The King of Fighters 2001 (ザ・キング・オブ・ファイターズ2001) is an entry in the The King of Fighters series which was originally released on the Neo Geo arcade hardware by SNK. It is the first of two King of Fighters games to be developed by the Korean company Eolith in conjunction with former SNK employees at BrezzaSoft following the closure of the original SNK. The Sega Dreamcast version was released exclusively in Japan on December 2002.
The game is the conclusion of the NESTS Chronicles, a story arc that began in The King of Fighters '99. A year has passed since South Town was wiped off the map by the Zero Cannon, a satellite weapon destroyed in the ending of the last game. Another King of Fighters tournament is being held, hosted by the NESTS cartel, which has entered the contest with a team of its own for the first time.
Gameplay
Character select
Gameplay
The game is a team fighting game. It is the eighth installment in The King of Fighters series and concludes the NESTS Chronicles storyline. It is the last game in the series to use the Striker system, which has been revised with a new "Tactical Order System." Before each match, players decide whether each character in their team will be controlled as a fighter in battle or serve as a Striker. A player can have a team of up to four fighters and no Strikers (with one level of the power gauge), one fighter and three Strikers (with four levels of the power gauge), or any combination in between. Calling Strikers now consumes a level of the power gauge rather than using a Strike Bomb. Each character has at least one move, called a Critical Wire, which causes the opponent to hit the side of the screen and bounce back toward the attacker. Some moves, called Counter Wires, have the same effect but only when they are used to interrupt an opponent's attack.
Instead of the three-character teams from earlier games, each team now has four members. Before a match, the player chooses which characters to use in the fights (and the order in which they appear) and which characters are used as Strikers, who can be summoned during battle to perform a special move and leave. For each character that is assigned to be a Striker rather than a fighter, each fighter is stronger and has access to another level of the power gauge. The goal of each match is to eliminate all of the other team's fighters. The next member of the team takes the place of the last one in the next round when a team member is defeated. The victorious character continues to the next round with a small portion of health restored (more health is restored if the round is completed faster). The match continues until all of the members of a team are eliminated.
Characters move with and and crouch with . They backstep or run with or . They jump upward with and jump behind and ahead with or . They can perform short hops by pressing , , or , followed by quickly. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then or quickly. Characters can perform a weak punch with , a strong punch with , a weak kick with , or a strong kick with . Each character has a set of basic, unique, and special moves that can be performed by the player with a specific series of button inputs. Characters have knockdown attacks, which knock the opponent over, that are performed with +. This can be done while standing or jumping.
A Striker character can be called for a special attack with + (or ) for the first Striker, ++ (or +) for the second Striker, or ++ (or +) for the third Striker. Strikers can be called while standing still, moving, or attacking, and multiple Strikers can be called successively. The special move performed varies by character. Most are offensive attacks, but some restore some health, build the character's power gauge, decrease the opponent's power gauge, or hold the opponent in place for an attack. The Striker leaves immediately if hit by the opponent. Calling a Striker uses one level of the power gauge, and some moves can be canceled into a Striker call for another level of the power gauge.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. They can perform an evasive slide with + to slide forwards or ++ to slide backwards (or ++ when facing left). They are invulnerable during the slide and can move through opponents when they are close. Pressing any punch or kick button during a slide causes the character to perform a quick, short-ranged counterattack when coming out of the slide.
Blocking can be done by holding the D-Pad in the opposite direction of the opponent. Low attacks must be blocked crouching, while high attacks (including most jumping attacks) must be blocked standing. Special moves still do partial damage when blocked. While blocking, characters can guard cancel into a slide by pressing + or guard cancel into a counterattack by pressing +. Guard cancels cost a stock of the power gauge. Throws can be performed by holding or and pressing a strong punch or kick button when next to the opponent. Different characters have different throws available to them. Throws cannot be blocked, but they can be escaped by pressing + at the start of the grab. Characters can also recover from a knockdown and roll away quickly by pressing + upon landing.
The power gauge is filled by attacking the opponent with normal attacks (but not throws) or by performing special moves (regardless of whether they connect with the opponent). When the gauge is filled, it is kept in stock and reset, up to three times. Characters can use one stock of the gauge to call a Striker or perform a guard cancel or a Super Special move or two stocks to perform a Max Super Special move. Some special moves can be canceled into Super Special moves (and some Super Special moves can only be performed if they are canceled from another move).
Characters can taunt with , which is a short animation during which the character is vulnerable to attack.
Modes
Continue service
The game has the following modes:
Team Play: A single-player mode where the player forms a team of four characters and fights team elimination matches against six randomly selected teams, then a match against the mid-boss Zero and a match against the final boss Igniz, for a total of 8 matches. Before each match, the player can choose which characters to use as fighters and which to use as Strikers. The player's team can have between one to four fighters, with the remaining characters assigned as Strikers, while the computer's team always fields three fighters with one Striker. This is the main mode.
Team Vs.: A two-player mode where each player forms a team of four characters and fights a team elimination match. Before the match, each player chooses which characters to use as fighters and which to use as Strikers. Players can choose a different team after each match.
Single Play: A single-player mode where the player chooses four characters and fights one-on-one matches against six randomly selected teams, then a match against the mid-boss Zero and a match against the final boss Igniz, for a total of 8 matches. Before each match, the player chooses which character to play, and the rest are used as Strikers. The computer's team likewise consists of one fighter and three Strikers. Matches are fought to the best of three rounds.
Single Vs.: A two-player mode where each player chooses four characters and fights a one-on-one match to the best of three rounds. Before each match, each player chooses which character to play, and the rest are used as Strikers. Players can choose different characters after each match.
Practice: A training mode where the player can choose any character, any opponent, and any stage. There are several options to adjust the opponent's stance (standing, crouching, jumping, jumping forward, or moving automatically) and behavior (guarding, countering, or attacking). There is no time limit, and there are options for each player to keep the life or power gauges full. Taunting can show a movelist, cause the opponent to walk forward, or restart the match.
Survival: A single-player mode where the player chooses four characters and fights one-on-one matches against endless opponents (each having three Strikers available). Before the first match, each player chooses which character to play, and the rest are used as Strikers. These assignments cannot be changed afterwards, so the player uses the same character for every match. The character does not have any health restored between matches aside from the amount partially restored after each round (depending on the player's performance). Each match consists of a single round, and the game ends if the player loses a match. The game saves the highest number of opponents defeated by the player to a VMU. This mode is unlocked after completing the Team Play mode.
Puzzle: A competitive puzzle game where the characters fight each other in a fashion similar to Super Puzzle Fighter II X. This mode is unlocked after completing the Single Play mode.
A "roulette" team can be formed by choosing "?" on the character select screen. When selected, any team slots that have not been chosen are given random characters on each match.
In the Team Play or Single Play modes, a second player can enter the game for a challenge match by pressing START on a second control pad. There are eight difficulty levels (Beginner, Easy, Normal, MVS, Hard, Very Hard, Hardest, Expert), and there is an option to set the number of rounds needed to win in the single play modes (1, 2, or 3). The game ends if the player loses a match but can be continued an unlimited number of times. When continuing a game, the player can optionally choose a bonus to help with the current match, such as starting with a full power gauge or reducing the health of the opponent.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
HP
Hard punch
K
Any kick button
LK
Light kick
HK
Hard kick
All of the playable characters from The King of Fighters 2000 return except for Kasumi Todoh and Jhun Hoon. The new character May Lee Jinju replaces Jhun Hoon on the Korea Justice Team. NESTS has entered the tournament with its own team consisting of the returning character Kula Diamond and the new characters Foxy (who appeared previously as a Striker for Kula), K9999, and Ángel. There are two new boss characters (the real Zero, after it is revealed that the Zero from the previous game was merely a clone, and Igniz, the leader of NESTS).
Every character (besides the bosses) is a member of team. There are no single-entry fighters for the first time in the series since they were introduced in The King of Fighters '97.
Hero Team
A team consisting of K', the main character of the NESTS Chronicles, and his partner Maxima, who have returned to put an end to NESTS. They are assisted by the assassins Whip (formerly on the Ikari Warriors Team) and Lin (formerly on the Benimaru Team).
K'
The protagonist of the NESTS Chronicles. K' (pronounced "K Dash") is a young man who was captured and experimented on by the shadowy criminal organization NESTS and injected with Kyo Kusanagi's DNA to give him similar pyrokinetic abilities. Though he initially believed that he was a clone of Krizalid, he has learned that he was the original.
Move list (Special moves)
Name
Command
Description
Ein Trigger
P
K' swings his arm and forms in a ring of fire in front of him. Before it dissipates, he can kick the fire across the screen as a projectile (Second Shoot) by pressing + LK or diagonally upwards (Second Shell) by pressing + HK , or he can slip into the shadows and slide across the ground (Blackout) by pressing +K. The projectile moves faster when the initial move is performed with HP .
Crow Bite
P
K' rises into the air with a spiraling uppercut while trailed by a streak of fire, which knocks down his opponent on impact. When the move is performed with HP , he ascends higher and leaps forward in an arc, covering much more horizontal distance, and he can follow up with a flaming kick (Secondary Crow Bite) by pressing +K before the apex of the leap.
Minute Spike
K
K' leaps forward with an inward kick that knocks his opponent down on impact. When the move is performed with HK , he leaps farther, and he can follow up with a slide across the ground that knocks the opponent over (Narrow Spike) by pressing K again. This move can be performed in midair (but not the follow-up move).
Blackout
K
K' slips into the shadows and slides across the ground, passing through attacks as well as his opponent. He slides further when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
One Inch Punch
+ LP
K' reaches forward and clenches his fist, delivering a concentrated strike that knocks his opponent over.
Knee Assault
+ LK
K' hops up with a knee strike. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Narrow Spike
HP + LK
If the opponent is on the ground, K' jumps in with a flying punch, then slides across the ground, which knocks the opponent over, and taunts. The slide hits low and can only be blocked crouching.
Crow Bite
HP + LK
If the opponent is in the air, K' jumps in with a flying punch, then rises into the air with a spiraling uppercut while trailed by a streak of fire, which knocks down his opponent on impact.
Move list (Super special moves)
Name
Command
Description
Chain Drive
P
K' throws his sunglasses at his opponent. If they hit, he disappears and reappears before his opponent, then performs a series of punches and kicks, finishing with a One Inch Punch.
Heat Drive
, then hold P
K' holds a flame in his gloved hand while P is held. When the button is released, he rushes forward with a flaming punch. The move does more damage when it is charged for longer, and it is unblockable when fully charged.
Max: Chain Drive
LP + HP
K' throws his sunglasses at his opponent. If they hit, he disappears and reappears before his opponent, then performs a series of punches and kicks that set the opponent ablaze, finishing with a One Inch Punch.
Maxima
Maxima is a cybernetically enhanced Canadian special agent and the partner of K'. His previous partner was killed at the hands of NESTS, and Maxima abandoned his ordinary life and transformed himself into a cyborg in order to seek revenge.
Move list (Special moves)
Name
Command
Description
M4 Kata Vapor Cannon
P
Maxima swings forward with a high-powered punch that knocks his opponent back.
M19 Blitz Cannon
K
Maxima leaps into the air with an arm extended and tries to catch an airborne opponent. If he succeeds, he grabs them and punches them back to the ground with his other fist. He leaps further when the move is performed with HK .
System 1-2: Maxima Scramble
P (up to 3 times)
Maxima hits with an open-handed palm thrust. He can follow up with a turnaround elbow strike and a punch (Double Bomber) by pressing P again, then finish by lifting his opponent by the neck and slamming them to the ground (Bulldog Press) by pressing P a final time.
System 3: Maxima Lift
K
Maxima slides forward, then grabs his opponent and performs a powerbomb (Skull Crush). He can follow up by rolling over his knocked down opponent (Centaur Press) by pressing +K.
M11 Kata Dangerous Arch
K (close)
Maxima grabs his opponent in a bear hug, then performs a suplex.
Move list (Command normals)
Name
Command
Description
Mongolian
+ LP
Maxima lunges forward with a two-handed chop. This move hits high and can only be blocked standing.
M9 Kata Maxima Missile (Shisaku)
+ HP
Maxima punches diagonally upwards while crouching.
Move list (Striker attacks)
Name
Command
Description
Maxima Gallows
HP + LK
Maxima jumps to the opponent and tries to grab them. If he succeeds, he lifts them by the neck before slamming them, which does no damage but immobilizes the opponent temporarily.
Move list (Super special moves)
Name
Command
Description
Bunker Buster
P
Maxima launches himself into the air, then crashes back down in a glowing ball like a meteor. He falls halfway across the screen when the move is performed with LP or across the entire screen when the move is performed with HP .
Maxima Revenger
K (close)
Maxima lifts his opponent by the neck, then slams them into the ground, powerbombs them into his knee, and tosses them into the air. He leans over as the opponent then falls onto his back, then he stands up straight and flings the opponent into the air again.
Max: Maxima Revenger
LK + HK (close)
Maxima lifts his opponent by the neck, then slams them into the ground, powerbombs them into his knee, and tosses them into the air. He leans over as the opponent then falls onto his back, then he stands up straight and flings the opponent into the air three times.
Whip
Whip is an assassin who fights using a long whip. It is revealed that she is Seirah, the sister of K', and that they were both abducted and experimented upon by NESTS. She joins her lost brother in his fight against NESTS.
Move list (Special moves)
Name
Command
Description
Desert Eagle
PPPPP
Whip pulls out her Desert Eagle pistol and fires it at the ground in front of her, which knocks the opponent back on impact. She fires repeatedly if the player continues to press P. The gun holds seven rounds, and she reloads it when it runs out (leaving her vulnerable to attack); the game remembers how many rounds are left in the gun between different uses of the move. She fires at a wider angle when the move is performed with HP . The bullet only hits at the point of impact on the ground and not along its path of travel. This move hits low and can only be blocked crouching.
Assassin Strike Code~BB
P or K
Whip flings her whip into the air, then drops back down at a different location. She drops about a quarter of the screen across with LP , halfway across the screen with LK , three quarters of the screen across with HP , or fully across the screen with HK . She damages and knocks over the opponent if she lands on them.
Boomerang Shot Code~SC
P
Whip crouches and swings her whip at an upwards angle. If it hits her opponent, the opponent is caught by the whip and tossed behind her.
Hook Shot Code~Kaze
P in midair
Whip attaches her whip to the ceiling and uses it to swings across while kicking, knocking down her opponent on impact.
String Shot TypeA Code~Yuuetsu
, then hold LP
Whip holds her whip above her head, then she cracks her whip and attaches it to her opponent, swings around on it, and stomps her opponent to the ground. The move can be delayed by continuing to hold LP or canceled by pressing HK while delaying it. This move hits high and can only be blocked standing.
