) Gouran Enpou goes upward, while the (C) version goes straight

    forward. The SDM version spreads out in all directions. This movecan negate normal and (S)DM projectiles (even in situations when thiswouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an(A) Gouran Enpou).

    - After firing the Suisou Enbu, you can move it around the screen usingyour controller for a limited period of time. It can be used as ahigh or low attack depending on where you move it to (unfortunately,you can't use it as an overhead). After it is blocked, the spreadingflames can still damage an opponent if they stop blocking.

    ------------------------------------------------------------------------LEONA HEIDERN [ Ikari Team ]------------------------------------------------------------------------

    b / f + C when near Leona Crushb / f + D when near Ordeal Bucklera-d-u + C / D when near Heidern Inferno (air throw)

    b / f + B Strike Arch

    Charge b,f + P Vortex LauncherCharge b,f + K Ground Saberf + D from (D) Ground Saber Gliding BusterCharge d,u + P Moon Slasher

    qcb + P in air X Caliburqcb + K Earring Bakudan 1b,d,db + K when near Earring Bakudan 2: Heart Attack

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    _b,d,db + K Kibakuu,d,u,d,u,d + BD Kakusei

    qcf,hcb + P in air B^ V Slasherqcb,hcf + K D^ Rebel Spark (as normal Leona only)qcb,hcf + BD H^ Rebel Spark (as Orochi Leona only)

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C/C C/C sStanding Far -r - C - sCrouching Cr -r C -Upward Jump s s - s sDiagonal Jump - s - s s

    Super Cancels Gliding BusterFree Cancel Into Gliding Buster, X CaliburFree Cancel Out Of Strike Arch, Gliding BusterCannot Free Cancel All others.

    - The Strike Arch is an overhead and knockdown attack, unless youcancel into it (in which case, it becomes cancelable).

    - You can hit your opponent while they are recoiling from theVortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack.

    - If the Ground Saber misses or hits as an anti-air, the Gliding Busterwill hit twice instead of once.

    - In the corner, you can tack on the Heart Attack after an (A) VortexLauncher.

    - The Earring Bakudan 1 can hit as a low attack, depending on it'strajectory.

    - The Heart Attack plants a bomb on your opponent. This action initself does no damage, although the bomb will explode after a set

    amount of time (or when you use the Kibaku). The explosivewill vanish if Leona is hit, or if you throw your opponent.

    - Although the bomb can explode at any time (even when your opponent islying on the floor), that doesn't necessarily mean it will hit fordamage. For example, if your opponent is in the middle of gettingup, the explosion will do no damage.

    - Using the Kakusei will turn Leona into Orochi Leona. Your lifewill drain to 50% when you use this move (which means that youcannot transform if you have less than half a Life Gauge).

    - Aside from moving faster and having lower jumps, Orochi Leona alsohas some different animations (such as for running).

    - Speaking of Leona's run, it's low enough to make her pass under mostprojectiles. Which is a good thing, since clearing them with herlow jump is difficult, to say the least :)

    - Note that while Leona can use the Rebel Spark no matter which modeshe is in, it is only available to her as a DM when in normal mode,and as an HSDM when in Orochi mode.

    ------------------------------------------------------------------------RALF JONES [ Ikari Team ]------------------------------------------------------------------------

    b / f + C Dynamite Headbuttb / f + D Northern Light Bomb

    Tap P rapidly Vulcan PunchCharge b,f + P Gatling Attack

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    Charge d,u + P Kyuukouka Bakudan Punch (Chijou)qcf + P in air Kyuukouka Bakudan Punch (Kuuchuu)qcf,qcf + P Galactica Phantomhcb + B Ralf Kickhcb + D Ralf Tacklehcf + K when near Super Argentine Backbreaker

    qcb,hcf + K D^ Umanori Vulcan Punchqcf,hcb + P B^ Baribari Vulcan Punchqcb,hcf,qcf + AD H^ Umanori Galactica Phantom

    Cancelables A B C D C D----------------------------------------------Standing Near - C C - sStanding Far - - - - sCrouching Cr - C CUpward Jump - - C - sDiagonal Jump - - - - s

    Counter Wire Galactica PhantomSuper Cancels Gatling Attack (2nd)Free Cancel Into Vulcan Punch, Ralf Kick, Ralf TackleFree Cancel Out Of Gatling Attack, Ralf TackleCannot Free Cancel All others.

    - The Vulcan Punch hits twice on a counter hit.- The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, althoughif this is the case, it won't hit on the way down.

    - The Galactica Phantom is unblockable. It has autoguard at the pointright when Ralf is about to strike, and as he is dashing forward.

    - The Super Argentine Backbreaker is unblockable.

    ------------------------------------------------------------------------CLARK STEEL [ Ikari Team ]------------------------------------------------------------------------

    b / f + C when near Nageppanashi Germanb / f + D when near Fisherman Bustera-d-u + C / D when near Death Lake Drive (air throw)

    f + B Stomping

    f,d,df + P Napalm Stretchf,d,df + K when near Frankensteinerhcf + K when near Super Argentine Backbreakerhcb + P Shining Wizardhcf + P Mount Tackle_d,d + A Clark Lift_d,d + C Sleeper Lift (D.D.T.)_d,d + K Rolling Cradleqcf + P (see notes) Flashing Elbow

    hcf,hcf + K D^ Running Threehcb,hcb + P when near B^ Ultra Argentine Backbreakerhcf,hcf + BD H^ Running Pirates

    Cancelables A B C D C D----------------------------------------------Standing Near - Cr C/- - s

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    Standing Far - -r - - sCrouching C - - -Upward Jump - - - - -Diagonal Jump - - - - -

    Free Cancel Into Napalm Stretch, Frankensteiner, Mount Tackle

    - The Stomping is cancelable.- The Napalm Stretch is an anti-air throw.- The Shining Wizard is an overhead attack. If your opponent isn'tcrouching when Clark approaches them, he will simply stop. Ifthey are crouching, then he will attack them. You can combo intothis move, but it won't work if your opponent is in a blockinganimation (just like any other throw).

    - The Mount Tackle does no damage. If Clark attempts a follow-up,you can escape from it by pressing the button used (this evenapplies to the Rolling Cradle--you have to use the same Kickbutton Clark used). The timing on the button press is pretty lax,though (it's not as demanding as, say, escaping from a basic throw).

    - You can use the Flashing Elbow after the Napalm Stretch,Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.- The Flashing Elbow doesn't do much damage, but hey, it's free :)If you mistime this move, Clark will either attack the floor (ifyou're too early), or just run after your opponent and stop (ifyou're too late).

    - You can use the Flashing Elbow after the Napalm Stretch,Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.

    - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,Shining Wizard, Running Three, Ultra Argentine Backbreaker, andRunning Pirates are unblockable.

