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| *'''Practice:''' A training mode where the player can choose any character and any opponent. There are options to set the behavior of the opponent (normal for active or stand, jump, or crouch for passive) and whether the opponent guards or not. There is no time limit, the power gauge is permanently charged (with the character's health in the red flashing zone), and the opponent has infinite health. Taunting causes the opponent to walk forward. | | *'''Practice:''' A training mode where the player can choose any character and any opponent. There are options to set the behavior of the opponent (normal for active or stand, jump, or crouch for passive) and whether the opponent guards or not. There is no time limit, the power gauge is permanently charged (with the character's health in the red flashing zone), and the opponent has infinite health. Taunting causes the opponent to walk forward. |
| *'''Neo Geo Pocket:''' The game supports transferring save data to or from a [[Neo Geo Pocket Color]] via a [[Neo Geo Pocket/Dreamcast Setsuzoku Cable]]. Points can be earned by completing the game with any characters, then those points can be transferred to ''King of Fighters R-2'' for the Neo Geo Pocket Color to unlock skills in its Making mode. Likewise, points earned in ''King of Fighters R-2'' can be transferred to the Dreamcast to unlock ten art galleries, which feature artwork for ''The King of Fighters '99'' (which would be ported to the Dreamcast as ''[[The King of Fighters: Evolution]]''). | | *'''Neo Geo Pocket:''' The game supports transferring save data to or from a [[Neo Geo Pocket Color]] via a [[Neo Geo Pocket/Dreamcast Setsuzoku Cable]]. Points can be earned by completing the game with any characters, then those points can be transferred to ''King of Fighters R-2'' for the Neo Geo Pocket Color to unlock skills in its Making mode. Likewise, points earned in ''King of Fighters R-2'' can be transferred to the Dreamcast to unlock ten art galleries, which feature artwork for ''The King of Fighters '99'' (which would be ported to the Dreamcast as ''[[The King of Fighters: Evolution]]''). |
| + | |
| + | 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 any of the single-player modes, a second player can enter the game for a challenge match by pressing {{Start}} on a second control pad. If certain conditions are met, Shingo challenges the player to a match before fighting the sub-boss team. There are eight difficulty levels (Beginner, Easy, Normal, Arcade, Hard, Very Hard, Hardest, Expert). 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 receive a bonus to help with the current match, such as lowering the difficulty or reducing the health of the opponent, selected similarly to playing a slot machine. Since the game has no storyline, none of the teams have endings, though every canonical team (and every Special Edit Team) has a special piece of artwork that appears after the credits roll. | | In any of the single-player modes, a second player can enter the game for a challenge match by pressing {{Start}} on a second control pad. If certain conditions are met, Shingo challenges the player to a match before fighting the sub-boss team. There are eight difficulty levels (Beginner, Easy, Normal, Arcade, Hard, Very Hard, Hardest, Expert). 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 receive a bonus to help with the current match, such as lowering the difficulty or reducing the health of the opponent, selected similarly to playing a slot machine. Since the game has no storyline, none of the teams have endings, though every canonical team (and every Special Edit Team) has a special piece of artwork that appears after the credits roll. |
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| *'''Benimaru/Ralf/Choi:''' Monster Maetsuka | | *'''Benimaru/Ralf/Choi:''' Monster Maetsuka |
| *'''Terry/Kim:''' Satoshi Hashimoto | | *'''Terry/Kim:''' Satoshi Hashimoto |
− | *'''Andy:''' Keiichi Nanba | + | *'''Andy:''' [[Keiichi Nanba]] |
− | *'''Joe:''' Nobuyuki Hiyama | + | *'''Joe:''' [[Nobuyuki Hiyama]] |
| *'''Robert:''' Koichi Mantarou | | *'''Robert:''' Koichi Mantarou |
| *'''Yuri:''' Kaori Horie | | *'''Yuri:''' Kaori Horie |
Line 1,504: |
Line 1,506: |
| *'''Takuma:''' Eiji Tsuda | | *'''Takuma:''' Eiji Tsuda |
| *'''Saisyu:''' Keiichirou Sakaki | | *'''Saisyu:''' Keiichirou Sakaki |
− | *'''King/Mary/Announce:''' Harumi Ikoma | + | *'''King/Mary/Announce:''' [[Harumi Ikoma]] |
| *'''Mature:''' Hiroko Tsuji | | *'''Mature:''' Hiroko Tsuji |
− | *'''Shingo:''' Takehito Koyasu | + | *'''Shingo:''' [[Takehito Koyasu]] |
− | *'''Iori:''' Kunihiko Yasui | + | *'''Iori:''' [[Kunihiko Yasui]] |
| {{creditsheader|Staff}} | | {{creditsheader|Staff}} |
| *'''Producer:''' T.Nishiyama | | *'''Producer:''' T.Nishiyama |
- For the unlicensed Sega Mega Drive game, see The King of Fighters '99 (Mega Drive).
The King of Fighters: Dream Match 1999 (ザ・キング・オブ・ファイターズ ドリーム・マッチ 1999) is an entry in the The King of Fighters series, released by SNK for the Sega Dreamcast in 1999. It was not released in Europe. It is an enhanced version of The King of Fighters '98, originally released for the Neo Geo in 1998.
The game supports the Neo Geo Pocket/Dreamcast Setsuzoku Cable so players can transfer data between it and The King of Fighters R-2 for the Neo Geo Pocket Color.
Gameplay
The game is a team fighting game based on The King of Fighters '98. It is a special, non-canonical "Dream Match" with no story (similar to Fatal Fury Special and Real Bout Garou Densetsu Special), released as an intermission between the conclusion of the Orochi Saga and the start of the next story arc. It collects most of the characters from the previous games and refines (but does not radically alter) the gameplay. As in The King of Fighters '97, players have a choice between two playing styles, Advanced and Extra, with a few slight modifications. In Advanced mode, performing a Super Desperation move while in "MAX mode" returns the character to a normal state. Another change is the addition of the "Advantage System"; when one character loses a round, the losing team is given a handicap in its favor. In Advanced mode, this means that the player's stock of power gauges is increased by one. In Extra mode, this means that the power gauge is shortened so it can be charged faster, and the maximum remaining health requirement for performing a Desperation move is increased. The Dreamcast version is mostly the same as the original release, but it adds an arranged soundtrack, an anime introduction cinematic, and 3D backgrounds and runs at 60 frames per second.