String Shot TypeA Code~Shouri
, then hold HP
Whip holds her whip above her head, then she lassos it around the opponent, dragging them toward her and stomping on them repeatedly when they are near. The move can be delayed by continuing to hold HP or canceled by pressing HK while delaying it.
String Shot TypeA Code~Chikara
, then hold LK
Whip holds her whip above her head, then she swings her whip forward, grabbing and pulling her opponent toward her. The move can be delayed by continuing to hold LK or canceled by pressing HK while delaying it. This move hits low and can only be blocked crouching.
Move list (Command normals)
Name
Command
Description
Whip Shot
+ LP LP LP LP LP
Whip flails her whip back and forth, which can be repeated up to five times by continuing to press LP .
Move list (Striker attacks)
Name
Command
Description
Valkyrie Killer
HP + LK
Whip jumps in and swings her whip around her, which knocks back the opponent on impact.
Move list (Super special moves)
Name
Command
Description
Sonic Slaughter Code~KW
P
Whip slashes her whip around her repeatedly, kicking up a cloud of dust and knocking the opponent back and forth, then she throws the opponent across the screen.
Max: Sonic Slaughter Code~KW
LP + HP
Whip slashes her whip around her repeatedly, kicking up a cloud of dust and knocking the opponent back and forth, then she throws the opponent across the screen.
Lin
Lin is a ninja who is a member of the assassin clan known as the Hizoku. He is hunting for Ron, the former leader of the Hizoku, and decides to team up with K' after learning that Ron defected to NESTS. He fights with poison techniques.
Move list (Special moves)
Name
Command
Description
Tetsuzan Bu
P
Lin thrusts a poisoned hand forward, which knocks the opponent down on impact. When the move is performed with HP , he can follow up with an upward strike (Tetsuzan Bu Nagi) by pressing P again, then a final palm thrust that knocks the opponent back (Tetsuzan Bu Hakei) by pressing P a final time.
Muei Kousashu
P
Lin stabs rapidly in front of him with knifehand strikes, finishing with a lateral strike that knocks the opponent back.
Kasumi
P
Lin pulls down his mask and spits out a corrosive mist that knocks his opponent over on impact.
Jyatotsuga
P or K
Lin stabs his arm into the ground at a diagonal angle, then it pops out of the ground at the opposite angle. It pops out halfway across the screen with LP , three quarters of the screen across with HP , or fully across the screen with LK . He does a fake-out with HK where he pulls his arm back but does not perform the move.
Himou Kyaku
K
Lin zooms forward, momentarily disappearing and passing through attacks. He travels further when the move is performed with HK .
Hiten Kyaku
K
Lin leaps forward while stomping, then finishes with a knockdown kick. The last kick knocks the opponent down when the move is performed with LK . He leaps further and kicks the opponent into the air when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
Ben Patsu Ken (Chuudan)
+ LP
Lin turns around and whips his braid in front of him, which knocks the opponent back. This move hits high and can only be blocked standing.
Ben Patsu Ken (Gedan)
+ HP
Lin turns around and whips his braid downward, which knocks the opponent down. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Hirai Kyaku
HP + LK
Lin jumps in with a stomp. If he hits the opponent, he does an upward kick that knocks the opponent into the air, then taunts.
Move list (Super special moves)
Name
Command
Description
Hizoku Ougi Ranbu Dokuga
P
Lin dashes forward, then performs a series of attacks, ending with a final blow that knocks the opponent back. He dashes further when the move is performed with HP .
Max: Hizoku Ougi Ranbu Dokuga
LP + HP
Lin dashes forward, then performs a series of attacks, ending with a final blow and a series of explosions that knock the opponent back.
Max: Senju Rakan Satsu
LP + HP (close)
Lin rapdily whips his arms in a blur, which knocks his opponent back.
Japan Team
The original Hero Team from the Orochi Saga, consisting of Kyo Kusanagi, Benimaru Nikaido, and Goro Daimon, has been reformed, now joined by Kyo superfan Shingo Yabuki.
Kyo Kusanagi
Kyo is a Japanese high school student and heir to the Kusanagi clan, thought to have died sealing away the snake demon Orochi. He was captured by the NESTS organization, which created thousands of clones using his DNA. He has reunited with his old teammates in order to fight NESTS.
Move list (Special moves)
Name
Command
Description
114 Shiki: Aragami
LP
Kyo lunges forward with an explosive hook punch using his following arm. This move can negate projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) by pressing P, then an elbow smash (127 Shiki: Yano Sabi) that knocks the opponent to the ground by pressing P or a side kick (125 Shiki: Nanase) by pressing K. Or the initial move can be followed up by an elbow smash (127 Shiki: Yano Sabi) that knocks the opponent to the ground by pressing P, then a downward punch (Ge Shiki: Migiri Ugachi) by pressing P, a side kick (125 Shiki: Nanase) by pressing K, or an explosive neck grab (202 Shiki: Kotutsuki You) by pressing K.
115 Shiki: Dokugami
HP
Kyo steps forward with an explosive hook punch using his leading arm. This move can negate projectiles. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) by pressing P, then a jumping back attack (402 Shiki: Batsu Yomi) by pressing +P, and finally a twirling fire attack (100 Shiki: Oni Yaki) by pressing P.
100 Shiki: Oni Yaki
P
Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
75 Shiki: Kai
K
Kyo hops forward with a front kick that knocks his opponent over. He slides before hopping when the move is performed with HK . It can be followed up with another kick by pressing K again.
707 Shiki: Kooma Ho Furi (R.E.D. Kick)
K
Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. The move covers more horizontal distance when it is performed with HK .
427 Shiki: Hikigane
K
Kyo hits with a fiery uppercut that launches his opponent into the air. He hops forward first when the move is performed with LK .
Move list (Command normals)
Name
Command
Description
Ge Shiki: Naraku Otoshi
+ HP in midair
Kyo clasps his hands together and swings them down like a hammer. This move hits high and can only be blocked standing.
Ge Shiki: Gou Fu You
+ LK
Kyo pulls his leg up high, then does axe kick. This move hits high and can only be blocked standing.
88 Shiki
+ HK
Kyo kicks twice while crouched.
Move list (Striker attacks)
Name
Command
Description
Ura 108 Shiki: Orochi Nagi
HP + LK
Kyo jumps in and holds his hand in the air while his body is infused with fire, then he slides forward while surrounded in flames.
Move list (Super special moves)
Name
Command
Description
Ura 108 Shiki: Orochi Nagi
, then hold P
Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Max: Ura 108 Shiki: Orochi Nagi
, then hold LP + HP
Kyo holds a hand into the air and foments a flame while LP + HP is held. When the buttons are released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Max: 524 Shiki: Kamukura
LP + HP (close)
Kyo tries to grab his opponent. If he succeeds, he causes an explosion with his hands, then he rushes the opponent with a barrage of punches and kicks, finishing with a twirling fire attack.
Benimaru Nikaido
Benimaru is a professional shootboxing fighter and model who can create electricity.
Move list (Special moves)
Name
Command
Description
Raijin Ken
P
Benimaru jabs in front of him with an electrically charged fist, which hits up to three times. He punches straight ahead with LP or at an upward angle with HP . This move can be performed in midair (which is done at a downward angle regardless of the button used).
Iai Geri
K
Benimaru does a rapid knee strike. He can follow up with a hopping side kick and electrically charged backflip kick (Handou Sandan Geri) that knocks his opponent over by pressing +K.
Shinkuu Kakate Goma
P
Benimaru stands on one hand and spins his body around, kicking with both legs. He spins for longer when the move is performed with HP .
Move list (Command normals)
Name
Command
Description
Spinning Knee Drop
+ HP / HK , + HP / HK , or + HP in midair (close)
Benimaru grabs and knees his opponent to the ground.
Flying Drill
+ HK in midair
Benimaru dive kicks diagonally downwards while spinning like a drill.
Jackknife Kick
+ LK
Benimaru skips forward with a front kick.
Move list (Striker attacks)
Name
Command
Description
Electro Trigger
HP + LK
Benimaru jumps to the opponent and tries to grab them. If he succeeds, he shocks them with bolts of lightning, which does no damage but immobilizes the opponent temporarily.
Move list (Super special moves)
Name
Command
Description
Raikou Ken
P
Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times. He punches straight ahead with LP or at an upward angle with HP .
Gen'ei Hurricane
K
Benimaru strikes a pose and creates afterimages of himself that strike his opponent repeatedly, then finishes with a flying kick.
Max: Raikou Ken
LP + HP
Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Goro Daimon
Daimon is a Japanese judoka master who has gotten married and had a child named Kogoro since he last fought alongside Kyo.
Move list (Special moves)
Name
Command
Description
Jirai Shin
LP HP (fake)
Daimon lifts his hands above his head, then claps them down, shaking the ground and knocking over opponents not in the air.
Tenchi Gaeshi
P (close)
Daimon picks up and slams his opponent against the ground, then picks them back up and throws them through the air.
Uru Nage
K (close)
Daimon runs to the other side of his opponent, then grabs the opponent and falls backward with a slam.
Kumo Tsukami Nage
LP (close)
Daimon grabs an airborne opponent, then slams them against the ground.
Kiri Kabu Gaeshi
HP (close)
Daimon grabs a grounded opponent, then slams them against the ground.
Chou Ousoto Gari
K (close)
Daimon grabs and trips his opponent.
Chou Ukemi
K
Daimon rolls forwards. He rolls farther when the move is performed with HK .
Nekko Gaeshi
K
Daimon holds a defensive posture. If he is attacked while doing this, he grabs his opponent, turns around, and rolls into the ground with them.
Move list (Command normals)
Name
Command
Description
Takra Tsubushi
+ LP
Daimon pulls his hand back, then smashes his fist down, which knocks down his opponent on impact.
Zuju Barai
+ HP
Daimon punches into the air with his back hand.
Move list (Super special moves)
Name
Command
Description
Jigoku Gokuraku Otoshi
P (close)
Daimon grabs and trips his opponent, then picks up and slams them back and forth three times before throwing them high into the air, finishing by clapping the ground as the opponent hits it.
Arashi Noyama: Nekko Meki
K (close)
Daimon grabs his opponent, then jumps backward toward the ground with a slam. This can be followed up by another slam (Arashi Noyama: Zuko Kiri Kabu Gaeshi) by pressing K (in the opposite direction since Daimon turned around) near the end of the move. This can be followed by a final explosive slam (Arashi Noyama: Bukko Meki Ura Nage) by pressing K (again in the opposite direction since Daimon turned around again) near the end of the follow-up move.
Max: Jigoku Gokuraku Otoshi
LP + HP (close)
Daimon grabs and trips his opponent, then picks up and slams them back and forth seven times before throwing them high into the air, finishing by clapping the ground as the opponent hits it.
Max: Arashi Noyama: Nekko Meki
LK + HK (close)
Daimon grabs his opponent, then jumps backward toward the ground with a slam. This can be followed up by another slam (Arashi Noyama: Zuko Kiri Kabu Gaeshi) by pressing K (in the opposite direction since Daimon turned around) near the end of the move. This can be followed by slamming the opponent back and forth three times, throwing them into the air, catching them, then slamming them (Arashi Noyama: Bukko Meki Ura Nage) by pressing K (again in the opposite direction since Daimon turned around again) near the end of the follow-up move.
Shingo Yabuki
Shingo is a Japanese high school student who idolizes Kyo and imitated his fighting style.
Move list (Special moves)
Name
Command
Description
104 Shiki: Aragami Mikansei
LP
Shingo lunges forward with a hook punch using his following arm.
105 Shiki: Dokugami Mikansei
HP
Shingo turns around with a hook punch using his leading arm that knocks the opponent over.
100 Shiki: Oniyaki Mikansei
P
Shingo does an elbow strike, then twirls into the air while holding his arms out, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
101 Shiki: Oboro Guruma Mikansei
K
Shingo hops forward with a front kick that knocks his opponent over. When the move is performed with HK , he follows up with an additional kick and sometimes face plants to the ground (which can hit an additional time while he falls).
202 Shiki: Kototsuki Mikansei
K
Shingo runs forward with a hook punch, then jumps with a double-fisted bash that knocks the opponent to the ground. He runs farther when the move is performed with HK .
Shingo Kick
K
Shingo does a jumping turnaround kick that knocks his opponent to the ground on impact. The move covers more horizontal distance when it is performed with HK .
Shingo Kinsei Ore Shiki: Nie Togi
K (close)
Shingo turns around with two elbow strikes, then jumps into the air with a back attack.
Shingo Kinsei Ore Shiki: Gecchuu
P
Shingo does an elbow smash that knocks his opponent to the ground.
Move list (Command normals)
Name
Command
Description
Ge Shiki: Goufu Kakkodake
+ LK
Shingo pulls his leg up high, then does an axe kick.
Move list (Striker attacks)
Name
Command
Description
Yacchatte Kudasai!
HP + LK
Shingo jumps in and runs into the opponent, then grabs them by the legs, which does no damage but immobilizes the opponent temporarily.
Move list (Super special moves)
Name
Command
Description
Shingo Kinsei Ore Mu Shiki
P
Shingo advances with a series of hard hook punches and elbow strikes, finishing by twirling into the air while holding his arms out before face planting.
Ge Shiki: Kake Hourin
P
Shingo steps forward with a shoulder ram that knocks his opponent back.
Max: Ge Shiki: Kake Hourin
LP + HP
Shingo steps forward with a shoulder ram that knocks his opponent back.
Yagami Team
A team led by Iori Yagami, the first time he has entered the tournament with a team in a canonical entry since The King of Fighters '96. The mercenaries Vanessa, Seth, and Ramón recruited him to help them take down NESTS.
Iori Yagami
Iori is Kyo's rival and heir to the Yagami clan, thought to have died sealing away the snake demon Orochi. He is indifferent to NESTS, but he has agreed to work with Vanessa, Seth, and Ramón for the opportunity to face Kyo again.
Move list (Special moves)
Name
Command
Description
108 Shiki: Yami Barai
P
Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with HP .
127 Shiki: Aoi Hana
P (up to 3 times)
Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut, then jumps and comes down with a double axe-handle punch. The first or second strike can be linked into any of Iori's other special moves.
100 Shiki: Oniyaki
P
Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
212 Shiki: Kototsuki In
K
Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with HK .
Kuzukaze
P (close)
Iori grabs and shoves his opponent away. This move does no damage but switches sides with the opponent.
Move list (Command normals)
Name
Command
Description
Ge Shiki: Yumebiki
HOLD LP LP
Iori claws with an open hand, then swings it back in a fist.