    ------------------------------------------------------------------------MAI SHIRANUI [ Women Fighters Team ]------------------------------------------------------------------------

    b / f + C when near Shiranui Gourinb / f + D when near Fuusha Kuzushia-d-u + C / D when near Yume Zakura (air throw)

    d + A in air Dairin Fuusha Otoshid + B in air Ukihaned + D in air Yusura Umef + B Benitsuru no Maidf + B Koku'en no Maiub against a wall, then uf Sankaku Tobi

    qcf + P Kachou Senhcf + K Hissatsu Shinobi Bachiqcb + P Ryuu Enbuqcb + K Sayo Chidoriqcb + P in air Musasabi no Mai (Kuuchuu)

    Charge d,u + P Musasabi no Mai (Chijou)_continue holding P Musasabi no Mai (Kuuchuu)_qcb + P Musasabi no Mai (Kuuchuu)_d + P Yusura Ume

    _d + K Ukihane_d + D when close Toki Tsubute

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    qcf,qcf + P D^ Hana Arashiqcb,hcf + K B^ Chou Hissatsu Shinobi BachiD,B,C,C,u H^ Shiranui-ryuu: Kubi no Kitsune

    Cancelables A B C D C D----------------------------------------------Standing Near C Cr C C s

    Standing Far - - - - sCrouching -r -r C -Upward Jump - - - - CDiagonal Jump C - - C C

    Super Cancels (C) Ryuu Enbu (1st)Free Cancel Into Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no

    Mai (Kuuchuu)Free Cancel Out Of Benitsuru no Mai, Koku'en no Mai, Hissatsu

    Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori,Musasabi no Mai ("hold P from Chijou" versiononly), Ukihane, Yusura Ume

    Cannot Free Cancel Kachou Sen

    - The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low.- The Dairin Fuusha Otoshi is cancelable. It acts as a knockdownattack if it hits an airborne opponent.

    - The Benitsuru no Mai is an overhead attack, unless canceled into(in which case, it becomes cancelable). Mai recovers from thismove fast enough to follow up with another attack, such as astanding A or B or the Hana Arashi.

    - The Koku'en no Mai is a low attack on the 1st hit. If canceledinto, it becomes cancelable on the 1st hit.

    - You can no longer cancel the Sayo Chidori into the Ryuu Enbu.- The Ryuu Enbu and Sayo Chidori can negate normal projectiles.

    - The direction used for the Musasabi no Mai (Chijou) determineswhich wall Mai leaps to. If you press straight up, she fliesto the wall behind her.

    - The Kubi no Kitsune is unblockable. There are several possibleendings for this move:

    Ryuu Enbu - FanRyuu Enbu - UmbrellaRyuu Enbu - Dress - FanDress - Ryuu Enbu - UmbrellaKimono - Ryuu Enbu - Umbrella

    - Going by the name, there should be nine possible endings, but theseare the only ones I've seen.

    ------------------------------------------------------------------------YURI SAKAZAKI [ Women Fighters Team ]------------------------------------------------------------------------

    b / f + C when near Oni Hariteb / f + D when near Silent Nagea-d-u + C / D when near Tsubame Otoshi (air throw)

    f + B En Yoku

    df + B Shiyokudf + D Shouyoku

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    qcf + P Ko'ou Ken_hold P Haou Shoukou Kenqcf + K in air Raiou Kenqcb + P Saifahcb + K Hyakuretsu Bintaf,d,df + P Yuri Chou Upper (Kuuga)f,d,df + C _f,d,df + P Double Yuri Chou Upper (Ura Kuuga)

    qcf,hcb + K D^ Hien Hou'ou Kyakuqcf,qcf + BD S^ Shin! Chou Upperf,b,hcb + BD H^ "Ee!" Hien Hou'ou Kyaku

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C C sStanding Far Cr - - - sCrouching Cr -r C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels (C) Yuri Chou Upper (1st)Free Cancel Into Raiou Ken, Hyakuretsu Binta, Yuri Chou UpperFree Cancel Out Of En Yoku, Yuri Chou Upper, Double Yuri Chou UpperCannot Free Cancel Ko'ou Ken, Haou Shoukou Ken, Saifa

    - The En Yoku is an overhead attack, unless canceled into.- The Shiyoku is a low attack and is cancelable.- The Shouyoku is cancelable. You can juggle a hit opponent after themove connects.

    - You can juggle an opponent after the Haou Shoukou Ken.- The Hyakuretsu Binta is unblockable.

    ------------------------------------------------------------------------MAY LEE JINJU (IN STANDARD MODE) [ Women Fighters Team ]------------------------------------------------------------------------

    b / f + C when near Crow's Wingb / f + D when near Swan Circle

    Press ABC Henshin (Hero)

    qcf + K Lightning Needle_u + K Into Sky_d + K Dinosaur's Footprint_b + K Blazing Intercept_df + K Leaping Swordfish_uf + K Surprise Air_d + K Surprise Air Finish

    qcf + K Lightning Needle_K Spinning Edge_K Approaching Beetle_u + K Into Sky_d + K Dinosaur's Footprint_b + K Blazing Intercept_df + K Leaping Swordfish

    _uf + K Surprise Air_d + K Surprise Air Finish

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    hcb + K Blazing Intercept

    qcb,qcb + K D^ Gauze Tail TinkerbellAC,BD,ABC S^ Disposition Frog

    Cancelables A B C D C D----------------------------------------------

    Standing Near Cr Cr C -/C CStanding Far Cr -r - - CCrouching Cr -r C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels Spinning Edge

    - You can press ABC to change into Hero Mode (see below for details).This can be used to cancel out of any attack, even uncancelablemoves or special moves.

    - You can juggle an opponent after the Into Sky.

    - The Dinosaur's Footprint is a low attack.- The Blazing Intercept can reverse jumping, high, and mid-levelattacks, as well as special moves and (S)DMs. You can juggle youropponent after this move.

    - The Leaping Swordfish is an overhead attack.- The Gauze Tail Tinkerbell is an overhead attack.- Using the Disposition Frog will leave you in Hero Mode. For allit's flash, this move doesn't do a lot of damage, although you caneasily connect it in the corner from Into Sky or a stance-canceledcrouching C in Hero Mode.

    ------------------------------------------------------------------------

    MAY LEE JINJU (IN HERO MODE) [ Women Fighters Team ]------------------------------------------------------------------------

    f + A Hero Ukedf + B SlidingPress ABC Henshin (Standard)

    qcf + P Full Swing Chopqcf + K Shining Thunder Blowqcb + P "May Lee Cho~p!"hcb,f + P when near "May Lee Break!"

    qcf,qcf + P in air D^ "May Lee Dynamic!"qcf,qcf + AC S^ "May The End"f,B,C,f,C H^ Key of Victory

    Cancelables A B C D C D----------------------------------------------Standing Near C/Cr Cr C C -Standing Far C/Cr Cr C C -Crouching Cr Cr C CUpward Jump - - - -Diagonal Jump - - - -

    Counter Wire Standing CD, (B) Shining Thunder Blow

    Super Cancels (C) Full Swing Chop,Shining Thunder Blow, May Lee Chop

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    - You can press ABC to change into Standard Mode (see above fordetails). This can be used to cancel out of any attack, evenuncancelable moves or special moves.