As before, the playable characters are divided into multiple teams of three, though players can form a custom team consisting of any combination of characters (but not the same character more than once). Before each match, players arrange the team members in any order. For the first round of the match, the first member of each team fights. When a character is defeated, the following member of the team takes his or her place in the next round, while the character on the opposing team continues to fight and has a small portion of health restored (more health is restored if the round is completed faster). The other members of the team stand in the background of the stage during the fight. The match ends when all three members of either team are defeated.
Characters move with and and crouch with . They jump upward with and jump behind and ahead with or . 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.
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. When stunned or grabbed, characters can call an undefeated team member in for a special assist attack with ++ if they are visible in frame in that moment. Most team members have a 50% chance of helping, but some always help or never help, depending on the relationships between the characters. For example, Sie Kensou always helps his teammate Athena Asamiya, while Billy Kane never helps the Bogard brothers.
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. Characters can also block special moves and aerial attacks (but not grounded normal moves or Desperation moves) in midair from a neutral or backwards jump (but not a forwards jump). While blocking, characters can guard cancel into a counterattack by pressing +, at the cost of a level 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.
Characters can taunt with or , which is a short animation during which the character is vulnerable to attack. Taunting an opponent can reduce their power gauge, slow down their manual charging, and stop them from reaching the maximum level.
Fighting styles
Players choose one of two modes before selecting their characters.
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Advanced
|
The Advanced mode is a more offense-oriented playstyle based on the gameplay of The King of Fighters '96.
Characters backstep or run with or . They can perform short hops by pressing , , or , followed by quickly. Characters can perform evasive rolls with + to roll backward or ++ to roll forward (or ++ when facing left). Characters are invulnerable during most of the roll, though they can still be grabbed and thrown. They can roll through opponents when they are close.
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. A character can use one stock of the gauge to perform a Desperation move or to enter "MAX mode" by pressing ++, increasing the damage dealt by the character and reducing the damage taken from the opponent for a duration. Performing a Desperation move (at the cost of another stock of the gauge) while in "MAX mode" performs a more powerful Super Desperation move and ends the "MAX mode" state.
Stored stocks of the power gauge are carried over to the next character when one character is defeated. When a character is defeated, the next character on the team starts the round with an additional stock of the power gauge (up to a maximum of five stocks).
|
|
Extra
|
The Extra mode is a more defense-oriented playstyle based on the gameplay of the first two games in the series, The King of Fighters '94 and The King of Fighters '95.
Characters hop back or forth with or . Characters can dodge attacks with +, which causes the character to quickly lean into the background and evade any attacks made in that moment. Pressing any punch or kick button during a dodge causes the character to perform a quick, short-ranged counterattack when coming out of the dodge.
The power gauge is filled by blocking attacks or taking damage. It can also be filled manually, although it leaves the character vulnerable to an attack, by holding ++, which can only be done while standing. Once the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a Desperation move that immediately consumes the entire power gauge. Characters can perform Desperation moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a Super Desperation move instead that does more damage. Characters in "MAX mode" can also cancel into a roll while blocking, but this costs one stock of the gauge.
When a character is defeated, the power gauge is shortened for the next character on the team so that it charges faster, and the maximum remaining health requirement for performing a Desperation move is increased.
|
Modes
The game has the following modes:
- Team Play: A single-player mode where the player forms a team of any three characters and fights three-on-three elimination matches against five randomly selected teams, then against one of the sub-boss teams (Yagami Team, Masters Team, or American Sports Team), and finally against Omega Rugal, for a total of 7 matches. This is the main mode.
- Team Vs: A two-player mode where each player forms a team of any three characters and fights a three-on-three elimination match. Players can choose a different team after each match.
- Single Play: A single-player mode where the player chooses a character and fights one-on-one matches against five individual opponents, then against a member of one of the sub-boss teams (Yagami Team, Masters Team, or American Sports Team), and finally against Omega Rugal, for a total of 7 matches. Matches are fought to the best of three rounds.
- Single Vs: A two-player mode where each player chooses a single character and fights a one-on-one match to the best of three rounds. Players can choose a different character after each match.
- Survivor: A single-player mode where the player chooses a character and fights one-on-three matches against five randomly selected teams, then against one of the sub-boss teams (Yagami Team, Masters Team, or American Sports Team), and finally against Omega Rugal, for a total of 7 matches. 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).
- Practice: A training mode where the player can choose any character and any opponent. There are options to set the behavior of the opponent (normal for active or stand, jump, or crouch for passive) and whether the opponent guards or not. There is no time limit, the power gauge is permanently charged (with the character's health in the red flashing zone), and the opponent has infinite health. Taunting causes the opponent to walk forward.
- Neo Geo Pocket: The game supports transferring save data to or from a Neo Geo Pocket Color via a Neo Geo Pocket/Dreamcast Setsuzoku Cable. Points can be earned by completing the game with any characters, then those points can be transferred to King of Fighters R-2 for the Neo Geo Pocket Color to unlock skills in its Making mode. Likewise, points earned in King of Fighters R-2 can be transferred to the Dreamcast to unlock ten art galleries, which feature artwork for The King of Fighters '99 (which would be ported to the Dreamcast as The King of Fighters: Evolution).
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 any of the single-player modes, a second player can enter the game for a challenge match by pressing START on a second control pad. If certain conditions are met, Shingo challenges the player to a match before fighting the sub-boss team. There are eight difficulty levels (Beginner, Easy, Normal, Arcade, Hard, Very Hard, Hardest, Expert). 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 receive a bonus to help with the current match, such as lowering the difficulty or reducing the health of the opponent, selected similarly to playing a slot machine. Since the game has no storyline, none of the teams have endings, though every canonical team (and every Special Edit Team) has a special piece of artwork that appears after the credits roll.
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
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HK |
Hard kick
|
The game contains a total of 51 playable characters.
Almost of the characters from the previous games return, with the following exceptions:
Alternate versions of several characters, representing their movesets from other games, are also available.
Hero Team
A Japanese team consisting of Kyo Kusanagi, the main character of the Orochi Saga, and his friends.
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Kyo Kusanagi
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The protagonist of the Orochi Saga. A Japanese high school student and heir of the Kusanagi clan, one of three clans that sealed away the legendary being known as Orochi. His clan possesses the Kusanagi Sword (草薙の剣), and his family crest is the sun, stylized as a halo of fire, which he wears on the back of his jacket. He has inherited his clan's ability to control fire.