Ge Shiki: Gou Fu In Shinigami
+ LK
Iori pulls his leg up high, then does axe kick that can hit twice. The second strike hits high and can only be blocked standing.
Ge Shiki: Yuri Ori
+ LK in midair
Iori kicks behind him.
Move list (Striker attacks)
Name
Command
Description
108 Shiki: Yami Barai
HP + LK
Iori runs in and throws fiery purple sparks across the ground, which damage and temporarily stun the opponent.
Move list (Super special moves)
Name
Command
Description
Kin 1211 Shiki: Ya Otome
P
Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire.
Max: Kin S1407 Shiki: Yami Barai
LP + HP during Ya Otome
After finishing Ya Otome, Iori tosses his opponent into the air with two hand swipes, pulls his body back into the shadows, then bends back forward and summons a pillar of purple fire to blast the opponent back into the air.
Vanessa
Vanessa is a housewife and mother in her thirties who secretly works as a mercenary agent. She fights with an agile boxing style that rarely incorporates kicks.
Move list (Special moves)
Name
Command
Description
Dash Puncher
Hold for 2 seconds, then +P
Vanessa dashes forward with an uppercut that knocks her opponent into the air. She dashes further when the move is performed with HP .
Machine Gun Puncher
PPPPP
Vanessa slides forward while punching, ending with an uppercut that knocks the opponent back. This move hits more times if the player presses P rapidly.
Forward Puncher Vision
K
Vanessa rushes forward in a blur, which passes through attacks. She rushes further when the move is performed with HK . She can follow up with a downward punch and an uppercut that knocks the opponent into the air (Puncher Upper) by pressing + LP or an uppercut and a straight punch that knocks the opponent back (Puncher Straight) by pressing + HP . Or she can lean forward and weave her body to dodge attacks (Puncher Weaving) by holding +P (which lasts until P is released).
Backward Puncher Vision
K
Vanessa retreats backward in a blur, which passes through attacks. She rushes further when the move is performed with HK . She can follow up with a downward punch and an uppercut that knocks the opponent into the air (Puncher Upper) by pressing + LP or an uppercut and a straight punch that knocks the opponent back (Puncher Straight) by pressing + HP . Or she can lean forward and weave her body to dodge attacks (Puncher Weaving) by holding +P (which lasts until P is released).
Puncher Weaving
, then hold P
Vanessa leans forward and weaves her body to dodge attacks (which lasts until P is released). She can follow up with a downward punch that knocks her opponent to the ground (Parrying Puncher) by pressing +P or an upward punch that knocks her opponent back (Dash Puncher) by pressing +P. Or she can rush backward (Backward Puncher Vision) by pressing +K or rush forward (Forward Puncher Vision) by pressing +K.
Parrying Puncher
P
Vanessa does a fierce punch. She does a downward punch that knocks her opponent to the ground with LP or an upward punch that knocks her opponent back with HP . This move can negate projectiles.
Move list (Command normals)
Name
Command
Description
One-Two Puncher
+ LP
Vanessa punches downward, then does an uppercut that knocks her opponent over. This move hits high and can only be blocked standing.
Slide Punch
+ LK
Vanessa slides along the ground while prone and holding her fist out. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Hard Puncher
HP + LK
Vanessa slides in with a punch. If she hits the opponent, she does a combo of punches ending with an uppercut, which knocks the opponent into the air, and taunts.
Move list (Super special moves)
Name
Command
Description
Crazy Puncher
P
Vanessa rushes forward and pummels her opponent with a series of rapid punches, ending with a punch that sends her opponent flying away. She rushes further when the move is performed with HP .
Champion Puncher
P (close)
Vanessa does a downward punch, an upward punch, and a straight punch, then weaves and finishes with an uppercut that knocks her opponent into the air.
Max: Crazy Puncher
LP + HP
Vanessa rushes forward, then zooms to each side of her opponent with numerous punches, ending with a punch that sends her opponent flying into the air.
Seth
Seth is a middle-aged mercenary agent who fights with a defensive style. In the ending of the last game, it was revealed that Ling, the person who hired Vanessa, Seth, and Ramón, was murdered and cloned by NESTS. Now the mercenaries are seeking to destroy NESTS.
Move list (Special moves)
Name
Command
Description
Sho-Yoh
P
Seth swings his arm into the air, kicking up dust from the ground, which knocks down the opponent on impact. He swings his leading arm with LP or his following arm with HP .
Raku-Getsu
LK in midair
Seth falls while stomping with both feet, which knocks the opponent to the ground on impact. This move hits high and can only be blocked standing.
An-Getsu
HK in midair
Seth drops in front of him with a dive kick. This move hits high and can only be blocked standing.
Kyu-Getsu
K
Seth charges forward with a knee strike. He charges further when the move is performed with HK . He can follow up with a jumping kick that knocks the opponent back (Ya-Getsu) by pressing +K or a grounded scissor kick that knocks the opponent into the air (Gen-Getsu) by pressing +K.
Doh-Kuzushi
K
Seth holds a defensive posture. If he is hit by an attack, he blocks the attack and shoves the opponent behind him. He counters a high attack when the move is performed with LK or a mid attack when the move is performed with HK .
Ashi-Tori
P
Seth holds a defensive posture. If he is hit by a low attack, he blocks the attack and knocks the opponent into the air.
Move list (Command normals)
Name
Command
Description
Mae Age Geri
+ LK
Seth does a step kick forward.
Back Blow
+ LP
Seth spins around with a backfist.
Tackle
+ LP
Seth leans forward with a shoulder tackle that knocks the opponent back.
Rolling Sobat
+ LK
Seth hops forward with a jumping kick. This move hits high and can only be blocked standing.
Sliding Kick
+ LK
Seth slides along the ground with a kick. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Final Agent
HP + LK
Seth jumps in with a flying kick. If he does not hit the opponent, he walks forward and does a Sho-Yoh, then taunts.
Move list (Super special moves)
Name
Command
Description
Morote Sho Yoh
P
Seth swings each arm into the air, kicking up dust from the ground, which knocks down the opponent on impact.
Irimi-Nadazuki
K
Seth dashes forward, then does a sweep kick and multiple stomp kicks while leaning on his back, finishing with a kick that knocks the opponent over. He dashes further when the move is performed with HK .
Max: Doh-Tori-Shichimonsatsu
LP + HP
Seth holds his arm out defensively. If he is hit while doing this, he knocks the opponent to the ground and punches them repeatedly, then throws them behind him.
Ramón
Ramón is a special agent and a luchador (a Mexican wrestler) who fights with professional wrestling techniques.
Move list (Special moves)
Name
Command
Description
Rolling Sobat
K
Ramón hops into the air with a back heel kick that knocks his opponent back on impact. He can follow up by jumping on his knocked down opponent with a body press (Flying Body Attack) by pressing K, then he can quickly stand the opponent back up for another hit (Recovery) by pressing P.
Somersault
K
Ramón runs forward, then steps onto his opponent and kicks himself off with a backflip, knocking his opponent over. He runs further when the move is performed with HK . The move can be canceled by pressing LP + HP + LK .
Feint Step
, then hold P
Ramón paces back and forth, evading the opponent's attacks, three times or until the button is released. He finishes with a dropkick when the move is performed with LP .
Tiger Neck Chancery
P (close)
Ramón grabs his opponent by the neck, then falls backward to the ground with a slam.
Move list (Command normals)
Name
Command
Description
Stealth Dropkick
+ LK
Ramón plunges forward with a dropkick from a crouched position. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
El Diablo Amarillo Ramón
HP + LK
Ramón runs forward. If he reaches the opponent, he performs a short series of kicks, ending with a Rolling Sobat and a taunt.
Move list (Super special moves)
Name
Command
Description
Tiger Spin
P (close)
Ramón grabs and slams his opponent to the ground.
El Diablo Amarillo Ramón
K
Ramón runs forward. If he reaches his opponent, he performs a long series of kicks, ending by feint stepping back and doing a dropkick. He runs further when the move is performed with HK .
Max: Tiger Spin
LP + HP (close)
Ramón grabs and slams his opponent to the ground three times.
Garou Densetsu Team
A team representing characters from the Fatal Fury series of fighting games, which returns with the same members as the previous entry.
Terry Bogard
The protagonist of the Fatal Fury series. Terry, nicknamed "The Legendary Wolf," is an American fighter who grew up on the streets of South Town after his father was murdered by the gangster Geese Howard.
Move list (Special moves)
Name
Command
Description
Burn Knuckle
P
Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
Power Wave
LP
Terry punches the ground, causing a wave of energy to roll across the floor.
Round Wave
HP
Terry punches the ground, causing a wave of energy to burst from the ground in front of him.
Power Dunk
K
Terry rises into the air with a knee strike, knocking his opponent over, then smashes downward with a burning fist at the peak of the jump. He ascends higher when the move is performed with HK .
Rising Tackle
Hold for 2 seconds, then +P
Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. The move ascends higher and hits more times when it is performed with HP .
Crack Shoot
K
Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with HK .
Move list (Command normals)
Name
Command
Description
Hammer Punch
+ LP
Terry steps forward with a downward punch. This move hits high and can only be blocked standing.
Rising Upper
+ HP
Terry does an uppercut.
Move list (Striker attacks)
Name
Command
Description
High Angle Geyser
HP + LK
If the opponent is on the ground, Terry charges in with a shoulder ram, then rises into the air with an uppercut and smashes the ground with a burning fist, causing an eruption of fire.
Dunk Geyser
HP + LK
If the opponent is in the air, Terry charges in and punches the ground, causing a geyser of energy to erupt from the ground in front of him.
Move list (Super special moves)
Name
Command
Description
Power Geyser
P
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him.
High Angle Geyser
K
Terry charges forward with a shoulder ram, then rises into the air with an uppercut and smashes the ground with a burning fist, causing an eruption of fire.
Max: Triple Geyser
LP + HP
Terry punches the ground three times, causing an energy geyser to erupt from the ground with each hit, which can juggle the opponent from one into the next.
Andy Bogard
Andy, nicknamed "The Whole Body Weapon," is the younger brother of Terry and the fiancé of Mai. While Terry developed a scrappy style from fighting in the streets, Andy was trained in formal martial arts, including Shiranui-ryuu Ninjutsu that he learned from the master Hanzo Shiranui.
Move list (Special moves)
Name
Command
Description
Hishou Ken
LP
Andy flicks a quick spark of ki energy from his hand, which knocks the opponent back on impact.
Geki Hishou Ken
HP
Andy strikes in front of him with his hand, then uses the other hand to create a powerful sphere of ki that can hit multiple times.
Shouryuu Dan
P
Andy jumps into the air while fanning his arms around him, which can hit multiple times before knocking the opponent to the ground. He ascends higher when the move is performed with HP .
Zan'ei Ken
P
Andy charges forward while ramming with his shoulder and knee. He can follow up with a shove (Shippuu Yokoken) that knocks the opponent back by pressing P.
Kuuhaa Dan
K
Andy launches off the ground with his hands, flying feet-first toward his opponent. The move covers more horizontal distance when it is performed with HK .
Gen'ei Shiranui
K in midair
Andy falls to the ground with an elbow strike. He can be follow up with a sweep kick (Shimo Agito) by pressing P or a rolling kick (Uwa Agito) by pressing K.
Geki Heki Haisui Shou
P (close)
Andy slides forward with an elbow strike, then does palm strikes with each hand, ending with a double-handed palm thrust that knocks his opponent over.
Move list (Command normals)
Name
Command
Description
Age Omote
+ LP
Andy thrusts upward with a palm, hitting up to two times.
Uwa Agito
+ LK
Andy crouches and stands on a hand, then rolls forward with a kick. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Shippuu Zan'ei Ken
HP + LK
Andy charges forward while ramming with his shoulder and knee, which knocks the opponent into the air on impact. If he hits the opponent, he taunts.
Move list (Super special moves)
Name
Command
Description
Chou Reppa Dan
K
Andy launches off the ground with his hands, flying at his opponent with a flaming kick.
Zan'ei Ryuusei Ken
P
Andy rushes forward with multiple strikes, then swings his hands around and channels his ki into a concentrated burst.
Max: Chou Reppa Dan
LK + HK
Andy launches off the ground with his hands, flying at his opponent with a flaming kick.
Joe Higashi
Joe is a Japanese Muay Thai expert and a loyal ally of the Bogard brothers.
Move list (Special moves)
Name
Command
Description
Hurricane Upper
P
Joe punches into the air, generating a cyclone that moves a short distance across the ground. He steps forward and generates a second cyclone that knocks the opponent over when the move is performed with HP .
Baku Retsu Ken
PPPPP
Joe punches rapidly while sliding forward slowly. He can follow up with a downward elbow strike by pressing LP or a jumping kick that knocks his opponent over by pressing HP during the move.
Slash Kick
K
Joe turns and launches himself forward with a flying kick that knocks his opponent over. He flies farther when the move is performed with HK .
Tiger Kick
K
Joe rises diagonally upward with a knee strike. He ascends higher when the move is performed with HK .
Ougon no Kakato
K
Joe jumps forward while doing a rolling kick that can hit multiple times. He jumps further when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
Slide Kick
+ LK
Joe does a slide kick. This move hits low and can only be blocked crouching.
Low Kick
+ LK
Joe does a low roundhouse kick.
Move list (Striker attacks)
Name
Command
Description
Ora Ora Baku Retsu Ken
HP + LK
Joe jumps in with a flying kick, then slides forward with salvo of punches. If he hits the opponent, he does an uppercut that knocks the opponent over and taunts.
Move list (Super special moves)
Name
Command
Description
Screw Upper
P
Joe punches into the air, generating a cyclone, then jumps into the air with an uppercut while generating a tall cyclone that covers the full height of the screen.
Baku Retsu Hurricane Tiger Kakato
P
Joe slides forward with salvo of punches, then does two uppercuts that send cyclones flying and a rising knee strike, finishing with a kick in the air.
Shijou Saikyou no Low Kick
, then hold K
Joe turns away and builds his energy while K is held. When the button is released, he turns around and hits with a shin kick that knocks his opponent over. The move does more damage when it is charged for longer.
Max: Screw Upper
LP + HP
Joe punches into the air, generating a cyclone, then jumps into the air with an uppercut while generating a tall cyclone that covers the full height of the screen.
Blue Mary
Blue Mary is an American detective who fights using grappling techniques.
Move list (Special moves)
Name
Command
Description
Spin Fall
P
Mary leaps forward and falls with an axe kick. It can be followed up with a neck hold takedown (Mary Spider) by pressing P again during the move.
Vertical Arrow
K
Mary jumps and kicks diagonally upward. It can be interrupted with a scissor takedown (Mary Snatcher) by pressing K again during the move.