    - If May is hit while in Hero Mode, she will revert to Standard Mode.This poses a problem, since she can't block in this mode (asidefrom using the autoguard feature of the Hero Uke).

    - May Lee is now able to roll while in Hero Mode, but she loses the

    use of her basic C and D throws.- May Lee's standing CD attack is unblockable. However, it is notcancelable. She also has no mid-air CD attack.

    - Her crouching C will launch an opponent into the air. You cancancel it into the May Lee Chop for an easy combo.

    - The Hero Uke will autoguard mid-level attacks. If the autoguardis triggered, this move can be canceled into a special move. Evenif you get Guard Crushed during this move, May Lee will remain inher Hero stance.

    - The Sliding is a low attack and is cancelable.- The (A) Full Swing Chop hits twice on a counter hit.- The (A) May Lee Chop is an overhead attack.

    - The (D) Shining Thunder Blow will not knock down a hit opponent.- The May Lee Break is unblockable.- One wonders if the "May Lee Dynamic!" is supposed to be a referenceto May's "May Dynamic" move from the original Guilty Gear.

    ------------------------------------------------------------------------KIM KAPHWAN [ Korea Team ]------------------------------------------------------------------------

    b / f + C when near Kubikime Otoshib / f + D when near Sakkyaku Nage

    f + B Neri Chagi

    qcb + P (x3) Sanren Geki_uf + K, then d + K Sankuu Kyakuqcb + K Hangetsu Zand,d + K Haki Kyakuqcf + K in air Hishou Kyaku_D while rebounding Tsuika KougekiCharge d,u + K Hien Zand + D from (D) Hien Zan Tenshou Zan

    qcf,qcf + K D^ Hou'ou Hiten Kyakuqcb,db,f + K D^ Hou'ou Kyakuqcb,db,f + BD in air S^ Kuuchuu Hou'ou Kyakuqcb,db,f + ABCD H^ Zero Kyori Hou'ou Kyaku

    Cancelables A B C D C D----------------------------------------------Standing Near C C/C C C/C sStanding Far - - - - sCrouching C -r C CUpward Jump s - - - sDiagonal Jump s - - - s

    Super Cancels (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan

    (1st), (C) Sanren Geki (3rd input, 2nd hit)Free Cancel Into Hangetsu Zan, Hien Zan, Sanren GekiFree Cancel Out Of Haki Kyaku, Sanren Geki (all ground hits)

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    Cannot Free Cancel Hishou Kyaku, Hien Zan

    - The Neri Chagi is an overhead attack, unless you cancel into it (inwhich case it hits twice and is cancelable on either hit).

    - The Haki Kyaku is a low attack, and the (D) version knocks down.It can no longer hit someone who is lying on the floor.

    - The first button used for the Sanren Geki determines the outcome of

    the final input. Starting with (A) ends in a Neri Chagi, while(C) ends with a series of spin kicks.

    - The final input of the (A) Sanren Geki is an overhead attack on the2nd hit.

    - Alternately, you can follow the first input of the Sanren Geki witha mid-air kick sequence by pressing uf + K, then d + K. The d + Kinput is an overhead attack.

    - You can juggle an opponent after the Hou'ou Hiten Kyaku.- The Zero Kyori Hou'ou Kyaku is unblockable.

    ------------------------------------------------------------------------

    CHANG KOEHAN [ Korea Team ]------------------------------------------------------------------------

    b / f + C when near Hagan Gekib / f + D when near Kusari Jime

    df + A Hiki Nige

    Tap P rapidly, move b / f Tekkyuu Dai Kaiten_press ABCD CancelCharge b,f + P Tekkyuu Funsai Gekihcf + K Tekkyuu Taiko Uchid,d + K Haki Kyaku

    hcb,f + P when near Dai Hakai Nage

    qcf,hcb + P D^ Tekkyuu Dai Bousouqcf,qcf + K D^ Tekkyuu Dai Bokusatsuqcf,qcf + P B^ Tekkyuu Dai AssatsuB,A,df,C,A H^ Tekkyuu Dai Sekai

    Cancelables A B C D C D----------------------------------------------Standing Near C C -/- C sStanding Far - C - - sCrouching C C C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels Haki KyakuFree Cancel Into Tekkyuu Taiko Uchi, Tekkyuu Dai KaitenFree Cancel Out Of Hiki Nige, Tekkyuu Funsai Geki, Haki KyakuCannot Free Cancel Dai Hakai Nage

    - The Hiki Nige is a low attack.- The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles.It will hit twice on a counter hit.

    - The Tekkyuu Funsai Geki has autoguard.- The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level

    attacks, as well as special moves and (S)DMs. However, it does verypoor damage and has almost no range. What's more, the "third sneeze"feature from previous KOFs has been removed (so you always get the

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    standard sneeze animation).- The Haki Kyaku will knock over your opponent no matter where theyare, unless they are blocking low or are in mid-air.

    - The Tekkyuu Dai Bousou has several endings: a belly bop, a slideattack, a standing kick, a forward roll, and a body press.

    - The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponentwho is lying on the ground. Hitting an opponent immediately after

    they hit the ground (such as from a jumping CD attack or a supercanceled Haki Kyaku) guarantees more hits than other methods (suchas after a standing CD or the Tekkyuu Dai Bousou).

    - The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit.- Chang will run forward during the (C) Tekkyuu Dai Assatsu, beforeleaping into the air.

    - The Tekkyuu Dai Assatsu is an overhead attack on the way down. TheSDM version will hit low once Chang flops onto the floor, requiringyou to block high, then low.

    - Additionally, the ground flop part of the SDM Assatsu will knock overyour opponent no matter where they are, unless they are blocking lowor are in mid-air.

    - The (C) Tekkyuu Dai Assatsu has autoguard while Chang is runningforward (but it won't defend against low attacks). The SDM versionof the Assatsu has autoguard for the entire time Chang is floppingforward after landing on the ground. All versions of the Assatsuhave autoguard while Chang is falling down (with his belly towardsthe floor).

    - The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable.- Before the Tekkyuu Dai Sekai takes place, Chang will dance for a fewmoments. During this time, he is invincible and can only be damagedby throws.