Move list (Special moves)
Name
|
Command
|
Description
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114 Shiki: Aragami
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LP
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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) with P or an elbow smash (127 Shiki: Yano Sabi) with P. The follow-up move can be followed up with a downward punch (Ge Shiki: Migiri Ugachi) with P or a side kick (125 Shiki: Nanase) with K.
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115 Shiki: Dokugami
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HP
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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) with P, then a jumping attack (402 Shiki: Batsu Yomi) with +P.
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100 Shiki: Oni Yaki
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P
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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 .
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910 Shiki: Nue Tsumi
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P
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Kyo launches his opponent into the air with an uppercut. If he is attacked before the uppercut, he counters with an elbow drop (Ge Shiki: Ryuu Iri) against a high or mid attack or a downward flaming punch (Ge Shiki: Tora Fuse) against a low attack.
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75 Shiki: Kai
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K
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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.
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202 Shiki: Koto Tsuki You
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K
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Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
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707 Shiki: Kooma Ho Furi (R.E.D. Kick)
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K
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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 .
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Move list (Command normals)
Name
|
Command
|
Description
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Ge Shiki: Naraku Otoshi
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+ HP in midair
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Kyo clasps his hands together and swings them down like a hammer.
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Ge Shiki: Gou Fu You
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+ LK
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Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit can hit opponents who are crouch blocking.
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88 Shiki
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+ HK
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Kyo kicks twice while crouched. The second hit knocks the opponent away.
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|
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Benimaru Nikaido
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A young model and Kyo's best friend. He is a professional fighter and the son of a multimillionaire family. He fights with shootboxing and electrokinetic abilities.
Move list (Special moves)
Name
|
Command
|
Description
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Raijin Ken
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P
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Benimaru jabs in front of him with an electrically charged fist, which hits up to three times and knocks down the opponent on impact. 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).
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Iai Geri
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K
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Benimaru does a rapid knee strike. If the player presses +K during the move, Benimaru follows up with a hopping side kick, then backflips into the air with an electrically charged kick that knocks his opponent over (Handou Sandan Geri).
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Shinkuu Kakate Goma
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P
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Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with HK .
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Super Inazuma Kick
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K
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Benimaru backflips into the air with an electrically charged kick that knocks his opponent over.
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Handou Sandan Geri
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K
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Benimaru hops forward with a roundhouse kick, a spinning heel kick, then an electrically charged backflip kick.
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Benimaru Coleda
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P (close)
|
Benimaru grabs and electrocutes his opponent.
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Move list (Command normals)
Name
|
Command
|
Description
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Spinning Knee Drop
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+ HP / HK , + HP / HK , or + HP in midair (close)
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Benimaru grabs and knees his opponent to the ground.
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Flying Drill
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+ HK in midair
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Benimaru dive kicks diagonally downwards while spinning like a drill.
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Jackknife Kick
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+ LK
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Benimaru skips forward with a front kick.
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|
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Goro Daimon
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A former Olympic gold medalist judoka who has geokinetic abilities.
Move list (Special moves)
Name
|
Command
|
Description
|
Jirai Shin
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LP HP (fake)
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Daimon lifts his hands above his head, then claps them down, shaking the ground and knocking over opponents not in the air.
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Tenchi Gaeshi
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P (close)
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Daimon picks up and slams his opponent against the ground, then picks them back up and throws them through the air.
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Uru Nage
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K (close)
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Daimon runs to the other side of his opponent, then grabs the opponent and falls backward with a slam.
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Kumo Tsukami Nage
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LP (close)
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Daimon grabs an airborne opponent, then slams them against the ground.
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Kiri Kabu Gaeshi
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HP (close)
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Daimon grabs a grounded opponent, then slams them against the ground.
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Chou Ousoto Gari
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K (close)
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Daimon grabs and trips his opponent.
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Chou Ukemi
|
K
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Daimon rolls forwards. He rolls farther when the move is performed with HK .
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Nekko Gaeshi
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K
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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.
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Move list (Command normals)
Name
|
Command
|
Description
|
Takra Tsubushi
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+ LP
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Daimon pulls his hand back, then smashes his fist down, which knocks down his opponent on impact.
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Zuju Barai
|
+ HP
|
Daimon punches into the air with his back hand.
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Move list (Desperation 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.
Super Desperation move: 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.
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Arashi Noyama: Nekko Meki
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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.
Super Desperation move: Daimon does a version of the move where, for the last move, he slams the opponent back and forth seven times, throws them into the air, catches them, then slams them for a final explosive slam. The first two parts of the move are identical, so there is no difference unless the player performs the entire chain.
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Fatal Fury Team
A team representing characters from the Fatal Fury series of fighting games.
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Terry Bogard
|
The protagonist of the Fatal Fury series. He was trained in various fighting styles such as karate, kickboxing, and kung fu by his late father and their master Tung Fu Rue.
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 .
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Power Wave
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P
|
Terry punches the ground, causing a wave of energy to roll a short distance across the ground. The projectile travels slightly further when the move is performed with HP .
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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
|
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 .
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Power Charge
|
K
|
Terry charges forward with a shoulder ram that knocks his opponent into the air.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Back Knuckle
|
+ LP
|
Terry steps forward with a backfist.
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Rising Upper
|
+ HP
|
Terry does an uppercut.
|
|
|
Andy Bogard
|
Terry's brother and a ninja of the Shiranui-ryuu style.
Move list (Special moves)
Name
|
Command
|
Description
|
Hishou Ken
|
P
|
Andy throws a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. He slides forward slightly when the move is performed with HP .