Straight Slicer
Hold for 2 seconds, then +K
Mary crouches and slides forward with a sweep kick. She can follow up with a grab, slam, and hold (Mary Crab Clutch) by pressing K during the move.
Real Counter
P
Mary taunts her opponent. Normal attacks pass through her while she is doing this. She can follow up by grabbing the opponent by the waist and performing a suplex (Backdrop Real) by pressing P or by rolling her body around the opponent's head with a takedown (Head Crush) by pressing K.
Mary Reverse Facelock
LK
Mary holds a defensive posture. If she is hit by an attack from an airborne opponent while doing this, she catches the attack and locks the opponent in a hold.
Mary Head Buster
HK
Mary holds a defensive posture. If she is hit by a high or mid attack from a grounded opponent while doing this, she catches the attack, rolls backward, and throws the opponent high into the air.
Move list (Command normals)
Name
Command
Description
Hammer Arc
+ LP or + LP
Mary hops forward while swinging her fists down. This move hits high and can only be blocked standing.
Double Rolling
+ LK or + LK
Mary jumps in the air with a spinning back kick, then does a low crouching kick. The second strike hits low and can only be blocked crouching.
Climbing Arrow
+ LK
Mary does a donkey kick into the air, which knocks her opponent back on impact.
Move list (Striker attacks)
Name
Command
Description
Rapid Spider
HP + LK
Mary slides in with a sweep kick. If she hits the opponent, she jumps onto the opponent's head for a grab. If she succeeds, she rolls to the ground, does a handstand, and thrusts the opponent into the air with her legs.
Move list (Super special moves)
Name
Command
Description
Mary Splash Rose
P
Mary dashes back and forward in front of her opponent, then does a jumping kick and knocks them into the air with multiple hand swipes.
Mary Dynamite Swing
LP LP LK HP
Mary knocks her opponent into the air with a knee strike, grabs them in midair and drives them back to the ground, then grabs them again after they stand up and swings them around multiple times by the neck before letting go.
Max: Mary Dynamite Swing
LP LP LK HP
Mary knocks her opponent into the air with a knee strike, grabs them in midair and drives them back to the ground, then grabs them again after they stand up, performs two suplexes, and swings them around multiple times by the neck before letting go.
Ryuuko no Ken Team
A team representing characters from the Art of Fighting series of fighting games, again consisting of the Sakazaki family (Ryo, Yuri, and Takuma) and family friend Robert Garcia.
Ryo Sakazaki
Ryo, nicknamed "The Invincible Dragon," is a dedicated martial artist in the family style of Kyokugen-ryuu.
Move list (Special moves)
Name
Command
Description
Ko'ou Ken
LP
Ryo thrusts a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact.
Kohou
P
Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
Zanransetsu
P
Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
Kohou Shippuu Ken
P
Ryo winds up, then lunges forward with a straight punch that knocks his opponent back on impact. If performed close to the opponent, he does a body blow into a straight punch.
Mouko Raijin Setsu
K
Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with HK .
Hien Shippu Kyaku
K
Ryo leaps ahead with a flying kick, which knocks down his opponent on impact. He follows up with an aerial roundhouse when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
Hyouchuu Wari
+ LP
Ryo draws his hand back, then steps forward with an hand chop. This move hits high and can only be blocked standing.
Joudan Uke
+ LK
Ryo holds his arm in a high block. This move does no damage, but if timed correctly, it parries a high attack.
Gedan Uke
+ LK
Ryo holds his arm in a low block. This move does no damage, but if timed correctly, it parries a low or mid attack.
Move list (Striker attacks)
Name
Command
Description
Kuuchuu Ko'ou Ken
HP + LK
Ryo jumps into the air and thrusts a burst of ki energy diagonally downwards.
Move list (Super special moves)
Name
Command
Description
Haoh Shoukou Ken
P
Ryo channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with HP .
Ryuuko Ranbu
P
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou.
Tenchi Haoh Ken
P
Ryo performs a straight punch that sends his opponent flying away.
Max: Geki Ryuuko Ranbu
HP , LP
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a low Kohou and a high Kohou. The button combination for the move has to be performed in such a way to cancel the HP (such as inputting it in the middle of performing another move).
Robert Garcia
Robert, nicknamed "The Raging Tiger," is a friend to the Sakazaki family and a student of Kyokugen-ryuu. He is more stylish and charismatic in contrast to the sensible and serious Ryo. His playstyle was reverted in this game to the conventional motion inputs.
Move list (Special moves)
Name
Command
Description
Ryuu Geki Ken
P
Robert swings his arm and throws a fireball across the screen. The projectile moves faster when the move is performed with HP .
Ryuu Ga
P
Robert jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
Gen'ei Kyaku
K
Robert pummels his opponent with a blur of rapid kicks, then roundhouse kicks the opponent away.
Hien Shippu Kyaku
K
Robert leaps ahead with multiple rotating kicks, which knock down his opponent on impact. He leaps farther and hits more times when the move is performed with HK .
Kyokugen Ryu Ranbu Kyaku
K (close)
Robert does a combo of four quick kicks that knock his opponent over.
Move list (Command normals)
Name
Command
Description
Ura Kobushi
+ LP
Robert turns around with a backfist, which knocks his opponent into the air.
Kou Ryuu Go Kya Geri
+ LP
Robert jumps forward with a spinning back kick. This move hits high and can only be blocked standing.
Ryuu Han Shuu
+ LK or + LK
Robert does a high side kick.
Nidan Sokutou Geri
+ LK
Robert does a back low heel kick, then slides forward with an upward kick. This move hits low and can only be blocked crouching.
Hien Ryuu Jin Kyaku
+K in midair
Robert dive kicks diagonally downwards. He travels a longer distance when the move is performed with HK .
Move list (Striker attacks)
Name
Command
Description
Ryuuren Moushuu
HP + LK
Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Zan Shou.
Move list (Super special moves)
Name
Command
Description
Haoh Shoukou Ken
P
Robert channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with HP .
Ryuuko Ranbu
P (close)
Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Zan Shou.
Haiga Ryuu
P
Robert turns around with a backfist. If it connects, he does a standing uppercut into a spiraling Ryuu Ga.
Max: Ryuuko Ranbu
LP + HP (close)
Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a low Ryuu Ga and a high Ryuu Ga.
Yuri Sakazaki
Yuri is the youngest practitioner of Kyokugen-ryuu, who has adapted the style to fit herself.
Move list (Special moves)
Name
Command
Description
Ko'ou Ken
P
Yuri thrusts a short-ranged burst of ki energy from her hand, which knocks the opponent back on impact. The projectile travels further when the move is performed with HP .
Haoh Shoukou Ken
, then hold P
Yuri channels and throws a large fireball from both hands that knocks her opponent over on impact. The projectile moves faster when the move is performed with HP .
Rai'oh Ken
K
Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with HK .
Kuu Ga
P
Yuri runs forward with a jumping uppercut that knocks down her opponent on impact. When the move is performed with HP , she gets a running start and jumps farther, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing P again.
Hien Senpuu Ken
, then hold P
Yuri turns around and starts winding up her arm while P is held. When the button is released, she leaps forward with a flying punch that knocks her opponent over. The move does more damage when it is charged for longer. She leaps farther when the move is performed with HP . This move is a parody of Terry Bogard's Burn Knuckle.
Hien Senpuu Kyaku
K
Yuri jumps into the air and rotates on an axis while kicking her leg out. She jumps higher and farther when the move is performed with HK . This move is a parody of Sakura's Shunpuu Kyaku from Street Fighter Alpha 2.
Hyaku Retsu Binta
K
Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs slightly further when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
Tsubame Otoshi
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
Yuri grabs and slams her opponent to the ground.
En Yoku
+ LP
Yuri throws herself forward while striking with her rear. This move hits high and can only be blocked standing.
Senkai Kyaku
+ LK
Yuri performs a wide overhead kick. She can follow up with a high side kick by pressing LK again.
Move list (Striker attacks)
Name
Command
Description
Hien Rekkou
HP + LK
Yuri runs in. If she does not reach the opponent, she taunts, which increases the power gauge. If she reaches the opponent, she advances forward with multiple jumping uppercuts.
Move list (Super special moves)
Name
Command
Description
Hien Hou'ou Kyaku
K
Yuri dashes forward, then runs up her opponent with a series of stomps.
Shin! Chou Upper
K
Yuri hits her opponent with an uppercut from each hand (if her opponent is in close range), then ascends into the air with a jumping uppercut. This move is a parody of Ryu's Shin Shouryuuken from Street Fighter III.
Max: Hien Hou'ou Kyaku
LK + HK
Yuri dashes forward, then runs up her opponent with a series of stomps, finishing with a Rai'oh Ken.
Max: Shin Yuri Satsu
LP LP LK HP
Yuri runs to her opponent, then performs a series of attacks that cannot be seen as the screen goes dark. This move is a parody of Gouki's Shun Goku Satsu from Street Fighter Zero.
Takuma Sakazaki
Takuma is the grandmaster of Kyokugen-ryuu, a deadly style of karate he devised. He is the father of Ryo and Yuri.
Move list (Special moves)
Name
Command
Description
Ko'ou Ken
P
Takuma hurls a fireball from his palm. The projectile moves faster when the move is performed with HP .
Mouko Murai Gan
P
Takuma does a straight punch that knocks his opponent into the air.
Zanransetsu
P
Takuma pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
Hien Shippu Kyaku
Hold for 1 second, then +K
Takuma leaps ahead with a flying kick, which knocks down his opponent on impact. He follows up with a spinning back kick in midair when the move is performed with HK .
Shou Ran Kyaku
K
Takuma runs to his opponent, grabs them, then hits them with a series of knee strikes. He runs farther when the move is performed with HK .
Move list (Command normals)
Name
Command
Description
Oniguruma
+ LP
Takuma swings his arm with a hook punch that knocks the opponent over on impact.
Hisha Otoshi
+ LP
Takuma pulls his arm back, then hits with an underhand palm strike.
Kawara Wari
+ LK
Takuma does an overhead elbow strike. This move hits high and can only be blocked standing.
Keima Uchi
+ LK
Takuma punches downward while crouched, knocking his opponent to the ground on impact. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Chou Hissatsu: Tengu Shoukou Ken
HP + LK
Takuma jumps in while wearing his Mr. Karate mask, then channels and throws a large fireball from both hands that knocks his opponent over on impact.
Move list (Super special moves)
Name
Command
Description
Haoh Shoukou Ken
P
Takuma channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with HP .
Ryuuko Ranbu
P
Takuma rushes forward and unleashes a flurry of punches and kicks, then hops back and performs a Haoh Shoukou Ken.
Shin Kishin Geki
P (close)
Takuma performs a hard-hitting hook, cross, and straight punch, sending the opponent flying away.
Max: Ryuuko Ranbu
LP + HP
Takuma rushes forward and unleashes a flurry of punches and kicks, then hops back and launches three successive Haoh Shoukou Kens.
Ikari Warriors Team
A team representing characters from the Ikari Warriors series of run-and-gun games. After working behind the scenes in the previous games of the NESTS Chronicles, Heidern has once again entered the tournament as a combatant, fighting alongside his adoptive daughter Leona for the first time.
Leona
Leona is the adoptive daughter of Heidern. She fights with similar techniques and slashes her hands like knives.
Move list (Special moves)
Name
Command
Description
Baltic Launcher
Hold for 2 seconds, then +P
Leona throws her hands back and generates a large energy sphere in front of her that can hit her opponent multiple times. She leaps ahead and the sphere moves forward a short distance when the move is performed with HP .
Moon Slasher
Hold for 2 seconds, then +P
Leona slashes the air around her in a circle, which knocks down her opponent on impact.
Grand Saber
Hold for 2 seconds, then +K
Leona runs forward while low to the ground, then slashes with her hand when she reaches her opponent, knocking the opponent over on impact. When the move is performed with HK , she runs farther, and the move can be followed up by a somersault kick (Gliding Buster) by pressing + HK .
X-Calibur
P in midair
Leona slashes her hands in an X pattern in the air, shooting a projectile diagonally downwards that knocks her opponent over on impact.
Earring Bakudan
K
Leona removes one of her earrings and throws it, which explodes when it hits the ground or her opponent. She throws it further when the move is performed with HK .
Heart Attack
K (close)
Leona removes one of her earrings and attaches it to her opponent if nearby. It explodes after a short duration or can be manually detonated by pressing K.
Move list (Command normals)
Name
Command
Description
Heidern Inferno
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
Leona catches her opponent between her legs, then flips over and kicks them down.
Strike Arc
+ LK or + LK
Leona swings her leg down in a circle, knocking down her opponent on impact. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Killer Touch
HP + LK
Leona runs in. If she reaches her opponent, she plants a bomb that detonates and launches the opponent into the air.
Move list (Super special moves)
Name
Command
Description
V-Slasher
P in midair
Leona dives down with a hand chop, then cuts back into the air, forming a V-shaped explosion.
Rebel Spark
K
Leona runs to her opponent and stabs them, causing sparks to fly out and then explode.
Grateful Dead
P
Leona leaps over her opponent's head, then drives her hand into them and saps their life force (which does not heal her).
Max: V-Slasher
LP + HP in midair
Leona dives down with a hand chop, then cuts back into the air, forming a V-shaped explosion.
Ralf Jones
Ralf is a mercenary who fights with explosive punches.
Move list (Special moves)
Name
Command
Description
Vulcan Punch
P
Ralf does a series of rapid upward punches that toss his opponent back. He can move forward with while doing this.
Gatling Attack
Hold for 2 seconds, then +P
Ralf slides forward with an elbow strike, a spinning backhand, and an uppercut that knocks his opponent over. He slides further when the move is performed with HP .
Kyuukoka Bakudan Punch (Chijou)
Hold for 2 seconds, then +P
Ralf jumps in the air with a knee strike, then drops down with an explosive dive punch, which knocks his opponent over on impact. He ascends higher when the move is performed with HP .
Kyuukoka Bakudan Punch (Kuuchuu)
P in midair
Ralf drops down with an explosive dive punch that knocks his opponent over on impact.
Ralf Kick
LK
Ralf leaps through the air with a dropkick that knocks his opponent back.
Ralf Tackle
HK
Ralf charges forward with a tackle that launches his opponent into the air.
Super Argentine Back Breaker
K (close)
Ralf tosses his opponent high into the air, then catches them with a backbreaker and slams them to the ground.
Galactica Phantom
P
Ralf pulls his arm back and winds up for a powerful, unblockable punch.
Move list (Striker attacks)
Name
Command
Description
Regal Body Blow
HP + LK
Ralf drops down with an explosive dive punch, then charges forward with a powerful, unblockable punch that knocks the opponent back.