    ------------------------------------------------------------------------

    CHOI BOUNGE [ Korea Team ]------------------------------------------------------------------------

    b / f + C when near Zujou Sashib / f + D when near Geketsu Zuki

    b / f + B Toorima Geriub against a wall, then uf Sankaku Tobi

    Charge d,u + P Tatsumaki Shippuu Zanqcb + P Kaiten Hien Zan_P Kishuu Hien Zuki_qcf + K at apex Hishou Kyakuqcf + K in air Hishou Kyakuf,d,df + K Hien Zan

    Charge b,f + P Senpuu Hien Zashi_dir. + any (x3) Houkou Tenkan

    Charge d,u + K (can hold) Hishou Kuuretsu Zan_dir. + any (x3) Houkou Tenkan

    hcb,hcb + P, move b / f D^ Shin! Chouzetsu Tatsumaki Shinkuu Zanqcf,hcb + K B^ Hou'ou Kyakuhcf,hcf + AC in air H^ Shakushi

    Cancelables A B C D C D----------------------------------------------

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    Standing Near Cr Cr C - sStanding Far Cr - - - sCrouching Cr -r C -Upward Jump - - - - sDiagonal Jump - - s/s/? - s

    Super Cancels Tatsumaki Shippuu Zan (1st)

    Free Cancel Into Hishou Kyaku, Hien ZanFree Cancel Out Of Toorima Geri, Tatsumaki Shippuu Zan (1st

    ground), Kaiten Hien Zan, Kishuu Hien ZukiHien Zan (air only), Senpuu Hien Zashi,Hishou Kuuretsu Zan

    - Choi's far standing C will knock an opponent into the air briefly.- Choi recovers from the Toorima Geri fast enough to follow it upwith another attack, such as a standing A or B, or the Hou'ou Kyaku(S)DM.

    - The Tatsumaki Shippuu Zan hits more times if done from a slightdistance away from your opponent instead of right next to them.

    - The (B) Hien Zan hits twice on a counter hit.- You can juggle your opponent three times during the Shin! ChouzetsuTatsumaki Shinkuu Zan.

    - The direction used for the Hishou Kuuretsu Zan determines whichwall Choi leaps to. If you press straight up, he flies to the wallbehind him. Once he touches the wall, he will fall to the ground,unless you hold B (which makes him fly diagonally down), or D (whichmakes him fly horizontally).

    - I've yet to find a way to guarantee all seven hits of the Shakushi.However, if Choi lands from this move while his opponent is stillin the air, you can juggle them before they land, at least.

    ------------------------------------------------------------------------IORI YAGAMI [ '96 Team ]------------------------------------------------------------------------

    b / f + C when near Sakahagib / f + D when near Saka Sakahagi

    f + A,A Geshiki: Yumebikif + B Geshiki: Goufu In "Shinigame"b + B in air Geshiki: Yuri Ori

    qcf + P 108 Shiki: Yami Baraiqcb + P (x3) 127 Shiki: Aoihanahcb + K 212 Shiki: Kototsuki Inf,d,df + P 100 Shiki: Oniyakihcb,f + P when near Kuzukaze

    qcf,hcb + P B^ Kin 1211 Shiki: Ya Otome_qcf,qcf,qcf,qcf + AC D^ Ura 316 Shiki: Saikaqcb,hcf,b,f + AC H^ Ura 1219 Shiki: En'ou

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C - CStanding Far -r - C - C

    Crouching Cr -r C -Upward Jump - - - - -Diagonal Jump - - - - -

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    Super Cancels (A) Oniyaki (1st on a counter hit)(C) Oniyaki (1st-2nd)

    Free Cancel Into Aoihana, Kototsuki In, OniyakiFree Cancel Out Of Yumebiki (1st), Goufu In, Aoihana (1st-2nd),

    Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st)Cannot Free Cancel Yami Barai, Kuzukaze

    - The 2nd input of the Yumebiki is cancelable.- The Goufu In is an overhead attack, unless you cancel into it (inwhich case, it becomes cancelable). It's possible for this moveto hit twice, if the first hit is late enough.

    - The Yuri Ori is used to hit someone as you jump over them, since ithits behind Iori.

    - The 3rd input of the Aoihana is an overhead attack.- The Kuzukaze is unblockable. This move switches places with youropponent and leaves them open to attack momentarily.

    - The Saika can only be used after a DM Ya Otome. You must begin thecommand early so that you finish it by the time Iori has delivered

    the final blow (the hit where his opponent explodes in purple flame).Beyond that, the timing is rather lax (in the corner, you can evenhit an opponent who is lying on the ground with this move).

    - The En'ou is unblockable.

    ------------------------------------------------------------------------MATURE [ '96 Team ]------------------------------------------------------------------------

    b / f + C when near Death Blowb / f + D when near Back Rush

    qcf + P Despairhcf + K Decideqcb + P (x3) Death Rowqcb + K Metal Massacref,d,df + P Sacrilegeqcf,hcb + P Ebony Tears

    qcf,qcf + P B^ Nocturnal Ritesqcb,hcf + K B^ Heaven's Gatef,D,C,B,f H^ Ecstasy 816

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C/C C -/C sStanding Far C -/- - - sCrouching Cr -r C CUpward Jump - - - - -Diagonal Jump - - - - -

    Free Cancel Into Despair, Death Row, Metal Massacre,Ebony Tears (only from a normal attack or CD)

    Free Cancel Out Of Death Row, Metal Massacre, Sacrilege(A=1st-2nd ground, C=1st=3rd ground)

    Cannot Free Cancel Decide

    - It seems as if the (C) Despair can actually cross up a crouch-blockingopponent, but it only works against Chang if he is in the corner.

    - The Sacrilege is now a knockdown attack.

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    delayed hebi tsukai _D Hebi Damashi

    f,d,df + P Sabaki no Aikuchif,d,df + B Yakiiref,d,df + D Sunakakeqcf + A Bai Gaeshi (Kyuushuu)qcf + C Bai Gaeshi (Dan Hassha)

    hcf + K Sadomazohcb,f + P when near Bakudan Pachiki

    qcf + ABCD D^ Akumu...soshite kyoukiqcf,qcf + P B^ Guillotinehcb,hcb + P when near D^ Drill_tap P 0-4 times Punch Ranbu_tap P 5-8 times Kick Ranbu_tap P 9-12 times Rapid Pachiki_tap P 13+ times Repeated Hebi Tsukai_tap P after Drill ends Chouhatsuhcb,hcb + AC when near S^ Drill

    _tap P 0-4 times Rapid Stomps_tap P 5-8 times Rapid Aikuchi_tap P 9-12 times Rapid Shime Age_tap P 13+ times Chou Repeated Hebi Tsukai_tap P after Drill ends Chouhatsuhcb,hcb + BD when near H^ ...!!

    Cancelables A B C D C D----------------------------------------------Standing Near C Cr C C/- sStanding Far - -r - - sCrouching Cr -r C -Upward Jump - - - - -

    Diagonal Jump - - - - -

    Super Cancels Sabaki no Aikuchi (1st)Sadomazo (if it reverses an attack)

    Free Cancel Into Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi,Sadomazo

    Free Cancel Out Of Bussashi, Hebi Tsukai, Sabaki no Aikuchi,Yakiire, Sunakake, Bai Gaeshi, Sadomazo(if triggered)

    Cannot Free Cancel Bakudan Pachiki

    - The Bussashi is an overhead attack on either hit, unless you cancelinto it (in which case, it becomes cancelable on either hit).