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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
|
Hold for 1 second, then +P
|
Andy charges forward while ramming with his shoulder and knee. If the player presses P during the move, Andy follows up with an additional strike (Ga Dan Kou) that knocks the opponent back.
|
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 dives quickly to the ground. The move does no damage by itself, but it can be followed up by a crouching palm thrust that knocks his opponent over (Shimo Agito) with P or a rolling kick (Uwa Agito) with 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
|
Jou Agito
|
+ LK
|
Andy crouches and stands on a hand, then rolls forward with a kick that can hit opponents who are crouch blocking.
|
|
|
Joe Higashi
|
A Muay Thai kickboxing champion and a good friend 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 that knocks his opponent over. 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.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Slide Kick
|
+ LK
|
Joe slides forward with a sweep kick.
|
Low Kick
|
+ LK
|
Joe does a low roundhouse kick.
|
|
Art of Fighting Team
A team representing characters from the Art of Fighting series of fighting games.
|
Ryo Sakazaki
|
The protagonist of the Art of Fighting series. He is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
Move list (Special moves)
Name
|
Command
|
Description
|
Ko Ou Ken
|
P
|
Ryo thrusts a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. He slides forward slightly when the move is performed with HP .
|
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 .
|
Mouko Raijin Gou
|
P
|
Ryo slides forward with an uppercut that can hit multiple times. He slides slightly further when the move is performed with HP .
|
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 .
|
Kyokugen Ryu Ranbu Ken
|
HP (close)
|
Ryo does a combo of three quick punches that knocks his opponent over.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Hyouchuu Wari
|
+ LP
|
Ryo draws his hand back, then steps forward with an hand chop that can hit opponents who are crouch blocking.
|
|
|
Robert Garcia
|
Ryo's best friend and friendly rival who fights using a kick-heavy version of Kyokugen-ryuu. He comes from a wealthy family.
Move list (Special moves)
Name
|
Command
|
Description
|
Ryuu Geki Ken
|
P
|
Robert thrusts a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. He slides forward slightly when the move is performed with HP .
|
Ryuu Ga
|
P
|
Robert jumps into the air while performing an uppercut. He ascends higher when the move is performed with HP .
|
Ryuu Zan Shou
|
K
|
Robert flips backward with a kick. He flips higher when the move is performed with HK .
|
Hien Ryuu Jin Kyaku
|
K in midair
|
Robert dive kicks diagonally downwards. He travels a longer distance when the move is performed with HK .
|
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
|
Kou Ryuu Go Kya Geri
|
+ LP
|
Robert jumps in the air with a spinning back kick.
|
Ryuu Han Shuu
|
+ LK
|
Robert does a high side kick.
|
|
|
Yuri Sakazaki
|
The younger sister of Ryo, who fights with an unorthodox take on Kyokugen-ryuu.
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. She slides forward slightly 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 jumps into the air while performing an uppercut, which 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) with P again.
|
Hien Senpuu Ken
|
P
|
Yuri leaps forward with a flying punch that knocks her opponent over. She leaps farther when the move is performed with HP .
|
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 .
|
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
|
+ LK
|
Yuri throws herself forward while striking with her rear.
|
|
Ikari Warriors Team
A team representing characters from the Ikari Warriors series of run-and-gun games.
|
Leona
|
The adoptive daughter of Heidern, who found her after her village was destroyed and her family was murdered by the Hakkesshu. Though she has no memory of it, she is the daughter of a member of the Hakkesshu and a descendant of Orochi.
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) with + HK .
|
I-Slasher
|
P
|
Leona flips backwards, landing in a crouched position, then throws a crescent-shaped projectile that returns to her like a boomerang. Leona cannot perform another action until the projectile returns to her. The projectile travels further when the move is performed with HP .
|
X-Calibur
|
Hold for 2 seconds, then +K
|
Leona jumps onto her opponent's head, then flips off and slashing her hands in an X pattern in the air.
|
Earring Bakudan
|
K
|
Leona removes one of her earrings and throws it at the ground, which explodes when it hits her opponent. If it hits the ground, it bounces until it hits an opponent or bounces away. She throws the earring farther when the move is performed with HK .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Critical Dive
|
+ HP / HK , + HP / HK , or + HP / HK in midair (close)
|
Leona mounts her opponent like a surfboard, then kicks them away.
|
Strike Arc
|
+ LK
|
Leona swings her leg down in a circle. The move knocks down the opponent on impact and can hit opponents who are crouch blocking.
|
Move list (Desperation 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.
Super Desperation move: Leona does a version of the move with a larger explosion that does more damage.
|
Gravity Storm
|
P
|
Leona pulls her leg back, then swings it high up, turns around, and swings her leg back, rolling into a cartwheel and launching her opponent into the air. As the opponent is falling, she catches the opponent with two rising punches to the back.
Super Desperation move: Leona rolls into three cartwheel kicks, launching her opponent into the air. As the opponent is falling, she catches the opponent with two rising punches to the back, then kicks the opponent away with an explosive stomp.
|
Rebel Spark
|
K
|
Leona runs to her opponent and stabs them, causing sparks to fly out and then explode.
Super Desperation move: Leona, under the effects of the Riot of the Blood, runs to her opponent and penetrates them with an explosive, which detonates after she rolls away and roars.
|
|
|
Ralf Jones
|
The protagonist of the Ikari Warriors series. He is a mercenary whose fighting style is based on hard punches.
Move list (Special moves)
Name
|
Command
|
Description
|
Vulcan Punch
|
PPPPP
|
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
|
Hold for 2 seconds, then +K
|
Ralf leaps through the air with a dropkick that knocks his opponent back. He leaps further when the move is performed with HK .
|
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.
|
|
|
Clark Still
|
Ralf's best friend and a former spy before joining the Ikari Warriors. He fights with a wrestling-based fighting style.
Move list (Special moves)
Name
|
Command
|
Description
|
Vulcan Punch
|
PPPPP
|
Clark does a series of rapid upward punches that toss his opponent back. He can move forward with while doing this.
|
Napalm Stretch
|
P
|
Clark jumps into the air and catches an airborne opponent, then grabs them and rolls to the ground with a slam. He can follow up the move with an elbow drop (Flashing Elbow) by pressing P after he hits the ground with the opponent.
|
Super Arabian Burglary Back Breaker
|
LP
|
Clark runs forward, then grabs the opponent, kneels, and drives the opponent into his knee.
|
Rolling Cradler
|
HP
|
Clark runs forward, then grabs the opponent and rolls backward with them, finishing with a slam. He can follow up the move 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.
|
|
Psycho Soldier Team
A team representing characters from the Psycho Soldier series of platforming games.
|
Athena Asamiya
|
The protagonist of Psycho Soldier. She is a pop idol with powerful psychic abilities and kung fu training (with a greater emphasis on the former).
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 .
|
Super Psychic Throw
|
P (close)
|
Athena psychically throws her opponent into the air.
|
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. The move can hit opponents who are crouch blocking.
|
Renkan Tai
|
+ LK
|
Athena hops forward with a high kick.
|
|
|
Sie Kensou
|
The self-proclaimed love interest of Athena, who has the same psychic abilities and kung fu training as Athena (though his fighting style emphasizes the latter).