Move list (Super special moves)
Name
Command
Description
Bari Bari Vulcan Punch
P
Ralf slides forward with an elbow strike, a spinning backhand, and a series of rapid explosive punches, then finishes with an uppercut.
Unamori Vulcan Punch
K
Ralf runs forward and pushes down his opponent, then pummels them with a series of explosive punches. He runs farther when the move is performed with HK .
Max: Bari Bari Vulcan Punch
LP + HP
Ralf slides forward with an elbow strike and spinning backhand, then another elbow strike and spinning backhand, a series of rapid explosive punches, and multiple uppercuts, finally finishing with a jumping uppercut.
Clark Still
Clark is a mercenary who fights with grappling moves.
Move list (Special moves)
Name
Command
Description
Gatling Attack
Hold for 2 seconds, then +P
Clark slides forward with an elbow strike, a spinning backhand, and an uppercut that knocks his opponent over. He slides further when the move is performed with HP . He can follow up the move by grabbing the opponent and rolling into the air (Gatling Attack Full Force) by pressing P, then he can finish with an elbow drop (Flashing Elbow) by pressing P after he slams the opponent.
Napalm Stretch
P
Clark jumps into the air and tries to catch an airborne opponent. If he succeeds, he grabs them and rolls to the ground with a slam. He can follow up the move with an elbow drop by pressing P after he hits the ground with the opponent.
Mount Tackle
P
Clark runs forward and pushes his opponent down to the ground. He can follow up with a powerbomb (Clark Lift) by pressing LP , a DDT (Sleeper Lift) by pressing HP , or by grabbing the opponent, rolling backward, and finishing with a slam (Rolling Cradler) by pressing K. He can follow up any of the slams with an elbow drop (Flashing Elbow) by pressing P after he slams the opponent.
Frankensteiner
K (close)
Clark grabs his opponent by the neck with his legs and slams them to the ground. He can follow up the move with an elbow drop (Flashing Elbow) by pressing P after he turns around and throws the opponent.
Super Argentine Back Breaker
K (close)
Clark tosses his opponent high into the air, then catches them with a backbreaker and slams them to the ground. He can follow up the move with an elbow drop (Flashing Elbow) by pressing P after he turns around and throws the opponent.
Move list (Command normals)
Name
Command
Description
Death Lake Driver
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
Clark grabs and throws his opponent to the ground.
Stomp Kick
+ LK
Clark stomps his leg forward.
Move list (Striker attacks)
Name
Command
Description
Flashing Launcher
HP + LK
Clark jumps in with a flying kick, then tries to grab the opponent. If he succeeds, he turns around, points ahead, and throws the opponent.
Move list (Super special moves)
Name
Command
Description
Ultra Argentine Back Breaker
P (close)
Clark tosses his opponent high into the air and catches them with a backbreaker three times, then slams the opponent into the ground.
Running Three
K (close)
Clark grabs his opponent, turns around, points ahead, and runs to the end of the stage while carrying and then slamming the opponent.
Max: Ultra Argentine Back Breaker
LP + HP (close)
Clark tosses his opponent high into the air and catches them with a backbreaker twice, then throws them high into the air again and jumps up to catch them between his legs, riding them down for a final slam.
Heidern
The commander of the Ikari Warriors, an elite mercenary unit, whose hands can cut like knives.
Move list (Special moves)
Name
Command
Description
Cross Cutter
P
Heidern slashes the air in front of him with his hands, shooting ahead projectiles in the shape of his slashes, which knock down his opponent on impact. The projectiles move faster when the move is performed with HP .
Moon Slasher
P
Heidern slashes the air around him in a circle, which knocks down his opponent on impact.
Neck Roller
K
Heidern flips through the air and tries to land on his opponent's head. If successful, he grabs his opponent's neck and spins his body around.
Storm Bringer
P (close)
Heidern grabs his opponent and siphons some of their health away (and into his health bar).
Killing Bringer
K
Heidern holds a defensive posture. If he is attacked while doing this, he grabs his opponent, tosses them into the air, and catches them on his fiery arm, siphoning some of their health away (and into his health bar).
Move list (Command normals)
Name
Command
Description
Critical Dive
+ HP / HK or + HP / HK in midair (close)
Heidern grabs and stomps his opponent to the ground.
Shooter Narnagel
+ LK
Heidern turns around with a knee strike that can hit twice. This move hits high and can only be blocked standing.
Move list (Super special moves)
Name
Command
Description
Final Bringer
P
Heidern flips through the air and tries to land on his opponent's head. If successful, he grabs his opponent with a fiery arm and siphons some of their health away (and into his health bar).
Heidern End
K
Heidern dashes forward a short distance and stabs his opponent with his hand. If it connects, his hand explodes while he is grabbing his opponent.
Max: Final Bringer
LP + HP
Heidern flips through the air and tries to land on his opponent's head. If successful, he grabs his opponent and siphons some of their health away (and into his health bar).
Max: Heidern End
LK + HK
Heidern dashes forward a short distance and stabs his opponent with his hand. If it connects, his hand explodes while he is grabbing his opponent.
Psycho Soldier Team
A team representing characters from the Psycho Soldier series of platforming games, which returns with the same members as the previous entry.
Athena Asamiya
Athena is a famous J-Pop idol and a powerful psychic. She fights using a combination of kung fu and her psychic powers.
Move list (Special moves)
Name
Command
Description
Psycho Ball
P
Athena generates and throws a ball of psychic energy. The projectile moves faster when the move is performed with HP .
Phoenix Arrow
K in midair
Athena curls into a ball and dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick after landing when the move is performed with HK .
Psycho Sword
P
Athena rises upward while her hand slices the air with psychic power, knocking her opponent over on impact. She ascends higher when the move is performed with HP . This move can be performed in midair.
Psycho Reflector
LK
Athena holds her palms out and generates a shield of psychic power. It knocks back opponents that touch it and also reflects projectiles.
Nu Psycho Reflector
HK
Athena holds her palms out and projects a large orb of psychic power in front of her. It knocks back opponents that touch it and also reflects projectiles.
Psycho Teleport
K
Athena runs forward at high speed. She can be hit while doing this but can pass through opponents. She teleports half the width of the screen with LK or the full width of the screen with HK .
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Athena can jump off the edges of the screen.
Psychic Shoot
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
Athena grabs and throws her opponent in midair.
Phoenix Bomb
+ LK in midair
Athena drops back-first at her opponent. She bounces off her opponent if she hits. This move hits high and can only be blocked standing.
Renkan Tai
+ LK
Athena hops forward with a high kick.
Move list (Striker attacks)
Name
Command
Description
Psycho Healing
HP + LK
Athena jumps in and hovers in place while channeling psychic energy, which knocks the opponent back on contact and restores some health.
Move list (Super special moves)
Name
Command
Description
Shining Crystal Bit
P
Athena hovers in the air and channels psychic energy while orbs revolve around her. This move can be performed in midair. The move can be canceled by pressing LP + HP + LK + HK . She can follow up by pointing forward and shooting an energy orb across the screen (Crystal Shoot) by pressing P. She throws the orb straight ahead with LP or at an upward angle with HP .
Phoenix Fang Arrow
K in midair
Athena curls into a ball and repeatedly dives diagonally downwards while glowing like a meteor.
Max: Shining Crystal Bit
LP + HP
Athena hovers in the air and glows with psychic energy while orbs revolve around her. This move can be performed in midair. The move can be canceled by pressing LP + HP + LK + HK . If the player presses P during the move, Athena points forward and shoots an energy orb across the screen (Crystal Shoot). She throws the orb straight ahead with LP or at an upward angle with HP .
Max: Psychic 9
LP + HP
Athena rushes to her opponent. When she reaches her opponent, she can do a combo by pressing LP LK HP LP LK HP HK , during which she changes into her outfits from the previous King of Fighters games. She falls over if the player messes up the timing of the combo. Otherwise, after the combo, she can follow up by rising upward while her hand slices the air with psychic power (Psycho Sword Finish) by pressing P, changing into her warrior armor and swinging a flaming sword (Fire Sword Finish) by pressing K, or changing into her sailor fuku and thrusting her palms out with a psychic blast (Sailor Finish) by pressing P.
Sie Kensou
Kensou is Athena's friend (and secret admirer) who fights with similar kung fu techniques. He regained his psychic powers in the ending of the last game by absorbing the Dragon Spirit from Bao, who was injured after absorbing a shot from the Zero Cannon.
Move list (Special moves)
Name
Command
Description
Chou Kyuu Dan
P
Kensou generates and throws a ball of psychic energy. The projectile moves faster when the move is performed with HP .
Ryuu Renga Chiryuu
LP
Kensou leaps forward with an elbow strike, then follows up with a knee strike and a turning kick while moving forward, knocking over the opponent on impact.
Ryuu Renga Tenryuu
HP
Kensou leaps forward with an elbow strike, then follows up with a knee strike and a turning kick while moving diagonally up into the air, knocking over the opponent on impact.
Ryuu Sougeki
P in midair
Kensou dives diagonally downwards with a palm strike that hits multiple times. He falls at a wider angle when the move is performed with HP .
Ryuu Gakusai
K
Kensou stands on his hands and propels himself into the air with a split-leg kick that knocks the opponent over on impact. He ascends higher when the move is performed with HK .
Senkyuutai
K
Kensou leans back and stands on one hand while kicking upward with each leg, which launches the opponent into the air.
Move list (Command normals)
Name
Command
Description
Kobokushu
+ LP
Kensou pulls both arms into the air, then slaps down with both of them. This move hits high and can only be blocked standing.
Kousentai
+ LK
Kensou hops forward with a turning kick.
Move list (Striker attacks)
Name
Command
Description
Niku Man 4 U
HP + LK
Kensou jumps in with a palm strike that knocks the opponent back on impact, then eats a meat bun, which restores some health and increases the power gauge.
Move list (Super special moves)
Name
Command
Description
Shinryuu Seioh Rekkyaku
LK
Kensou leaps forward with a flying kick, followed by a front kick and a turning kick, then stands on his hands and propels himself into the air with a split-leg kick.
Shinryuu Tenbu Kyaku
HK
Kensou leaps forward with a flying kick, followed by a front kick and a turning kick while juggling the opponent into the air, then stands on his hands after landing and propels himself into the air with a split-leg kick.
Max: Senki Hakkei
LP + HP (close)
Kensou thrusts his palms out and hits his opponent with an orb of psychic energy that sends them flying away.
Chin Gentsai
Chin is a Chinese martial arts master who trained Athena, Kensou, and Bao. He fights in the Drunken Fist style.
Move list (Special moves)
Name
Command
Description
Hyoutan Geki Jaku
LP
Chin whips a gourd through the air in front of him.
Hyoutan Geki Kyou
HP
Chin whips a gourd through the air in front of him twice, once high and once low.
Suihai Kou
P
Chin takes a drink of sake from a gourd. After doing this, he can spit the sake diagonally upwards (Fun'en Kou) by pressing P, stumble drunkenly forward (Gouen Shourai Kai) by pressing P, or roll forward with an upward hand strike that knocks his opponent over (Kaiten Tekikuu Totsu Ken) by pressing K. The second move does not have to be done immediately after the first.
Bugetsu Sui
K
Chin falls back, flat on the ground, for a duration before standing back up again. While he is in this state, he can fly forward with a kick that knocks his opponent over (Ryuu Ja Hanhou) with + LK or cartwheel backward (Rigyo Hanhou) with + HK . Or he can move with or or stand back up by pressing LP + HP + LK + HK .
Move list (Command normals)
Name
Command
Description
Suiho Hyoutan Shuu
+ LP
Chin falls on his back while swinging a gourd. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Hourai Raku'en
HP + LK
Chin jumps in and looks for the opponent (if not near), then leaps through the air with a rolling body attack that knocks the opponent over.
Move list (Super special moves)
Name
Command
Description
Gouran Enpou
P
Chin takes a drink from a gourd, then breathes a stream of fire. He breathes the stream diagonally upwards with LP or straight ahead with HP .
Gouen Shourai
P
Chin takes a drink from a gourd and explodes with fire, then stumbles drunkenly forward.
Max: Gouran Enpou
LP + HP
Chin takes a drink from a gourd, then breathes a throng of fireballs in a wide fan pattern.
Bao
Bao is a young boy who fights with kung fu. His psychic powers have been somewhat diminished since the last game, after he destroyed the Zero Cannon by absorbing a shot from it.
Move list (Special moves)
Name
Command
Description
Psycho Ball Attack: Front
LP
Bao throws a small ball of psychic energy a short distance in front of him.
Psycho Ball Crush: Front
HP
Bao curls into a ball while shrouded in psychic energy and rolls straight ahead, knocking over his opponent on impact. When performed in midair, his trajectory drops as he travels, and he rolls down the side of the screen if he reaches it.
Psycho Ball Crush: Rise
HP
Bao curls into a ball while shrouded in psychic energy and rolls directly above him, knocking over his opponent on impact.
Psycho Ball Crush: Bound
HK
Bao curls into a ball while shrouded in psychic energy and falls to the ground. When performed in midair, he bounces off the ground and rises at a diagonal angle, knocking over his opponent on impact.
Psycho Ball Crush: Reflect
HK
Bao curls into a ball while shrouded in psychic energy and rolls straight ahead, reflecting projectiles and knocking over his opponent on impact.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Bao can jump off the edges of the screen.
Soushou
+ LP in midair
Bao slaps down with both hands.
Hikida
+ LK in midair
Bao dives down head-first, knocking over his opponent on impact.
Kawasaki
+ LP
Bao steps forward and claws his hand downward.
Senheki Shuu
+ LK
Bao rolls forward with a cartwheel kick. This move hits high and can only be blocked standing.
Senshou Shuu
+ LK
Bao flips through the air and comes down with a stomp kick.
Rikatsu Shuu
+ HK
Bao turns around with a trip kick. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Psycho Ball Attack
HP + LK
Bao runs in with a dash attack, then throws a large ball of psychic energy that knocks the opponent into the air on impact.
Move list (Super special moves)
Name
Command
Description
Psycho Ball Crush: SP
K
Bao hovers in the air while his body is surrounded in a sphere of psychic energy that launches the opponent into the air on contact.
Max: Psycho Ball Attack: MAX
LP + HP
Bao throws a large ball of crackling psychic energy.
Women Fighters Team
A team consisting of female characters. King rejoins Mai Shiranui and Hinako Shijo, who have returned from the previous entry, and Li Xiangfei, who has returned after skipping a tournament.
King
King is a French Muay Thai expert and restaurateuse.