    - The 2nd hit of the Yakiire is an overhead attack.- You can cancel the Sunakake into the Hebi Tsukai.- The Kyuushuu will absorb projectiles and give Yamazaki a bit ofPower Gauge energy. The Dan Hassha causes him to counter witha projectile of his own. Yamazaki can use either move againstboth normal and DM projectiles (but not SDM projectiles). Forsome reason, he is unable to absorb or reflect Rugal's Kaiser Waveor Kaiser Phoenix.

    - The Sadomazo can reverse high attacks, special moves, and (S)DMs.- When you perform the "Akumu...soshite kyouki," Yamazaki will runforward, then stop and clutch his head for a moment. If he reacheshis opponent before he finishes running, he will perform an

    unblockable attack instead (even if they are airborne). Whilethis attack cannot be reversed, it can be avoided (by jumping overthe blade, or otherwise evading it, say through Chin's Bougetsu Sui

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    or Mary's Real Counter). One sneaky way of connecting this move isto supercancel into it out of a blocked Sabaki no Aikuchi.

    - The Bakudan Pachiki, Drill, and ...!! are unblockable.

    ------------------------------------------------------------------------BLUE MARY [ '97 Team ]

    ------------------------------------------------------------------------

    b / f + C when near Victor Nageb / f + D when near Head Throw

    b / f + A Hammer Archb / f + B Double Rolling

    qcf + P Spin Fall_qcf + P M. Spiderf,d,df + K Vertical Arrow_f,d,df + K M. Snatcher

    Charge b,f + K Straight Slicer_qcf + K Crab Clutchqcb + B M. Reverse Facelockqcb + D M. Head Busterqcb + P Real Counter_qcf + P Backdrop Real

    qcf,hcb + P D^ M. Splash RoseA,A,f,B,C D^ M. Dynamite SwingA,A,b,B,C S^ M. Dynamite Swingdb,qcf,uf,u,d + BD when near H^ M. Typhoon

    Cancelables A B C D C D

    ----------------------------------------------Standing Near Cr Cr C/s -/C sStanding Far Cr C C/C - sCrouching C Cr C -Upward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels (B) Vertical Arrow (1st), (B) Straight Slicer,M. Snatcher (only into either Dynamite Swing)

    Free Cancel Into Spin Fall, Vertical Arrow, Straight Slicer,M. Reverse Facelock, M. Head Buster, RealCounter

    Free Cancel Out Of Hammer Arch, Double Rolling (1st), VerticalArrow (1st), (B) Straight Slicer

    - The Hammer Arch is an overhead attack, unless you cancel into it(in which case, it becomes cancelable). It can be canceleddirectly into a (HS)DM, however.

    - This makes for a 50% damage overhead attack, as you can cancelit into the M. Typhoon. :) If you have trouble with the M. Typhooncommand, another way to perform it is to start at b and rotate thejoystick counter clockwise to db, then press BD.

    - The Double Rolling is cancelable on the 2nd hit (which hits low).- The (A) Spin Fall is an overhead attack.- The Straight Slicer is a low attack. The (D) version will only hit

    low if Mary's feet hit first.- Mary is invincible during the Real Counter. Only throws can harmher. Instead of following with the Backdrop Real, you can always

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    time her recovery and follow with the M. Typhoon instead.- The M. Reverse Facelock can reverse jumping attacks, special moves,and (S)DMs.

    - The M. Head Buster can reverse high and mid-level attacks. You canjuggle your opponent after this move.

    - The Backdrop Real and M. Typhoon are unblockable.- It seems as if you can no longer connect the DM Dynamite Swing after

    the M. Snatcher, even though you can still supercancel into it.Anyone know of a way to get the move to connect?

    ------------------------------------------------------------------------BILLY KANE [ '97 Team ]------------------------------------------------------------------------

    b / f + C when near Jigoku Otoshib / f + D when near Ippon Zuri Nage

    f + A Dai Kaiten Geri

    f + B Boutaka Tobigeri

    Tap A rapidly Senpuu Konhcf + P Sansetsu Kon: Chuudan Uchi_qcf + P Kaen Sansetsu Kon: Chuudan Zukiqcb + P Suzume Otoshiqcb + B Karyuu Tsuigeki Konqcb + D Suiryuu Tsuigeki Konf,d,df + K, move b / f Kyoushuu Hishou Kon

    qcf,hcb + P D^ Chou Kaen Senpuu Konqcf,qcf + P B^ Dai Senpuuqcb,hcf + BD H^ Liar Elemental

    Cancelables A B C D C D----------------------------------------------Standing Near C C C C sStanding Far C - - -/- sCrouching - Cr C -Upward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels Suiryuu Tsuigeki Kon (1st)Free Cancel Into Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon

    Kyoushu Hishou Kon, SSK: Chuudan UchiFree Cancel Out Of Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon,

    SSK: Chuudan Uchi, KSSK: Chuudan ZukiCannot Free Cancel Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon),

    or the reverse.

    - Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and(S)DMs.

    - The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks.- If the (D) Kyoushuu Hishou Kon hits on the way up and again on theway down, you can juggle your opponent. Out in the open, you canuse the Dai Kaiten Geri, while in the corner, you can use the ChouKaen Senpuu Kon.

    - The Liar Elemental can reverse jumping, high, mid-level, and low

    attacks, as well as special moves and (S)DMs. During this move, youcannot throw Billy with basic throws while he is unarmed.

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    ------------------------------------------------------------------------YASHIRO NANAKASE [ '98 Team ]------------------------------------------------------------------------

    b / f + C when near Lever Blowb / f + D when near Hatchet Throw

    f + A Regret Bashf + B Step Side Kick

    f,d,df + P Upper Duelqcb + K Sledgehammerhcf + P Jet Counter_qcf + P Jet Counter: Still

    qcf,qcf + P (can hold) B^ Final Impactqcb,hcf + BD H^ [ERROR] CODE 2002

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C C sStanding Far Cr - - - sCrouching Cr - C CUpward Jump - - - - -Diagonal Jump - - - - -

    Super Cancels (C) Jet Counter: StillFree Cancel Into Upper Duel, Sledgehammer, Jet CounterFree Cancel Out Of Regret Bash, Upper Duel (A=1st, C=1st-2nd),

    Jet Counter (any version), Jet Counter: Still

    - The Regret Bash is an overhead attack, unless you cancel into it(in which case, it becomes cancelable).

    - The Step Side Kick is cancelable.- The Upper Duel has autoguard.- The Sledgehammer is an overhead attack.- The (C) Jet Counter is now an overhead attack.- You have to use the same strength button used for the Jet Counterto perform the Jet Counter: Still.