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 Renda
|
PPPPP
|
Kensou leans forward on one leg while swinging repeatedly with alternating arms.
|
Ryuu Ren Ga Chi
|
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 Ren Ga Gen
|
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 Sou Geki
|
P in midair
|
Kensou dives diagonally downwards with a palm strike that hits multiple times.
|
Ryuu Gaku Sai
|
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 .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Kobokushu
|
+ LP
|
Kensou pulls both arms into the air, then slaps down with both of them. This is an overhead strike that can hit characters who are crouch blocking.
|
Kousentai
|
+ LK
|
Kensou hops forward with a turning kick.
|
|
|
Chin Gentsai
|
The master of Athena and Kensou and a master of various styles of kung fu, though he fights primarily with drunken boxing.
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.
|
Ki Sui Shu
|
P
|
Chin spits sake diagonally upwards.
|
Ryuu Rin Hou Rai
|
P
|
Chin leaps through the air with a rolling body attack that knocks his opponent over. He stumbles forward with multiple spinning elbow strikes before leaping when the move is performed with HP .
|
Suikan Kan Ou
|
P
|
Chin staggers drunkenly. While he is in this state, he can leap forward with a falling body attack (Chou Shuu Riku Gyo) with +P. Or the move can be canceled by pressing LP + HP + LK + HK .
|
Kaiten Tekikuu Totsu Ken
|
K
|
Chin rolls along the ground, then does an upward hand strike that knocks his opponent over. He rolls farther when the move is performed with HK .
|
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 (Ryuu Ja Hanhou) with + LK , cartwheel backward (Rigyo Hanhou) with + HK , or roll forward with an upward hand strike (Kaiten Tekikuu Totsu Ken) with +K. 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.
|
|
Women Fighters Team
A team consisting of female characters, formed by King from Art of Fighting.
|
Chizuru Kagura
|
The heiress of the Yata clan, one of the three clans to seal away Orochi. Her clan possesses the Yata Mirror (八汰鏡). She fights with dance-like motions and open-handed strikes and can create mirror images of herself. She is harmed if one of her mirror images is attacked.
Move list
Name
|
Command
|
Description
|
108 Katsu Tamayura no Shitsune
|
P
|
Chizuru swipes an arm down, creating an energy orb that knocks down her opponent on impact. She twirls forward a short distance when the move is performed with HP .
|
100 Katso Tenjin no Kotowari
|
P
|
Chizuru creates a mirror image that spins upward with her arms outstretched, which knocks her opponent over on impact. She takes the place of the mirror image after the move is complete when the move is performed with HP .
|
202 Katsu Otsu Shiki: Choumon no Isshin
|
P or K
|
Chizuru creates a mirror image that leaps forward with an open-handed strike. She leaps farther when the move is performed with HP or HK . She takes the place of the mirror image after the move is complete when the move is performed with K.
|
212 Katsu Shinsoku no Noroti
|
P or K
|
Chizuru creates a mirror image that runs forward and hits her opponent with an upward palm strike when it is performed with P, which knocks the opponent back, or a lateral palm swipe when it is performed with K, which knocks the opponent down. It can be followed up by a jumping strike with P or K. She takes the place of the mirror image after the move is complete when the move is performed with HP or HK .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Jo Katsu Zheng Zheng
|
+ LP
|
Chizuru spins around with a wide downward hand swipe.
|
Jo Katsu Cang Cang
|
+ LK
|
Chizuru hops forward with a high side kick.
|
Jo Katsu Cong Cong
|
+ LK
|
Chizuru slides forward with a sweep kick.
|
|
|
Mai Shiranui
|
A kunoichi who practices her family's own martial art, Shiranui-ryuu Ninjutsu.
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 .
|
Hakuro no Mai
|
P
|
Mai twirls forward while swinging her fans around her.
|
Hishou Ryuu'en Jin
|
K
|
Mai does a backflip while tailed by the sash around her waist, which is set alight and knocks her opponent over on impact. She flips higher when the move is performed with HK .
|
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. 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, 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 .
|
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 .
|
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.
|
Kuro Tsubame no Mai
|
+ LK
|
Mai hops forward with a step kick that can hit opponents who are crouch blocking.
|
Benitsuru no Mai
|
+ LK
|
Mai slides forward with a low kick, then rolls back with a high kick.
|
|
|
King
|
A bar owner who fights with her own kick-heavy take on Muay Thai.
Move list (Special moves)
Name
|
Command
|
Description
|
Venom Strike
|
K
|
King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster and further when the move is performed with HK .
|
Double Strike
|
K
|
King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster and further when the move is performed with HK . The second projectile always travels the full width of the screen.
|
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 climbs into the air with multiple rotating kicks that knock her opponent over. She kicks more times 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 .
|
Surprise Rose
|
P
|
King rolls into the air, then comes down with a stomping kick that can hit multiple times. The move covers more horizontal distance when it is performed with HP .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Slide Kick
|
+ HK
|
King slides forward with a sweep kick.
|
|
Korea Justice Team
A Korean team consisting of Kim Kaphwan (from Fatal Fury) and two original characters.
|
Kim Kaphwan
|
A taekwondo master with a strong sense of justice who formed the Korea Justice Team in order to rehabilitate the two criminals on his team.
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 .
|
Kuusa Jin
|
Hold for 2 seconds, then +P
|
Kim spins diagonally upward while kicking. He ascends higher and hits an additional time when the move is performed with HP .
|
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.
|
Ryuusei Ranku
|
Hold for 2 seconds, then +K
|
Kim slides forward with a sweep kick, then jumps in the air and follows up with an axe kick that knocks his opponent down. He slides further when the move is performed with HK .
|
San Ren Geki
|
P (up to 3 times)
|
Kim performs a standing kick. The motion can be repeated up to three times, in which case he follows up with an additional kick, then a jumping kick that knocks the opponent down.
|
Haki Kyaku
|
K
|
Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Neri Chagi
|
+ LK
|
Kim lifts his leg high and comes down with an axe kick, which hits up to two times and can hit opponents who are crouch blocking.
|
Dora Yup Chagi
|
+ LP
|
Kim hops forward with a turnaround kick.
|
|
|
Chang Koehan
|
A very large criminal who fights with a big metal ball attached to a chain.