Move list (Special moves)
Name
Command
Description
Venom Strike
LK
King performs a jumping kick, lobbing a fireball through the air.
Double Strike
HK
King performs two jumping kicks in quick succession, lobbing two fireballs through the air.
Trap Shot
K
King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.
Tornado Kick
K
King leaps ahead while kicking up, which knocks her opponent over. She follows up with a second kick when the move is performed with HK .
Mirage Kick
P
King runs forward, then hits her opponent with alternating high and low kicks. She runs slightly further when the move is performed with HP .
Mirage Dance
P (close)
King kicks her opponent multiple times, ending with a sweep kick.
Move list (Command normals)
Name
Command
Description
Trap Kick
+ LK
King hops forward with a downward kick. This move hits high and can only be blocked standing.
Slide Kick
+ HK
King slides forward with a sweep kick. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Trap Rush
HP + LK
King rushes in with a slide kick. If she hits the opponent, she follows up with a knee strike, then flies upward with an upside-down kick that launches her opponent into the air, finishing with a somersault kick at the height of the ascent.
Move list (Super special moves)
Name
Command
Description
Illusion Dance
K
King does a backflip, then performs a series of rapid kicks, ending with a somersault kick and multiple midair kicks.
Surprise Rose
K
King rolls into the air, then comes down with multiple stomping kicks. The move covers more horizontal distance when it is performed with HK .
Max: Illusion Dance
LK + HK
King does a backflip, then performs a series of rapid kicks, ending with a somersault kick and multiple midair kicks.
Mai Shiranui
Mai is the last heiress to the Shiranui ninja clan.
Move list (Special moves)
Name
Command
Description
Ka Chou Sen
P
Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with HP .
Ryuu En Bu
P
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can negate projectiles. She steps forward slightly and the move can hit two times when it is performed with HP .
Hissatsu Shinobi Bachi
K
Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with HK .
Musasabi no Mai (Chijou)
Hold for 2 seconds, then +P
Mai jumps to the back edge of the screen, then repels off. She can jump to the front edge of the screen by pressing instead of . If the player continues to hold P after performing the move or presses P while in midair, Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. Or she can follow up by attacking with her rear (Ukiha) by pressing +P or attacking with a knee drop (Yurazaume) by pressing +K while in midair. The move covers more horizontal distance when it is performed with HP .
Musasabi no Mai (Kuuchuu)
P in midair
Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
Sayo Chidori
K
Mai swipes her folding fan downward in a large circle around her.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Mai can jump off the edges of the screen.
Yume Zakura
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
Mai grabs and stomps her opponent to the ground.
Daiwa Fuusha Otoshi
+ LP in midair
Mai clasps her hands together and swings them down like a hammer.
Yurazaume
+ LK in midair
Mai floats downward and attacks with a knee drop that knocks her opponent to the ground. This move hits high and can only be blocked standing.
Ukiha
+ HK in midair
Mai drops diagonally downward while attacking with her rear, then sweeps her opponent with a fan upon hitting the ground. This move hits high and can only be blocked standing.
Tsubakuro no Mai
+ LK
Mai hops forward with a step kick. This move hits high and can only be blocked standing.
Benitsuru no Mai
+ LK
Mai slides forward with a low kick, then rolls back with a high kick that knocks the opponent back. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Sakura Fubuki
HP + LK
Mai charges in with a shoulder ram. If she does not hit the opponent, she taunts, which increases the power gauge. If she hits the opponent, she rises into the air while twirling her fans, then finishes with an air throw.
Move list (Super special moves)
Name
Command
Description
Hana Arashi
P
Mai runs to her opponent, then spirals upward while holding her fans to her side.
Hou'ou no Mai
P
Mai flips into the air, then spins downward in a ball while tailed by the sash around her waist, which is set alight.
Chou Hissatu Shinobibachi
K
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Max: Chou Hissatu Shinobibachi
LK + HK
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Hinako Shijo
Hinako is a young girl who, despite her petite size, fights with sumo wrestling techniques.
Move list (Special moves)
Name
Command
Description
Tsukidashi
PPPPP
Hinako advances forward while alternately thrusting her palms. The last hit knocks the opponent over. She advances further when the move is performed with HP .
Tsuki Otoshi
P
Hinako claws with one hand, then slaps both hands downward, which knocks the opponent to the ground.
Kote Nage
K (close)
Hinako grabs and slams her opponent into the ground behind her.
Kake Nage
K (close)
Hinako grabs and trips her opponent into the ground behind her.
Kaburi Yori
P
Hinako pounces forward and grabs her opponent. If she succeeds, she can follow up by slapping both hands downward and knocking the opponent down (Hatakikomi) by pressing P or by kicking at the opponent's shins (Keteguri) by pressing K. If the player fails to follow up with a move quickly enough, the opponent counterattacks (which does no damage but breaks the hold).
Yoriki
K (close)
Hinako grabs her opponent, then runs them into the wall.
Move list (Command normals)
Name
Command
Description
Maemitsu Tataki
+ LP
Hinako steps forward and claws a hand upward.
Ketaguri
+ HK
Hinako does a shin kick. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Teppou Hinako
HP + LK
Hinako jumps in, then advances forward while alternately thrusting her palms and taunts.
Move list (Super special moves)
Name
Command
Description
Oo-ichiban
P
Hinako tries to grab her opponent. If she succeeds, she batters her opponent with multiple slaps and swipes, then tosses the opponent into the air.
Gasshou Hineri
K
Hinako hops forward and tries to grab her opponent. If she succeeds, she swings the opponent through the air.
Max: Gasshou Hineri
LK + HK
Hinako hops forward and tries to grab her opponent. If she succeeds, she shakes the opponent, then swings them through the air.
Li Xiangfei
Xiangfei is a Chinese teenager who works as a waitress at her family's restaurant and loves eating. She fights using kung fu.
Move list (Special moves)
Name
Command
Description
Nanba
P
Xiangfei releases a short-ranged ki blast from her hands, which knocks down her opponent on impact. She steps forward slightly when the move is performed with HP .
Tenpou Zan
K
Xiangfei jumps into the air while striking with the back of her shoulder, knocking the opponent over on impact.
Senri Chuou
LK
Xiangfei tumbles forward and tries to grab her opponent. If she succeeds, she slaps her opponent with an open palm, then hits with an elbow strike that knocks the opponent over. She can follow up with a jumping axe kick (Kankuu) by pressing LK again during the move.
Senri Chuou: Shinsaiha
HK
Xiangfei tumbles forward and tries to grab her opponent. If she succeeds, she shoves her opponent behind her and hits with a flying headbutt that knocks the opponent over.
Banpaku Kouen
P (close)
Xiangfei grabs and shoves her oppponent. This move does no damage but switches sides with the opponent. She can follow up by slamming her back into the opponent (Ekisupo) by pressing P.
Move list (Command normals)
Name
Command
Description
Sou Shouda
+ LP
Xiangfei steps forward with a double-handed punch. This move hits high and can only be blocked standing.
Kyuuho: Kousentai
+ LK
Xiangfei does a low kick. This move hits low and can only be blocked crouching.
Fukuho: Kousentai
+ HK
Xiangfei does a low kick. This move hits low and can only be blocked crouching.
Move list (Striker attack)
Name
Command
Description
Dai Kokuchou
HP + LK
Xiangfei jumps in and taunts, which decreases the opponent's power gauge.
Move list (Super special moves)
Name
Command
Description
Chou Pai-Long
LP + HP , then HP , then + HP
Xiangfei does a wide double palm strike, then shoves both palms forward, and finally slams her back into the opponent, which knocks the opponent into the wall.
Dai Tetsujin
K
Xiangfei leaps through the air with a shoulder strike.
Majinga
K (close)
Xiangfei holds her opponent in place with a palm, swings the other arm into a circle and then uses it to grab the arm that is holding the opponent, and blasts the opponent with a concentrated strike that hits 100 times.
Max: Dai Tetsujin
LK + HK P
Xiangfei leaps through the air with a shoulder strike.
Max: Majinga
LK + HK (close)
Xiangfei holds her opponent in place with a palm, swings the other arm into a circle and then uses it to grab the arm that is holding the opponent, and blasts the opponent with a concentrated strike that hits 103 times.
Korea Justice Team
A Korean team consisting of Kim Kaphwan (from Fatal Fury) and the two criminals he is attempting to rehabilitate. Jhun Hoon is absent for this tournament because of an injury, so he has been replaced by Kim's young pupil May Lee Jinju.
Kim Kaphwan
Kim is a Korean taekwondo master who fights for justice. He is trying to rehabilitate the two criminals on his team, Chang and Choi.
Move list (Special moves)
Name
Command
Description
Han Getsu Zan
K
Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with HK .
Hien Zan
Hold for 2 seconds, then +K
Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with HK , he ascends higher and hits additional times, and the move can be followed up with another kick (Tenshou Zan) by pressing + HK .
Hishou Kyaku
K in midair
Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku
K
Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles. When the move is performed with LK , it can be followed up with a rising spin kick (Kuu Sajin) by pressing K. When the move is performed with HK , it knocks the opponent to the ground.
Move list (Command normals)
Name
Command
Description
Kuuren Geki
+ LP
Kim hops forward with a spinning kick that can hit two times.
Neri Chagi
+ LK
Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Hishou Kyaku
HP + LK
Kim jumps in with a stomp kick. If he hits the opponent, he follows up with a circular kick in midair, knocking the opponent down on impact.
Move list (Super special moves)
Name
Command
Description
Hou'ou Kyaku
K
Kim performs a series of rapid kicks, then finishes with a backflip kick. This move can be performed in midair.
Hou'ou Hiten Kyaku
K
Kim hits with a high back kick that knocks his opponent into the air.
Hou'ou Tenbuu Kyaku
K in midair
Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.
Max: Hou'ou Kyaku
LK + HK
Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with multiple backflip kicks. This move can be performed in midair.
Chang Koehan
Chang is a massive criminal who fights with a ball and chain.
Move list (Special moves)
Name
Command
Description
Tekkyuu Dai Kaiten
P
Chang swings his ball by its chain over his head, which knocks down his opponent on impact. He swings the ball for a duration or until the player presses LP + HP + LK + HK , and he can move with or while doing this.
Tekkyuu Funsai Geki
P
Chang flings his ball by its chain in front of him, which knocks down his opponent on impact. He winds up the ball by swinging it and slides forward slightly when the move is performed with HP .
Tekkyuu Taiko Uchi
K
Chang picks his nose. If he is hit while doing this, he sneezes, knocking his opponent away.
Dai Hakai Nage
P (close)
Chang grabs and slams his opponent back and forth multiple times.
Move list (Command normals)
Name
Command
Description
Hiki Nige
+ LP
Chang slides along the ground, holding his ball out in front of him, which sweeps his opponent. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Tekkkyuu Dai Kourin
HP + LK
Chang flops down with a body press that knocks his opponent to the ground.
Move list (Super special moves)
Name
Command
Description
Tekkyuu Dai Bousou
P
Chang charges forward with a series of strikes, then swings his ball by its chain over his head and finishes with one of several moves chosen at random.
Tekkyuu Dai Assatsu
P
Chang flies diagonally upward, then falls with a body attack. He moves forward a short distance before jumping when the move is performed with HP .
Max: Tekkyuu Dai Assatsu
LP + HP
Chang flies diagonally upward, then falls with a body attack.
Choi Bounge
Choi is a tiny criminal who fights with dual leather-gloved claws.
Move list (Special moves)
Name
Command
Description
Hien Zan
K
Choi flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. The move can hit twice when it is performed with HK .
Kaiten Hien Zan
P
Choi curls into a ball and rolls along the ground. If he hits his opponent, he rolls up the opponent. He can follow up by lunging forward with his claws (Kishuu Hien Zuki) by pressing P.
Tatsumaki Shippuu Zan
Hold for 2 seconds, then +P
Choi spirals upward in a tornado while slashing around him with his claws, knocking down the opponent on impact. He slides forward a short distance and ascends higher when the move is performed with HP .
Hishou Kuuretsu Zan
Hold for 2 seconds, then +K
Choi jumps to the back edge of the screen. He can jump to the front edge of the screen by pressing instead of . If the player continues to hold K after performing the move, Choi immediately does a spinning attack with his claws after hitting the wall. He spins diagonally downwards with LK or straight ahead with HK .
Hishou Kyaku
K in midair
Choi dives diagonally downward, then stomps repeatedly on his opponent.
Senpuu Hien Shitotsu
Hold for 2 seconds, then +P
Choi flies ahead head-first while spinning like a drill with his claws in front of him. He flies faster and further when the move is performed with HK . He can follow up with another drill spin (Shitotsu Bunki) by holding the D-Pad in any direction while pressing any attack button, which can be done up to two times.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Choi can jump off the edges of the screen.
Toorima Geri
+ LK or + LK
Choi somersaults forward with a kick.
Move list (Striker attacks)
Name
Command
Description
Chouhatsu Zanmai
HP + LK
Choi jumps in. If the opponent is near, he spirals upward in a tornado while slashing around him with his claws, knocking down the opponent on impact. If the opponent is far, he taunts, which decreases the opponent's power gauge.
Move list (Super special moves)
Name
Command
Description
Shin! Chouzetsu Tatsumaki Shinkuu Zan
P
Choi spins on one leg, producing a large tornado that covers the full height of the screen. He can move with or while doing this.
Zan! Saru Tsukiwa
, then hold P
Choi poses with his claws while P is held. When the button is released, he vanishes and moves forward with up to three claw slashes before reappearing. The move does more damage when it is charged for longer, and it is unblockable when fully charged.
Max: Hou'ou Kyaku
LK + HK
Choi slides forward with a series of attacks, ending with two somersault kicks.
May Lee Jinju
May Lee is an energetic young student of Kim Kaphwan who is perhaps even more enthusiastic about justice than he is. She fights with her own unique style of taekwondo, and she can switch between a Normal stance and a Hero stance, in which she wears a red scarf like a cape (influenced by tokusatsu heroes such as Kamen Rider), at any time. She was created at the request of Eolith, who wanted a female Korean character with appeal like Athena.
In her Normal stance, May Lee has three special kicks that can be linked together into a combo in any order (except Mawashigeri cannot be first).
Move list (Special moves (Normal))
Name
Command
Description
Posture Shift
LP + HP + LK
May Lee changes to her Hero stance.
Waga Utan Kasane
K
May Lee lifts her knee in front of her. If she is hit by a mid attack while doing this, she counterattacks with a high kick that knocks the opponent into the air, then skips forward with a kick from each leg when the opponent comes back down.