    - Because of this, I was a little curious as to what happened toYashiro's old "hcf + A -> qcf + C" combo from 1998, which wouldresult in an Upper Duel ending instead of the usual Jet Counter:Still ending. Well, he still has it--just perform the Jet Counterwith AC, then input qcf + C. Using (A) will just get you the weakStill ending. It's much more useful than in '98, since you can comboa close attack into the AC Jet Counter (which is not possible withthe C version), and juggle your opponent afterwards.

    - You can juggle an opponent after the normal (C) Jet Counter: Still,as well.

    - You can free cancel any strength Jet Counter into any differentstrength Jet Counter (except the AC Jet Counter into the A versionor the reverse). The same applies to free canceling the Jet Counter:Still into a different strength Jet Counter (in which case goingfrom the "AC -> A" Still to the A Jet Counter is not possible).

    - The Final Impact is unblockable if fully delayed.

    ------------------------------------------------------------------------SHERMIE [ '98 Team ]

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    ------------------------------------------------------------------------

    b / f + C when near Shermie Flash Originalb / f + D when near Front Flash

    f + A Baku New Suplexf + B Shermie Stand

    Press ABC Yoke Dousa

    hcf + P when near Shermie Spiralhcf + K Diamond Bustqcb + P Shermie Whipqcb + K Axle Spin Kickhcb,f + P F-Capturedf,d,df + K Shermie Clutchqcf + K (see notes) Shermie Cute

    hcb,hcb + P when near B^ Shermie Flashhcf,hcf + P when near B^ Shermie Carnival

    qcf,qcf + BD when near H^ Inazuma Leg Lariat

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C/C C -/- sStanding Far Cr C/C - - sCrouching Cr C C -Upward Jump - - - - -Diagonal Jump - - - - -

    Free Cancel Into Shermie Spiral, Diamond Bust, Shermie Whip,Axle Spin Kick, Shermie Clutch

    Free Cancel Out Of Blocked Baku New Suplex, Shermie Stand, Axle

    Spin KickCannot Free Cancel All other moves.

    - The Shermie Stand is an overhead attack, unless you cancel into it(in which case, it is cancelable on the 2nd hit).

    - The Yoke will make Shermie dodge low attacks.- The Axle Spin Kick is an overhead attack.- The Shermie Clutch is an anti-air throw.- The F-Captured can reverse high and mid-level attacks.- You can use the Shermie Cute after the Shermie Spiral, Shermie Whip,or Shermie Clutch.

    - The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash,Shermie Lariat, and Inazuma Leg Lariat are unblockable.

    - During the SDM Shermie Flash, Shermie will count while holding youropponent. If she reaches 3, the move will do 100% damage. However,you can end the count by tapping any button rapidly, which will causeher to end the hold prematurely.

    ------------------------------------------------------------------------CHRIS [ '98 Team ]------------------------------------------------------------------------

    b / f + C when near Step Turnb / f + D when near Aerial Drop

    f + A Spinning Arrayf + B Reverse Anchor Kick

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    df + B Carry Off Kickf + D,B Leading Highd + D,B Leading Low

    qcf + P Slide Touchqcf + K Scramble Dashf,d,df + P Direction Change

    f,d,df + K Hunting Airqcf + K in air Glider Stamphcb + P Shooting Dancer: Thrusthcb + K Shooting Dancer: Step

    qcf,qcf + P B^ Chain Slide Touchqcb,qcb + K B^ Twister Drivehcb,hcb + AC H^ Honoo no Sadame no Chris

    Cancelables A B C D C D----------------------------------------------Standing Near Cr C C s s

    Standing Far Cr - C/- - sCrouching C -r C -Upward Jump - - C - sDiagonal Jump - - C - s

    Super Cancels Leading: High and LowShooting Dancer: Thrust and Step (1st)

    Free Cancel Into Scramble Dash, Hunting Air, Glider Stamp,Shooting Dancer Thrust and Step

    Free Cancel Out Of Reverse Anchor Kick, Carry Off Kick, Leading:High and Low, Slide Touch, Hunting Air,Shooting Dancer Thrust and Step

    - The Spinning Array is cancelable.- The Reverse Anchor Kick is an overhead on the 2nd hit (unlesscanceled into, in which case it is cancelable on the 2nd hit).

    - The Carry Off Kick is a low attack.- In order to perform the "Leading" moves, you must press B_immediately_ after pressing D. I find that it's easier to performif you hold in the direction listed instead of just pressing inthat direction. If you do the move correctly, Chris will do hisold '98 dodge animation, then attack with a standing kick or a low(B) kick.

    - The Direction Change is unblockable. This move switches placeswith your opponent and leaves them open to attack momentarily.

    - The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack.- The 2nd hit of the Shooting Dancer: Step is an overhead attack.- You can follow the Shooting Dancer: Step with the Glider Stamp.- Chris' HSDM will turn him into Orochi Chris for the remainder ofthe round (see "Chris of the Flame of Destiny" under the OrochiTeam entry for more information). You will turn back to normalChris in the following round (if there is one).

    ------------------------------------------------------------------------K' (pronounced "kay dash") [ '99 Team ]------------------------------------------------------------------------

    b / f + C when near Spot Pileb / f + D when near Knee Strike

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    f + A One Inchf + B Knee Assault

    qcf + P Eins Trigger_f + B Second Shoot_f + D Second Shell

    f,d,df + P Crow Bitesf,d,df + C _f + K Tsuika Kougeki

    qcf + K Blackoutqcb + K (air) Minutes Spikeqcb + K _qcb + K Narrow Spike

    qcf,qcf + P (can hold) D^ Heat Driveqcf,hcb + P B^ Chain Driveqcb + C~A H^ Crimson Star Road

    Cancelables A B C D C D

    ----------------------------------------------Standing Near Cr Cr C/C C sStanding Far -r - - - sCrouching Cr -r C CUpward Jump - - s s -Diagonal Jump - - s s -

    Counter Wire One InchSuper Cancels (A) Crow Bites (1st-2nd)

    (C) Crow Bites (1st)Narrow Spike

    Free Cancel Into Crow Bites, Minutes Spike (ground or air)Free Cancel Out Of One Inch, Knee Strike, Crow Bites (A=1st

    ground, C=1st-2nd ground), Minutes Spike,Narrow Spike

    Cannot Free Cancel Eins Trigger, Blackout, Minutes Spike (onlyfrom Narrow Spike)

    - The One Inch is a knockdown attack, unless canceled into (in whichcase, it becomes cancelable). It can be canceled directly into a(HS)DM, however.

    - The Knee Assault is an overhead attack, unless you cancel into it.- The Knee Assault and Tsuika Kougeki are no longer cancelable.- The (A) Eins Trigger is a knockdown attack and can negate projectiles.The button used determines the speed of the Second Shoot.

    - You can no longer cancel the Eins Trigger into the Blackout.- You can juggle an opponent after the Second Shell.- The Blackout is a teleport move that can be used to move through youropponent. You are still vulnerable to attack while warping, even wheninvisible.