Move list (Special moves)
Name
|
Command
|
Description
|
Tekkyuu Dai Kaiten
|
PPPPP
|
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
|
Hold for 2 seconds, then +P
|
Chang flings his ball by its chain in front of him, which knocks down his opponent on impact. He slides forward slightly when the move is performed with HP .
|
Tekkyu Hien Zan
|
Hold for 2 seconds, then +K
|
Chang flips backwards through the air with a kick, falling on his back and knocking over his opponent on impact. He ascends higher when the move is performed with HK .
|
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.
|
|
|
Choi Bounge
|
A very small criminal who fights with two clawed hands (resembling the horror movie villain Freddy Krueger).
Move list (Special moves)
Name
|
Command
|
Description
|
Kaiten Hien Zan
|
P
|
Choi curls into a ball and rolls along the ground. If he hits his opponent, he rolls up the opponent. If the player presses P during the move, Choi lunges forward with his claws (Kishuu Hi En Tsuki).
|
Kaiten Hien Zuki
|
Hold for 2 seconds, then +P
|
Choi runs forward, then jumps while slashing his claws when he is near his opponent, knocking down the opponent on impact. He jumps higher when the move is performed with HP .
|
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 +K
|
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 (Hokou Ten Kan) 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.
|
Nidan Giri
|
+ LP
|
Choi rolls forwards, then slashes upwards.
|
Toorima Geri
|
+ LK
|
Choi somersaults forward with a kick.
|
|
New Faces Team
A team consisting of the members of the band C.Y.S., who are also members of the Hakkesshu and three of the four Heavenly Kings of Orochi.
|
Yashiro Nanakase
|
The guitarist for the band C.Y.S., who has a deep hated for Iori. His fighting style is focused on his hard punches.
Move list (Special moves)
Name
|
Command
|
Description
|
Upper Duel
|
P
|
Yashiro swings his fist inward. If it hits, he follows up with a jumping uppercut that knocks his opponent into the air. He ascends higher when the move is performed with HP .
|
Sledgehammer
|
K
|
Yashiro leaps forward while swinging his fist down to the ground like a hammer. The move knocks down the opponent on impact and can hit opponents who are crouch blocking. He leaps farther when the move is performed with HK .
|
Missile Might Bash
|
P
|
Yashiro moves forward while swinging his arms back and forth, finishing with a hit that knocks the opponent back. He moves farther and hits more times when the move is performed with HP .
|
Jet Counter
|
P
|
Yashiro dashes forward with a punch that knocks his opponent back. He dashes further when the move is performed with HP .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Regret Bash
|
+ LP
|
Yashiro smashes his fist down to the ground, which knocks down the opponent on impact and can hit opponents who are crouch blocking.
|
Step Side Kick
|
+ LK
|
Yashiro does a side kick.
|
|
|
Shermie
|
A fashion designer and the keyboardist for the band C.Y.S. She fights using an acrobatic grappling style.
Move list (Special moves)
Name
|
Command
|
Description
|
Axle Spin Kick
|
K
|
Shermie does an axle spin through the air, followed by a crescent kick when she lands that knocks the opponent over on impact. She jumps slightly farther when the move is performed with HK .
|
Shermie Shoot
|
K
|
Shermie rushes forward, then does a handstand on top of her opponent and takes them down with her knees. She runs slightly farther when the move is performed with HK .
|
Shermie Clutch
|
K
|
Shermie jumps into the air with her legs tucked back. If he catches an airborne opponent, she grabs them with her legs and takes them down to the ground. She jumps with an axle spin when the move is performed with HK . This can be followed up by running and performing a knee press (Shermie Cute) by pressing K at the end of the move.
|
Shermie Whip
|
P (close)
|
Shermie stands on a hand and rolls backward while kicking through the air in a circle. If it connects, she grabs the opponent with her legs for a takedown, followed by a suplex throw. This can be followed up by running and performing a knee press (Shermie Cute) by pressing K (in the opposite direction since Shermie turned around) at the end of the move.
|
Shermie Spiral
|
P (close)
|
Shermie does a handstand on top of her opponent, wraps her legs around their head, then spins their body to the ground. This can be followed up by running and performing a knee press (Shermie Cute) by pressing K (in the opposite direction since Shermie turned around) at the end of the move.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Shermie Stand
|
+ LK
|
Shermie does a front walkover while kicking, which can hit opponents who are crouch blocking.
|
|
|
Chris
|
The lead vocalist for the band C.Y.S. His fighting style is centered around his incredible speed.
Move list (Special moves)
Name
|
Command
|
Description
|
Slide Touch
|
P
|
Chris does an underhand palm strike that knocks the opponent back on impact. A duplicate of him slides forward to perform the strike when the move is performed with HP .
|
Scramble Dash
|
K
|
Chris dashes at high speed. He dashes straight ahead with LK or through the air with HK . He can pass through his opponent while dashing.
|
Glider Stomp
|
K in midair
|
Chris zooms downward with a dive kick that knocks his opponent over on impact.
|
Direction Change
|
P
|
Chris flips through the air. If he passes over his opponent, he grabs the opponent's head. He covers more horizontal distance when the move is performed with HP .
|
Hunting Air
|
K
|
Chris spins into the air with a backflip kick. The move knocks the opponent over when it is performed with LK and ascends higher when it is performed with HK .
|
Shooting Dancer Thrust
|
P
|
Chris dashes forward with an elbow strike, then slides to the ground with a low kick when the move is performed with LP or follows up with a punch when the move is performed with HP .
|
Shooting Dancer Step
|
K
|
Chris dashes forward with an elbow strike, then leaps into the air and comes down with a stomping kick that can hit opponents who are crouch blocking.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Spinning Array
|
+ LP
|
Chris lunges forward with a punch that spins his body around.
|
Reverse Anchor Kick
|
+ LK
|
Chris does a back walkover while kicking, which can hit opponents who are crouch blocking.
|
Carry Off Kick
|
+ LK
|
Chris slides forward with a sweep kick.
|
|
'97 Special Team
A team of "outlaws" originating from the Fatal Fury series.
|
Ryuji Yamazaki
|
A criminal who fights with one hand in his pocket. It is revealed that he is actually a descendant of the Hakkesshu, but he is immune to the effects of the Riot of the Blood because of his insanity.