Ryuubi Kyaku
K
When the move is performed with LK , May Lee does a roundhouse kick that hits twice, mid then high. When the move is performed with HK , May Lee steps forward, then does a high roundhouse kick. Either move can be linked into the Kakato Oshi/Gedan Keri or Mawashigeri (but each move can only be done once in a single chain).
Kakato Otoshi/Gedan Keri
LK
When the move is performed with LK , May Lee lifts her leg high, then drops it down with an overhead kick (Kakato Otoshi). This move hits high and can only be blocked standing. When the move is performed with HK , May Lee slides along the ground with a sweep kick (Gedan Keri). This move hits low and can only be blocked crouching. Either move can be linked into the Ryuubi Kyaku or Mawashigeri (but each move can only be done once in a single chain).
Mawashigeri
HK after Ryuubi Kyaku or Kakato Otoshi/Gedan Keri
May Lee slides forward with a spinning kick. When the move is performed with LK , it can be linked into the Ryuubi Kyaku or Kakato Otoshi/Gedan Keri (but each move can only be done once in a single chain). When the move is performed with HK , it knocks the opponent back, and May Lee changes to her Hero stance.
Move list (Command normals (Normal))
Name
Command
Description
Flying Forward Kick
+ LK
May Lee leaps ahead with a jumping kick that knocks down her opponent on impact.
Move list (Super Special moves (Normal))
Name
Command
Description
Ryuugetsu Rinkyaku
K
May Lee runs forward and hits her opponent with a barrage of kicks, finishing with an overhead axe kick. She runs further when the move is performed with HK .
Shinjuu Kyaku
K
May Lee flips forward, dropping her heels as she unrolls. If it hits, she holds the opponent in place with her leg, then kicks them away.
In her Hero stance, May Lee cannot block or use evasive rolls, but she has a parry that can be used to deflect attacks. She also does not have a jumping knockdown attack in this stance. She returns to her Normal stance if she is hit in this stance without parrying it.
Move list (Special moves (Hero))
Name
Command
Description
Posture Shift
LP + HP + LK
May Lee changes to her Normal stance.
Full Swing Chop
P
May Lee slides forward while chopping with both open hands, which knocks her opponent back.
May Lee: Chop!
P
May Lee leaps forward with an open-handed chop. When the move is performed with LK , the chop is high enough to hit standing opponents but not crouching. When the move is performed with HP , the chop is high enough that it can only hit jumping opponents.
May Lee: Kick!
K in midair
May Lee twists diagonally downward with a corkscrew kick. This move hits multiple times, and the last strike hits low and can only be blocked crouching.
May Lee: Break!
P (close)
May Lee tries to grab her opponent. If he succeeds, she kicks the opponent away.
Move list (Command normals (Hero))
Name
Command
Description
Hero Counter
+ LP
May Lee holds her arms apart. If she is attacked while doing this, she parries the attack (regardless of whether it is low, mid, or high, including jumping attacks, overheads, sweeps, and even unblockable attacks, but not grabs or throws).
Sliding
+ LK
May Lee slides along the ground with a sweep kick. This move hits low and can only be blocked crouching.
Move list (Striker attacks (Hero))
Name
Command
Description
Shinjuu Shoukan
HP + LK
May Lee runs in. If she reaches her opponent, she chops with both open hands. If it hits, she finishes with a side kick that knocks the opponent back.
Move list (Super Special moves (Hero))
Name
Command
Description
May Lee: Dynamic!
P in midair
May Lee flies forward and hits her opponent with several kicks while suspended in midair, then several more kicks after landing, finishing by shoving the opponent with both open palms.
Max: May Lee: The End
LP + HP (close)
May Lee slaps her opponent. If it hits, she leaps back and into the air, then drops with a dive kick that sets off a timed explosion (similar to Leona's Rebel Spark).
NESTS Team
A team of NESTS operatives who have entered the tournament in an attempt to eliminate their enemies.
Kula Diamond
Kula is a young girl who had been kidnapped and experimented upon by NESTS as part of their "Anti-K'" project. She was created by NESTS to hunt and kill the fugitive K', with cryokinetic abilities specifically designed to counter his pyrokinetic powers.
Move list (Special moves)
Name
Command
Description
Diamond Breath
P
Kula blows a stream of icy breath toward the ground. The breath knocks her opponent over on impact when the move is performed with LP . It travels further but only knocks the opponent back when the move is performed with HP .
Crow Bite
P
Kula leaps forward in an arc with a spiraling uppercut while trailed by icy sparkles, which knocks down her opponent on impact. She ascends higher and leaps farther when the move is performed with HP .
Counter Shell
P
Kula swipes a hand downward, which knocks down the opponent on impact. This move can reflect projectiles.
Ray Spin
K
Kula leaps forward while kicking with a pirouette spin like a ballerina. She can follow up with a high kick that shoots a bolt of ice (Stand) by pressing + LK or by sliding forward on a sheet of ice while sweeping with both legs (Sit) by pressing + HK .
Move list (Command normals)
Name
Command
Description
One Inch Punch
+ LP
Kula reaches forward and clenches her fist, delivering a concentrated strike that knocks her opponent over.
Critical Ice
+ HP
Kula shoots a blast of ice from her hand that knocks her opponent over.
Slider Shoot
+ LK
Kula slides forward on a sheet of ice while sweeping with both legs. This move hits low and can only be blocked crouching.
Move list (Striker attacks)
Name
Command
Description
Crow Bite
HP + LK
Kula runs in, then leaps forward in an arc with a spiraling uppercut while trailed by icy sparkles, which knocks down her opponent on impact.
Move list (Super special moves)
Name
Command
Description
Diamond Edge
P
Kula thrusts her hands down, causing a giant ice spike to pop out of the ground.
Max: Diamond Edge
LP + HP
Kula thrusts her hands down, causing three giant ice spikes to pop out of the ground, each farther than the last.
Max: Freeze Execution
LP + HP
Diana rushes across the screen, knocking the opponent over on impact, then Kula holds her arms out and freezes everything.
Foxy
Foxy is a NESTS agent who watches over Kula (along with Diana). She fights using a long rapier in a style similar to fencing.
Move list (Special moves)
Name
Command
Description
Unicorn no Kaku
P
Foxy shoots a needle across the screen, which stuns the opponent momentarily before knocking them over. The projectile moves faster when the initial move is performed with HP .
Prenilnium
P
Foxy slashes her rapier in a large circle around her, which knocks down her opponent on impact.
Chie no Ki
K
Foxy slides along the ground with a sweep. If it hits, she slashes her rapier laterally while kneeling, which knocks down her opponent on impact. This move hits low and can only be blocked crouching. She can interrupt the slide with a jumping circular slash (Tsuki no Gin) that knocks her opponent over by pressing +P. This move hits high and can only be blocked standing.
Taiki no Shoukei
K
Foxy zooms forward in shadow. She is invulnerable while doing this. She travels further when the move is performed with HK .
Hajimari no Ki
P
Foxy slides forward while plunging her rapier. She can follow up by turning around and hitting her rapier low (Noah no Kioku) by pressing P or by sliding back and holding her rapier defensively to cover her upper body (Nanae no Hoshi) by pressing +K.
Move list (Command normals)
Name
Command
Description
Nanatsu no Kinzoku
+ LP
Foxy lunges forward and stabs her rapier.
Nanatsu no Koubutsu
+ LP
Foxy stands and bashes her rapier downward.
Nanae no Junkan
+ LK
Foxy holds her rapier defensively to cover her upper body. This move does no damage, but if timed correctly, it parries a high attack.
Nanae no Kagi
+ LK
Foxy holds her rapier defensively to cover her lower body. This move does no damage, but if timed correctly, it parries a low attack.
Move list (Striker attacks)
Name
Command
Description
Getsu no Shirogane
HP + LK
Foxy slides in. When she reaches her opponent, she does a jumping circular slash, which knocks down her opponent on impact.
Move list (Super special moves)
Name
Command
Description
Hakuchou no Shi
P
Foxy slides across the screen in shadow. If she hits her opponent, she hits repeatedly with her rapier, then taunts, and finishes by slashing her rapier in a large circle around her. Before reaching the opponent, she can alternatively transition into a jumping circular slash (Tsuki no Gin) by pressing +P or a low slide and a kneeling rapier slash (Chishiki no Ki) by pressing +K.
Max: Wakusei no Inori
LP + HP in midair
Foxy slashes her rapier, causing tall waves of energy to sweep across from the other end of the screen.
Max: Mitsubachi
LK + HK
Foxy flies toward her opponent while stabbing with her rapier. If she hits, the opponent is instantly knocked out, but Foxy is also knocked out, causing a draw. If the attack is dodged or blocked, the opponent suffers no damage, but Foxy is knocked out, forfeiting the round.
K9999
K9999 is the 9,999th clone of Kyo Kusanagi created by NESTS. He has been sent by the organization on a mission to hunt down and destroy the NESTS creations that have gone rogue, primarily K'. His design is heavily influenced by the character Tetsuo from the anime Akira.
Move list (Special moves)
Name
Command
Description
Acchi e Itteroo!
P
K9999 swipes the air with his hand, causing dust to burst in front of him. This move can negate projectiles.
Wareroo!
P
K9999 leans back while swinging his arms, creating a trail of fire in an upward arc in front of him, which knocks down his opponent on impact.
Move list (Command normals)
Name
Command
Description
Urusee!
+ LP
K9999 slides forward while spinning his hand into a long drill, which knocks down his opponent on impact.
Move list (Striker attacks)
Name
Command
Description
Ore ni Meirei Sunna
HP + LK
K9999 drops in with a dive kick. If he hits his opponent, he hits with a backhand, which knocks his opponent back.
Move list (Super special moves)
Name
Command
Description
Tsuki...
P
K9999 leans forward while swinging his arms, creating a large sphere of psychic energy that rolls around him.
Temee mo Oucchimae!
K
K9999 turns his arm into a long gun and fires it five times across the screen. The move normally hits five times, but it can hit nine times when done between a half and a full screen away from the opponent.
Max: Chikara ga... Katte ni... Uwaaaa!!
LP + HP + LK + HK
K9999 grows his arm into a huge, mutated tentacle that covers the full width of the screen.
Ángel
Ángel is a Mexican wrestler who was given enhanced strength by NESTS. She was sent to monitor Kula and Foxy.
Most of her special moves are part of a mechanic that is unique to her called an "Unchain" series. This allows her to link three moves together into a chain: an Unchain Starter (the first move), an Unchain Circle (the second move), and an Unchain Finish (the last move).
Move list (Special moves)
Name
Command
Description
Red Sky of Japonesia
K
Ángel dashes across the screen. If she reaches the opponent, she grabs them with her legs and throws them into the air.
Mad Murder Roulette
K
Ángel tries to grab her opponent. If she succeeds, she launches them into the air with a high kick.
Formalist Blue
+K
Ángel steps forward with a low kick. This move hits low and can only be blocked crouching. She can follow up with a hook punch (Welcome to Ryuugu) by pressing P or by swinging her leg into a heel drop (Citizen of the World) by pressing K. Either follow-up move can be used as an Unchain Starter (the first move in an Unchain series).
Unchain Starter: Repun Kamui
P
Ángel stomps the ground while punching.
Unchain Starter: Beyond Flames
K
Ángel runs across the screen.
Unchain Circle: Bye Bye Rogue
+P
Ángel does an upward punch.
Unchain Circle: Shelter from the Storm
+K
Ángel does a high kick.
Unchain Circle: Buggy and Coffin
+P
Ángel does a downward punch. This move hits high and can only be blocked standing.
Unchain Circle: With a Lamp for the Pathway
+K
Ángel leaps forward and falls with a kick. This move hits high and can only be blocked standing.
Unchain Circle: A Train to See Cherry Blossoms
+P
Ángel slides forward and does a low punch. This move hits low and can only be blocked crouching.
Unchain Circle: Impotent Symptom
+K
Ángel leaps forward and does a low kick. This move hits low and can only be blocked crouching.
Unchain Finish: Crown Under the Sky
P
Ángel does an uppercut that knocks her opponent into the air. This move hits high and can only be blocked standing.
Unchain Finish: State of Heat Haze
K
Ángel turns around and rolls backward with a kick that knocks her opponent down. This move hits high and can only be blocked standing.
Unchain Finish: A Full Moon Evening
P
Ángel throws a haymaker that knocks her opponent over. This move is unblockable.
Unchain Finish: Light Your Cycle
K
Ángel hops on her opponent's back and does a choke.
Unchain Finish: A Garden to Play with Ghost
K
Ángel grabs her opponent and launches them into the air with a high kick.
Move list (Command normals)
Name
Command
Description
Senseless Chatter
+ LK
Ángel does a spinning back kick.
At the Wasteland
+ HK in midair
Ángel falls with a knee strike. This move hits high and can only be blocked standing.
Move list (Striker attacks)
Name
Command
Description
Beyond Flames
HP + LK
Ángel runs in. If she reaches her opponent, she does a low punch and a high punch.
Move list (Super special moves)
Name
Command
Description
Loyalty Test for the Liberalists
P as Unchain Finish
Ángel does a long combo that ends with an uppercut that knocks the opponent into the air.
The Unidentified Victim Consciousness
LK + HK
Ángel holds her leg up in a defensive posture. If she is attacked while doing this, she retaliates with a short combo.
Max: Loyalty Test for the Rebels
LP + HP as Unchain Finish
Ángel does a long combo that ends with hopping on her opponent's back and doing a choke, turning around and rolling backward with a kick, knocking the opponent into the air with an uppercut, and hitting the opponent with a haymaker as they land.
Bosses
The two bosses become playable in the Vs., Practice, and Survival modes (but not the Puzzle mode) after defeating them in the Survival mode.
Original Zero
Zero is a high-ranking NESTS agent and the mid-boss of the game. The Zero that appeared in The King of Fighters 2000 was a clone of him. He has no power gauge or Strikers and cannot crouch, but he can nonetheless perform Super Special moves and call upon a trio of Strikers to assist him, including his black lion Glugan.
Move list (Special moves)
Name
Command
Description
Zanpuu Enpa: Satsuma
LP
Zero whips his coattails a short distance in front of him, which knocks the opponent into the air. This move can reflect projectiles.
Zanpuu Enpa: Hankyou
HP
Zero whips his coattails a long distance in front of him, which knocks the opponent into the air.
Zanpuu Enpa: Kouga
LP
Zero jumps into the air while rolling his coattails around him like a buzzsaw, which knocks down the opponent on impact.
Zanpuu Enpa: Shouha
HP
Zero jumps high into the air while rolling his coattails around him like a buzzsaw, which knocks down the opponent on impact.
Striker: Krizalid
+ LP
Krizalid jumps in, then kicks a ring-shaped gust of wind into the air that knocks down the opponent on impact.