    - You can delay the Heat Drive to make it unblockable.- When you perform the Chain Drive, K' will throw his sunglasses acrossthe screen. If they hit, he will perform the rest of this move. Ifthey miss, he will remain immobile for a moment and will be vulnerableto attack. If th glasses are blocked, he will warp forward with anelbow attack. If the attack hits (which really only occurs if youattempt to a CD guard cancel), then he will perform the rest of theChain Drive.

    - To perform the Crimson Star Road, you must press A _immediately_after pressing C. This move is unblockable.

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    ------------------------------------------------------------------------MAXIMA [ '99 Team ]------------------------------------------------------------------------

    b / f + C when near Dynamite Dropb / f + D when near Choking Vise

    f + A Mongoliandf + C M9 Kata: Maxima Missile (Shisaku)

    qcb + P M4 Kata: Vapour Cannonhcf + K when near M11 Kata: Dangerous Archf,d,df + K M19 Kata: Blitz Cannon

    qcf + A System 1: Maxima Scramble_qcf + A Double Bomber_qcf + A Bulldog Press

    qcf + C System 2: Maxima Scramble_qcf + C Double Bomber_qcf + C Bulldog Press

    hcb + K System 3: Maxima Lift_f + K Centoun Press

    f,hcf + P D^ M2 Kata: Maxima Beamqcf,hcb + P D^ Bunker Busterhcb,hcb + K when near B^ Maxima Revengerf,B,C,f,C H^ Arc Enemy

    Cancelables A B C D C D

    ----------------------------------------------Standing Near Cr C C/- C sStanding Far - - - - sCrouching Cr - C -Upward Jump - - - - -Diagonal Jump - - - - -

    Counter Wire Vapour CannonSuper Cancels Double Bomber (2nd)Free Cancel Into Vapour Cannon, Dangerous Arch, Blitz Cannon,

    Maxima Scramble, Maxima LiftFree Cancel Out Of Mongolian, Maxima Scramble, Double BomberCannot Free Cancel Bulldog Press, Centoun Press

    - Maxima's crouching C, far and close standing C, and standing CD attackall have autoguard.

    - The Mongolian is an overhead attack, unless canceled into (in whichcase, it becomes cancelable). It can be canceled directly into a(HS)DM, however.

    - The Maxima Missile is cancelable. An airborne opponent who is hit bythis move will be knocked high into the air and can be hit with theBlitz Cannon.

    - The Vapour Cannon can negate normal and DM projectiles.- The Blitz Cannon is an anti-air move. However, the (B) version canhit tall characters (such as Chang).

    - If you mistime the Centoun Press, Maxima will land on his back andwill be open to attack until he recovers.

    - The Maxima Beam does a ridiculous amount of damage, even moreso on

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    a counter hit.- The Bunker Buster has autoguard as it begins and ends. It can hitas it begins, as well as when it ends. It's possible to combo bothhits together. The "falling" animation can hit as an overhead attack,but this doesn't apply to the "impact" hit that occurs as Maximalands.

    - The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are

    unblockable.

    ------------------------------------------------------------------------WHIP [ '99 Team ]------------------------------------------------------------------------

    b / f + C when near Alphab / f + D when near Zed

    f + A (x5) Whip Shot

    hcb + A (can hold) Strings Shot Type A "Code: Yuuetsu"hcb + B (can hold) Strings Shot Type B "Code: Chikara"hcb + C (can hold) Strings Shot Type C "Code: Shouri"delayed strings shot_b / f Move Back / ForwardD before Type A/B/C strikes Strings Shot Type D "Code: Ame"delayed strings shot_D Strings Shot Type D "Code: Ame"

    hcf + P Boomerang Shot "Code: SC"qcb + P in air Hook Shot "Code: Kaze"f,d,df + any Assassin Strike "Code: BB"b,d,db + P, tap P rapidly Desert Eagle

    qcb,hcf + P B^ Sonic Slaughter "Code: KW"

    b,B,C,b,C H^ Super Black Hawk

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr C C CStanding Far - C - s CCrouching - C C/C -Upward Jump - C - - -Diagonal Jump - C - C -

    Super Cancels Strings Shot (1st)Boomerang Shot (1st)(the DC movelist says this move is SCable;it probably is, but I couldn't pull it off)

    Free Cancel Into Strings Shot, Boomerang Shot, Hook Shot,Assassin Strike

    Free Cancel Out Of Whip Shot, Strings Shot (1st), Boomerang Shot(1st), Assassin Strike (downward hit only)

    Cannot Free Cancel Desert Eagle

    - The last input of the Whip Shot is a knockdown attack. The endinganimation can be canceled. In the corner, you can cancel into the(B) Assassin Strike or (C) Desert Eagle for a combo. Out in theopen, you can cancel into the (A) Boomerang Shot.

    - It's possible for either hit of the Boomerang Shot to miss, depending

    on your opponent's location.- The 2nd hit of the (A) Strings Shot is an overhead attack, while the2nd hit of the (C) Strings Shot is a low attack.

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    - The (B) Strings Shot will drag an opponent closer to you and leavesthem open to attack momentarily.

    - The Assassin Strike can hit on the way up, or on the way down.The button used for this move determines where you come down (A isclosest, D is furthest away). Keep in mind that this is relative toyour location, so if you're in the far corner of the screen, usingA-D all put you in the same place. This move can also hit an

    opponent who is lying on the floor.- You can no longer cancel out of the end of the Assassin Strike.- You can fire the Desert Eagle seven times before Whip will reload it.This move is a low attack, and can hit opponents who are lying on thefloor.

    - The Desert Eagle can hit an opponent who is lying on the ground.- The Super Black Hawk is unblockable.

    ------------------------------------------------------------------------VANESSA [ '00 Team ]------------------------------------------------------------------------

    b / f + C when near Dynamite Puncherb / f + D when near Clench Puncher

    f + A One-Two Puncherdf + B Sliding Puncher

    Charge b,f + P Dash Puncherhcf + P, tap P rapidly Machine Gun Puncherf,d,df + A Forbidden Eaglef,d,df + C Parrying Puncher

    qcf + K Puncher Vision (Zenpou)

    _f + A Puncher Upper_f + C Puncher Straight_b + P (can hold) Puncher Weaving

    qcb + K Puncher Vision (Kouhou)_f + A Puncher Upper_f + C Puncher Straight_b + P (can hold) Puncher Weaving

    qcb + P (can hold) Puncher Weaving_f + P Dash Puncher_b + P Parrying Puncher_f + K Puncher Vision (Zenpou)_b + K Puncher Vision (Kouhou)

    qcf,qcf + P when near D^ Champion Puncherqcb,hcf + P B^ Crazy Puncherf,hcf + AC H^ Gaia Gear

    Cancelables A B C D C D----------------------------------------------Standing Near Cr Cr -/C -/C CStanding Far Cr C -/C -/C CCrouching Cr Cr C CUpward Jump - - - - -

    Diagonal Jump - - - - -

    Counter Wire Machine Gun Puncher (if last hit is only hit)

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    Puncher Straight (if last hit is only hit)Super Cancels Parrying Puncher, Puncher Upper (2nd)

    Dash Puncher (from Puncher Weaving)(the DC movelist says this move is SCable;it probably is, but I couldn't pull it off)

    Free Cancel Into Forbidden Eagle, Parrying Puncher, Puncher VisionFree Cancel Out Of One-Two Puncher, Sliding Puncher, Dash Puncher,

    Machine Gun Puncher, Forbidden Eagle, ParryingPuncher, Puncher Upper/Straight (both 2nd)

    Cannot Free Cancel Puncher Weaving

    - The One-Two Puncher is an overhead attack on the 1st hit, unless youcancel into it (in which case it becomes cancelable on the 1st hit).