Move list (Special moves)
Name
|
Command
|
Description
|
Sabaki no Aikuchi
|
P
|
Yamazaki slides forward and slashes the knife that he conceals in his pocketed hand, knocking his opponent over on impact. He slashes two times when the move is performed with LP and four times when the move is performed with HP .
|
Hebi Tsukai Gedan
|
LP
|
Yamazaki charges his arm. When LP is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
|
Hebi Tsukai Uwadan
|
HP
|
Yamazaki charges his arm. When HP is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
|
Hebi Tsukai Chuudan
|
LK
|
Yamazaki charges his arm. When LK is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
|
Bai Gaeshi Kyuushuu
|
LP
|
Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he can throw a projectile back by pressing P again.
|
Bai Gaeshi Dan Hassha
|
HP
|
Yamazaki swings his arm up, which can damage a nearby opponent or grab a projectile out of the air and throw it back toward the caster.
|
Yakiire
|
LK
|
Yamazaki steps forward and does a high kick that hits twice and knocks the opponent down. The second hit can hit opponents who are crouch blocking.
|
Suna Kake
|
HK
|
Yamazaki does a high kick that kicks up dust from the ground.
|
Sadomazo
|
K
|
Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch that knocks the opponent over.
|
Badukan Pachiki
|
P
|
Yamazaki grabs and hits his opponent with an explosive headbutt.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Bussashi
|
+ LP
|
Yamazaki punches downward, which hits up to two times and can attack opponents who are crouch blocking.
|
|
|
Blue Mary
|
A freelance agent who is hired by Billy Kane, unknowingly working in the service of the criminal boss Geese Howard. She is a love interest of Terry Bogard, and she fights with grappling techniques, with a particular emphasis on flying jointlocks.
Move list (Special moves)
Name
|
Command
|
Description
|
Spin Fall
|
K
|
Mary leaps forward and falls with an axe kick.
|
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.
|
Mary Spider
|
P
|
Mary flips over her opponent, then takes them down with a neck hold.
|
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.
|
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.
|
Back Drop
|
P (close)
|
Mary grabs her opponent and performs a suplex.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Hammer Arc
|
+ LP
|
Mary hops forward while swinging her fists down. The move can hit opponents who are crouch blocking.
|
Double Rolling
|
+ LK
|
Mary jumps in the air with a spinning back kick, then does a low crouching kick.
|
Climbing Arrow
|
+ LK
|
Mary does a donkey kick into the air, which knocks her opponent back on impact.
|
|
|
Billy Kane
|
The right-hand man of Geese Howard, who organizes the team under orders from Geese in order to investigate the power of Orochi.
Move list (Special moves)
Name
|
Command
|
Description
|
Senpuu Kon
|
LP LP LP LP LP
|
Billy twirls his cudgel in front of him rapidly.
|
Shuuten Ren Ha Kon
|
HP HP HP HP HP
|
Billy stabs his cudgel in front of him rapidly.
|
Senen Satsu Kon
|
P
|
Billy jumps into the air while holding his cudgel out, which knocks down the opponent on impact.
|
Sansetsu Kon Chuudan Uchi
|
P
|
Billy whips his cudgel in front of him, and it expands across the screen. He can set the cudgel on fire (Kaen Sansetsu Kon Chuudan Uchi) by pressing P before it is fully extended.
|
Kyoushuu Hishoukon
|
K
|
Billy vaults into the air with his cudgel, then drops back to the ground with a kick, which knocks down the opponent on impact.
|
Ka Ryuu Tsuigeki Kon
|
LK
|
Billy holds his staff upwards in a defensive stance. If the opponent hits it, Billy responds with a cudgel strike.
|
Sui Ryuu Tsuigeki Kon
|
HK
|
Billy holds his staff forwards in a defensive stance. If the opponent hits it, Billy responds with a cudgel strike.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Dai Kaiten Geri
|
+ LP
|
Billy hops forward, striking with his cudgel, then spinning with a kick.
|
Boukou Tobi Geri
|
+ LK
|
Billy vaults on his cudgel and does a side kick that knocks his opponent over.
|
|
Yagami Team
A team consisting of Iori Yagami, rival to protagonist Kyo Kusanagi, and two members of the Hakkesshu, Mature and Vice.
|
Iori Yagami
|
The last heir to the Yagami clan (formerly known as the Yasakani Clan), one of the three clans that sealed away Orochi, and the rival of Kyo. His clan possesses the Yasakani Jewel (八尺瓊曲玉), and his family crest is the crescent moon, which he wears on the back of his jacket.
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.
|
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 .
|
311 Shiki: Sou Kushi
|
K
|
Iori hops forward and swipes a flaming hand downward. The move covers more horizontal distance when it is performed with HK .
|
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.
|
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 hit can hit opponents who are crouch blocking.
|
Ge Shiki: Yuri Ori
|
+ LK in midair
|
Iori kicks behind him.
|
|
|
Mature
|
A member of the Hakkesshu brotherhood. She fights with her sharp nails.
Move list (Special moves)
Name
|
Command
|
Description
|
Despair
|
P
|
Mature flips forward while slashing the air with her nails, which knocks down her opponent on impact. The move covers more horizontal distance when it is performed with HP .
|
Sacrilege
|
P
|
Mature spins diagonally into the air with one hand up and one down. She ascends higher when the move is performed with HP .
|
Death Row
|
P (up to 3 times)
|
Mature advances with an upward hand swipe. The motion can be repeated up to three times, in which case she follows up with two lateral swipes, with the last hit knocking the opponent over.
|
Metal Massacre
|
K
|
Mature runs forward, then does a lateral hand swipe when she is near her opponent. She runs slightly further when the move is performed with HK .
|
Deceaser
|
K
|
Mature swipes her hand out, which stretches to reach. If it connects, she grabs and throws her opponent back. She slides forward slightly when the move is performed with HK .
|
Ebony Tears
|
P
|
Mature slashes her nails in a circle around her, sending a large, arc-shaped projectile flying across the screen. The projectile moves faster when the move is performed with HP .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Crematory
|
+ LK
|
Mature does a front kick.
|
|
|
Vice
|
A member of the Hakkesshu brotherhood. She fights with her monstrous strength.