Striker: Ron
+ HP
Ron materializes wherever the opponent is, then shoves the opponent into the wall with both hands.
Striker: Glugan
+ LK
Glugan jumps in with a claw swipe that knocks the opponent over on impact.
Move list (Command normals)
Name
Command
Description
Jagai Kusetsu
+ LP (simultaneously)
Zero swings his fist down, which knocks the opponent to the ground on impact. This move hits high and can only be blocked standing.
Move list (Super special moves)
Name
Command
Description
Gokusa Zanjin
P
Zero whips his coattails a short distance in front of him, then leaps through the air while rolling his coattails around him.
Hakura Messhou
K
Zero open his hand in the air, creating a large swirling vortex around it that can capture and damage the opponent.
Igniz
The leader of the NESTS organization and the final boss of the game. He ascended to the top position after killing his own father, Nests. He wears a special suit that gives him superhuman strength. He has no power gauge or Strikers and cannot crouch, but he can nonetheless perform Super Special moves.
Move list (Special moves)
Name
Command
Description
Chain Blade Transaxial Slice
P
Igniz swings his whip-like chain blade forward. When the move is performed with HP , he slides forward first, and the move knocks the opponent into the air.
Chain Blade Sagittarius Slice
P
Igniz spirals into the air while swinging his chain blade around him, which knocks down his opponent on impact. When the move is performed with HP , he ascends higher and follows up with a chain whip when he lands.
Divine Arrow (High)
LP
Igniz launches an energy ball from his hand across the screen, which knocks his opponent over on impact.
Divine Arrow (Low)
HP
Igniz shoots an energy blast at the ground in front of him.
Nega Genesis
K
Igniz projects an energy barrier in front of him. If he is hit by a low or mid attack from the opponent while doing this, the barrier captures the opponent, then blasts them into the wall.
Void Genocide
K
Igniz swings the tail of his cape, which can knock the opponent into the wall. This move can reflect projectiles. If the initial swing does not hit the opponent, the tassels swinging as the cape comes down can knock the opponent onto the ground.
Move list (Super special moves)
Name
Command
Description
Aedion Blade
P
Igniz charges his hand with energy, then swings it down, causing a series of angled energy pillars to erupt from the ground in front of him.
Chaos Tide
K
Igniz channels four energy balls around him, then shoots them into short beams in front of him.
Max: Brutal God Project
LP + HP
Igniz flies across the screen. If he reaches his opponent, he drives them into the wall, then slashes them with his chain whip, impales them repeatedly with his cape, channels and shoots energy multiple blasts into them, and finally finishes by channeling a large energy ball and throwing it at the opponent.
Special Edit Teams
There are only two Special Edit Teams in this game, which are unofficial teams that have special endings when the game is completed with them.
Team
Characters
K' and Kula Team
K', Kula Diamond, and any other two characters
Other NESTS Team
K' or Maxima, any two members of the NESTS Team (Kula, Foxy, K9999, or Ángel), and any other character
Stages
In the single-player modes, the stages are chosen randomly for each match, except the mid-boss fight against Zero is always fought in the Cloister of Judgment stage and the final boss Igniz is always fought in the Fortress stage. The stage can be manually chosen in the Practice mode; in the other modes, the stage is chosen randomly.
Japan (KOF01 A)
Italy (KOF01 B)
Mexico (KOF01 C)
USA (KOF01 D)
China (KOF01 E)
Korea (KOF01 F)
Brazil (KOF01 G)
The Cloister of Judgment (KOF01 H)
The Fortress (KOF01 I)
Alternative stages
The Practice mode includes alternative versions of the stages (though the differences are often slight).
Japan (KOF01 A')
Italy (KOF01 B')
Mexico (KOF01 C')
USA (KOF01 D')
China (KOF01 E')
Korea (KOF01 F')
Brazil (KOF01 G')
The Cloister of Judgment (KOF01 H')
Extra stages
The Practice mode also includes a selection of stages from the previous King of Fighters games.
Palace (KOF00 A)
Pyramids (KOF00 B)
Dump (KOF00 C)
Factory (KOF00 D)
City (KOF00 E)
Pier (KOF00 F)
Aquarium (KOF00 G)
Site Vector 70599 (KOF99 A)
Garden (KOF99 B)
Middle East (KOF98 A)
Japan Temple (KOF98 B)
Hong Kong (KOF97 A)
New York (KOF97 B)
Orochi Altar (KOF97 C)
Shukinjou Team (KOF96 A)
Kagura Stadium (KOF96 B)
Women Fighters Team (KOF95 A)
Ryuuko no Ken Team (KOF95 B)
Hero Team (KOF95 C)
China (KOF94 A)
London (KOF94 B)
Puzzle game
Puzzle Play
Endless Play
The game includes a special Puzzle mode, unlocked by completing the Single Play mode. It is a tile-matching puzzle game featuring the characters from the game fighting each other, similar to Super Puzzle Fighter II X, though with a horizontally oriented playfield. Players can choose any normally selectable character from the game. Matches consist of multiple rounds.
Each character is given a square composed of four (or occasionally eight) colored blocks, placed behind a red line. On the other end of the playfield are pre-placed blocks of various colors. The object of the game is to eliminate blocks by connecting four or more of them contiguously (vertically or horizontally but not diagonally). The player can move the square with or and rotate the colors counterclockwise with or clockwise with , then the character can punch the square down the playfield by pressing (which is done automatically if the player takes too long). After a square has been punched into place, another one appears; the next square in shown in the "Next" box.
When blocks are eliminated, the other blocks in the same square fall to the end of the playfield under the effect of gravity, potentially aligning four blocks again and triggering a chain reaction. Unmatched blocks do not break from their squares to fill in gaps (as they do in Puyo Puyo), so it is possible to place blocks such that they create gaps. Each character has a power gauge that gains power (filling from red to yellow) as the player eliminates blocks, with chain reactions gaining more power. The power gauge is divided into six segments; when a segment is filled, it turns green, and the character can perform a special move by pressing or for the cost of one segment of the gauge. When the power gauge has at least three filled segments, the character can activate a Max Super Special move by pressing + for the cost of three segments of the gauge. Special moves play an animation of the character attacking the opponent and have different effects depending on the move and the character.
A player wins when all of the blocks in the playfield have been eliminated or loses when the blocks in the playfield reach the red line near the character. The "floor" of the playfield creeps up as the player places blocks (and begins to flash when it about to do so), which increases the pressure by moving the remaining blocks closer to the line.
Modes
Gallery
The game has the following modes:
Puzzle Play: A one-player competitive mode. The player chooses a character and faces six randomly selected opponents, then the mid-boss Zero and the final boss Igniz. Matches are fought to the best of three rounds. The game can be continued an unlimited number of times if lost.
Vs. Play: A two-player competitive mode. Each player chooses a character and fights a one-on-one match to the best of three rounds, then returns to the character select screen afterwards to play another match.
Endless Play: A non-competitive endless mode that continues until the player loses or decides to stop playing. As there is no opponent, there is no power gauge (and thus no special moves) in this mode.
Gallery: A gallery of artwork for the game. This mode is unlocked after completing the Puzzle Play mode. Artwork is unlocked for each team by completing the Team Play mode (of the standard game) with them. The final page of the gallery is unlocked after completing the Team Play mode with every team.
Characters
The ability is the same for every member of a team, while the ability is particular to the character and the + ability combines the two.
Team
Character
Special move 1 ()
Special move 2 ()
Max Super Special move (+)
Hero Team
K'
Drops 12 blocks into the opponent's playfield.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Drops 36 blocks into the opponent's playfield.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Maxima
Changes the color of 8 blocks in the opponent's playfield.
Drops 36 blocks into the opponent's playfield.
Changes the color of 12 blocks in the opponent's playfield.
Whip
Makes the blocks in the opponent's playfield invisible for 6 turns.
Drops 36 blocks into the opponent's playfield.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Lin
Reduces the opponent's power gauge by 1.5 segments.
Drops 36 blocks into the opponent's playfield.
Reduces the opponent's power gauge by 3 segments.
Japan Team
Kyo Kusanagi
Adds another row of blocks to the opponent's playfield.
Changes the color of 8 blocks in the opponent's playfield.
Adds 3 more rows of blocks to the opponent's playfield.
Changes the color of 12 blocks in the opponent's playfield.
Benimaru Nikaido
Makes the blocks in the opponent's playfield invisible for 6 turns.
Adds 3 more rows of blocks to the opponent's playfield.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Goro Daimon
Reduces the opponent's power gauge by 1.5 segments.
Adds 3 more rows of blocks to the opponent's playfield.
Reduces the opponent's power gauge by 3 segments.
Shingo Yabuki
Changes the next 8 blocks dropped by the player to the same color.
Adds 3 more rows of blocks to the opponent's playfield.
Changes the next 16 blocks dropped by the player to the same color.
Yagami Team
Iori Yagami
Changes the color of 8 blocks in the opponent's playfield.
Makes the blocks in the opponent's playfield invisible for 6 turns.
Changes the color of 12 blocks in the opponent's playfield.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Vanessa
Reduces the opponent's power gauge by 1.5 segments.
Changes the color of 12 blocks in the opponent's playfield.
Reduces the opponent's power gauge by 3 segments.
Seth
Removes 8 blocks of the least common color from the player's playfield.
Changes the color of 12 blocks in the opponent's playfield.
Removes 8 blocks of the least common color from the player's playfield two times.
Ramón
Changes the next 8 blocks dropped by the player to the same color.
Changes the color of 12 blocks in the opponent's playfield.
Changes the next 16 blocks dropped by the player to the same color.
Garou Densetsu Team
Terry Bogard
Makes the blocks in the opponent's playfield invisible for 6 turns.
Reduces the opponent's power gauge by 1.5 segments.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Reduces the opponent's power gauge by 3 segments.
Andy Bogard
Changes the next 8 blocks dropped by the player to the same color.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Changes the next 16 blocks dropped by the player to the same color.
Joe Higashi
Removes 8 blocks of the least common color from the player's playfield.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Removes 8 blocks of the least common color from the player's playfield two times.
Blue Mary
Moves the player's playfield down a row (erasing a row of blocks).
Makes the blocks in the opponent's playfield invisible for 12 turns.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Ryuuko no Ken Team
Ryo Sakazaki
Reduces the opponent's power gauge by 1.5 segments.
Changes the next 8 blocks dropped by the player to the same color.
Reduces the opponent's power gauge by 3 segments.
Changes the next 16 blocks dropped by the player to the same color.
Robert Garcia
Removes 8 blocks of the least common color from the player's playfield.
Reduces the opponent's power gauge by 3 segments.
Removes 8 blocks of the least common color from the player's playfield two times.
Yuri Sakazaki
Changes 8 blocks of the least common color to another color in the player's playfield.
Reduces the opponent's power gauge by 3 segments.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Takuma Sakazaki
Moves the player's playfield down a row (erasing a row of blocks).
Reduces the opponent's power gauge by 3 segments.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Ikari Warriors Team
Leona
Changes the next 8 blocks dropped by the player to the same color.
Removes 8 blocks of the least common color from the player's playfield.
Changes the next 16 blocks dropped by the player to the same colors.
Removes 16 blocks of the least common color from the player's playfield.
Ralf Jones
Moves the player's playfield down a row (erasing a row of blocks).
Changes the next 16 blocks dropped by the player to the same colors.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Clark Still
Changes 8 blocks of the least common color to another color in the player's playfield.
Changes the next 16 blocks dropped by the player to the same colors.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Heidern
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Changes the next 16 blocks dropped by the player to the same colors.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Psycho Soldier Team
Athena Asamiya
Removes 8 blocks of the least common color from the player's playfield.
Moves the player's playfield down a row (erasing a row of blocks).
Removes 8 blocks of the least common color from the player's playfield two times.
Eliminates the furthest row of blocks from the player's playfield two times.
Sie Kensou
Changes 8 blocks of the least common color to another color in the player's playfield.
Removes 8 blocks of the least common color from the player's playfield two times.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Chin Gentsai
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Removes 8 blocks of the least common color from the player's playfield two times.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Bao
Drops 12 blocks into the opponent's playfield.
Removes 8 blocks of the least common color from the player's playfield two times.
Drops 36 blocks into the opponent's playfield.
Women Fighters Team
King
Moves the player's playfield down a row (erasing a row of blocks).
Changes 8 blocks of the least common color to another color in the player's playfield.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Mai Shiranui
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Hinako Shijo
Drops 12 blocks into the opponent's playfield.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Drops 36 blocks into the opponent's playfield.
Li Xiangfei
Adds another row of blocks to the opponent's playfield.
Moves the player's playfield down 2 rows (erasing 2 rows of blocks).
Adds 3 more rows of blocks to the opponent's playfield.
Korea Justice Team
Kim Kaphwan
Changes 8 blocks of the least common color to another color in the player's playfield.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Chang Koehan
Makes the blocks in the opponent's playfield invisible for 6 turns.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Makes the blocks in the opponent's playfield invisible for 12 turns.
Choi Bounge
Adds another row of blocks to the opponent's playfield.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Adds 3 more rows of blocks to the opponent's playfield.
May Lee Jinju
Changes the color of 8 blocks in the opponent's playfield.
Changes 8 blocks of the least common color to another color in the player's playfield two times.
Changes the color of 12 blocks in the opponent's playfield.
NESTS Team
Kula Diamond
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps.
Reduces the opponent's power gauge by 1.5 segments.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Reduces the opponent's power gauge by 3 segments.
Foxy
Changes the color of 8 blocks in the opponent's playfield.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Changes the color of 12 blocks in the opponent's playfield.
K9999
Adds another row of blocks to the opponent's playfield.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Adds 3 more rows of blocks to the opponent's playfield.
Ángel
Makes the blocks in the opponent's playfield invisible for 6 turns.
Pushes all of the blocks in the player's playfield under the effect of gravity, filling in any gaps. Eliminates the furthest row of blocks from the player's playfield two times.
Makes the blocks in the opponent's playfield invisible for 12 turns.
The game was re-released for the PlayStation 2 in 2007 as part of The King of Fighters: The NESTS Saga (ザ·キング·オブ·ファイターズ -ネスツ編). This compilation includes the Neo Geo and Dreamcast versions of the three games in the NESTS story arc (The King of Fighters '99, The King of Fighters 2000, and The King of Fighters 2001), with the addition of online play and a color edit mode.
Versions
Unlike its predecessors on the Dreamcast, the game does not have any major changes from the original arcade version other than the addition of additional stages from The King of Fighters '94 to The King of Fighters 2000. Like its predecessor, the game does not support the Neo Geo Pocket/Dreamcast Setsuzoku Cable.