    - The Sliding Puncher is a low attack. It can no longer hit opponentswho are lying on the ground.

    - The Parrying Puncher can reflect normal and (S)DM projectiles.- You can pass through attacks during the Puncher Vision (but you arestill vulnerable to throws). Unlike most teleports, it can't be usedto move through an opponent, though.

    - You can cancel the Puncher Vision into itself (or the b / f + Kversion into the opposite qcf + K or qcb + K version).- The Puncher Upper is cancelable into other special moves on the 2ndhit.

    - The second hit of the Puncher Straight will drop an opponent's guard,which isn't really useful unless you free cancel into the ForbiddenEagle.

    - The only advantage the Puncher Weaving offers is that it makesVanessa duck down, allowing her to avoid some high attacks.

    - The "Puncher Weaving" version of the Dash Puncher is cancelableinto other special moves.

    - You can juggle your opponent after the Forbidden Eagle, Dash Puncher,and Puncher Upper.

    - The Champion Puncher is unblockable.

    ------------------------------------------------------------------------SETH [ '00 Team ]------------------------------------------------------------------------

    b / f + C when near Hiji ate kara no hadou uchib / f + D when near Tomoe Nage

    f + A Tacklef + B Mae Age Gerib + A Back Blowb + B Sobatdf + B Sliding

    qcf + P Sho-Yohhcf + K Doh-Kuzushid,d + P Ashi-Toriqcf + B in air An-Getsuqcf + D in air Raku-Getsu

    hcb + K Kyu-Getsu_f + K Ya-Getsu_d + K Gen-Getsu

    qcf,qcf + P D^ "Morote"-Sho-Yohqcf,hcb + K D^ Irimi-Nadazuki

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    qcf,hcb + AC S^ Doh-Tori-Shichimonsatsuf,hcf + AC when near H^ Sigure-Rangiku

    Cancelables A B C D C D----------------------------------------------Standing Near C C C/- C CStanding Far - - - - C

    Crouching Cr - C/- -Upward Jump C - C - sDiagonal Jump C - C - s

    Counter Wire (C) Sho-YohSuper Cancels Sho-Yoh (1st)Free Cancel Into Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-GetsuFree Cancel Out Of Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh,

    (B) Doh-Kuzushi (if triggered), Ashi-Tori (iftriggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu

    Cannot Free Cancel An-Getsu (from Raku-Getsu), or the reverse.

    - Seth's crouching C will knock an opponent into the air brieflyon the 2nd hit.- The Tackle is a knockdown attack, unless you cancel into it fromthe Mae Age Geri.

    - If canceled into, the Sliding becomes cancelable.- The Back Blow is cancelable.- The Sobat is an overhead attack, unless you cancel into it.- The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks.- The (B) Doh-Kuzushi can reverse jumping attacks as well as specialmoves and (S)DMs.

    - The (D) Doh-Kuzushi can reverse high and mid-level attacks. Itswitches places with your opponent and leaves them open to attackbriefly.

    - The Ashi-Tori can reverse low attacks. You can juggle a hit enemyafterwards. You can juggle your opponent afterwards.

    - You can juggle your opponent after the Irimi-Nadazuki.- The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level,and low attacks, as well as special moves and (S)DMs.

    - An opponent hit by the Sigure-Rangiku will have their controlsreversed for a short period of time. This move is unblockable.It must be performed from up close in order to hit, even thoughit looks like it could be used from a short distance.

    ------------------------------------------------------------------------RAMON [ '00 Team ]------------------------------------------------------------------------

    b / f + C when near Arm Whipb / f + D when near Flying Mayor

    df + B Teikuu Drop Kickub against a wall, then uf Sankaku Tobi

    hcf + P when near Tiger Neck Chanceryqcb + A (can hold) Feint Step (Drop Kick)qcb + C (can hold) Feint Stepd,d,A,C Bard of Paradise

    hcf + K Somersault_press ABC Cancel

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    qcb + K Force of Will_qcf + A Tsuika Kougeki_press ABC Feint Dash

    b,d,db + K Tiger Road_D as you touch the wall Cross Chop_press ABC Feint Dash

    f,d,df + K Rolling Sobat_f,d,df + K Flying Body Attack_d,d + P Hiki Okoshi

    qcf,hcb + K D^ Savage Fire Cat_press ABC Feint Dashqcb,hcf + K D^ El Diablo Amarillo Ramonhcb,hcb + P when close B^ Tiger Spinqcb,hcf + AC H^ Hypnotic Tiger

    Cancelables A B C D C D

    ----------------------------------------------Standing Near Cr Cr C C -Standing Far Cr - - - -Crouching Cr C C CUpward Jump - - - - -Diagonal Jump - - - - -

    Counter Wire (A) Feint Step, Rolling SobatSuper Cancels Hiki Okoshi,

    Feint DashFree Cancel Into Somersault, Tiger RoadFree Cancel Out Of Teikuu Drop Kick, Standing CDCannot Free Cancel All others.

    - The Teikuu Drop Kick is a low attack, unless you cancel into it(in which case, it becomes cancelable). It can be canceled directlyinto a (HS)DM, however.

    - The Bard of Paradise can hit an opponent who is lying on the floor.- The Force of Will looks like the Tiger Road, but it can onlybe canceled into the Tsuika Kougeki and not the Cross Chop.

    - Ramon will randomly hop away instead of running during the TigerRoad and Force of Will. It also seems to occur often if youropponent is in the corner and you cancel a crouching D into theForce of Will, then hold the button used. What this is used forand how you can perform it reliably, I have yet to figure out.

    - The cancel animation of the Force of Will or Tiger Road (in whichRamon pauses and leans over) can hit an opponent who is behindhim. Even though the same animation is used for the Somersaultcancel, it cannot hit your opponent.

    - The Cross Chop and Rolling Sobat are overhead attacks.- The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat,and Tiger Spin are unblockable.

    ------------------------------------------------------------------------KULA DIAMOND [ '01 Team ]------------------------------------------------------------------------

    b / f + C when near Ice Coffinb / f + D when near Behind Slash

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