Move list (Special moves)
Name
|
Command
|
Description
|
Mayhem
|
P
|
Vice charges forward with a shoulder ram that knocks her opponent into the air.
|
Outrage
|
K
|
Vice kicks rapidly in front of her. She hops first when the move is performed with HK .
|
Ravenous
|
K in midair
|
Vice kicks rapidly in front of her while falling.
|
Black End
|
P (close)
|
Vice grabs her opponent, lifts them over her head, and slams the opponent into the ground, then tosses them into the air. She can jumps into the air to catch the opponent and slam them into the ground again (Mithan's Robe) by pressing P when the opponent is tossed into the air.
|
Deicide
|
K
|
Vice swipes her hand out, which stretches to reach. If it connects, she grabs and throws her opponent back. She slides forward slightly when the move is performed with HK .
|
Gore Fest
|
P (close)
|
Vice grabs her opponent by the head, slides forward while dragging the opponent against the ground, then throws them into the air. She can jumps into the air to catch the opponent and slam them into the ground again (Mithan's Robe) by pressing P when the opponent is tossed into the air.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Monstrosity
|
+ LK
|
Vice slams her fist downward.
|
|
Masters Team
A team of masters who trained some of the other fighters in the game.
|
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
|
Hold for 2 seconds, then +P
|
Heidern slashes the air in front of him with his hands, shooting ahead projectiles in the shape of his slashes. The projectiles move faster when the move is performed with HP .
|
Moon Slasher
|
Hold for 2 seconds, then +P
|
Heidern slashes the air around him in a circle, which knocks down his opponent on impact.
|
Neck Roller
|
Hold for 2 seconds, then +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 and siphons 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.
|
|
|
Takuma Sakazaki
|
The father of Ryo and Yuri. He is the master and creator of Kyokugen-ryuu.
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 .
|
Mou Ko 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 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 .
|
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 .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Oniguruma
|
+ LP
|
Takuma swings his arm with a hook punch that knocks the opponent over on impact.
|
Kawara Wari
|
+ LK
|
Takuma does an overhead elbow strike that can hit opponents who are crouch blocking.
|
|
|
Saisyu Kusanagi
|
Kyo's father and leader of the Kusanagi clan.
Move list (Special moves)
Name
|
Command
|
Description
|
108 Shiki: Yami Barai
|
P
|
Saisyu throws fiery red sparks across the ground. The projectile moves faster when the move is performed with HP .
|
702 Shiki: En Jou
|
P (up to 2 times)
|
Saisyu swipes a fiery hand upward. The motion can be repeated a second time, in which case he does another upward hand swipe that knocks the opponent over.
|
100 Shiki: Oni Yaki
|
P
|
Saisyu 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 .
|
110 Shiki: Nata Guruma
|
K
|
Saisyu launches the opponent into the air with a shoulder lean, then follows them into the air with a turnaround kick. He attacks an additional time with his shoulder while jumping into the air when the move is performed with HK .
|
427 Shiki: Shin Ken
|
K
|
Saisyu leaps forward while swinging his fist down, then follows up with a flaming backfist, which knocks the opponent over on impact. He leaps farther when the move is performed with HK .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Ge Shiki: Gou Tsuchi
|
+ LP
|
Saisyu steps forward with a downward fist slam that can hit characters who are crouch blocking.
|
Ge Shiki: Zu Tsui
|
+ LK
|
Saisyu jumps with a turnaround kick.
|
|
American Sports Team
An American team consisting of sports players. The team's only other appearance was in The King of Fighters '94.
|
Heavy-D!
|
A former professional boxer who has been banned from normal competition after seriously injuring another fighter. He forms and leads the team.
Move list (Special moves)
Name
|
Command
|
Description
|
Rolling Soul Diver
|
P
|
Heavy-D! slides forward with a jab while a vacuum whirls around his arm like a drill, hitting multiple times. He slides further when the move is performed with HP .
After Shadow: If performed after Shadow, Heavy-D! follows up with a second punch with the other hand.
|
Ducking Combination
|
P (up to 2 times)
|
Heavy-D! slides forward and swings with a hook punch with his following arm. The motion can be repeated a second time, in which case he does another hook with his leading arm. The second punch knocks the opponent over. He slides further when the move is performed with HP .
After Shadow: If performed after Shadow, Heavy-D! does a hook punch followed by an uppercut when the motion is performed once. If the motion is repeated a second time, he does a hook punch with each arm, then a Rolling Soul Diver with LP or an uppercut with HP .
|
Blast Upper
|
K
|
Heavy-D! swings his arm into the air, knocking a spray of dirt off the ground, which knocks the opponent over on impact. He steps forward slightly when the move is performed with HK .
After Shadow: If performed after Shadow, Heavy-D! quickly knocks another spray of dirt off the ground with his other arm.
|
Soul Flower
|
K
|
Heavy-D! punches the ground, causing a burst of energy to surround him, which knocks the opponent into the air on impact.
After Shadow: If performed after Shadow, two bursts of energy explode from the ground after Heavy-D! punches it.
|
Dancing Beat
|
P (close)
|
Heavy-D! does a combo of five quick punches that knocks his opponent over.
After Shadow: If performed after Shadow, Heavy-D! does a six-punch combo instead.
|
Shadow
|
P
|
Heavy-D! shadowboxes, which empowers his next special move.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Rock Crush
|
+ LP
|
Heavy-D! punches downward, which can attack opponents who are crouch blocking.
|
|
|
Lucky Glauber
|
A karate champion and former professional basketball player.
Move list (Special moves)
Name
|
Command
|
Description
|
Death Bound
|
P
|
Lucky catches a basketball from off-screen, then bounces it off the ground at an angle. It bounces at a lower angle when the move is performed with HP .
|
Lucky Vision
|
K
|
Lucky runs forward at high speed. He can be hit while doing this but can pass through opponents. He runs farther when the move is performed with HK .
|
Death Dunk
|
P
|
Lucky jumps in the air, then dunks a basketball downward. If the basketball hits the ground, it bounces off at an angle. He jumps higher and dunks the ball further when the move is performed with HP .
|
Cyclone Break
|
K
|
Lucky leaps through the air while kicking in a circle. The move covers more horizontal distance when it is performed with HK .
|
Death Heel
|
K
|
Lucky jumps into the air with a knee strike that knocks the opponent into the air, then does an axe kick. He jumps higher when the move is performed with HK .
|
Death Shoot
|
P or K
|
Lucky jumps into the air and catches a basketball from off-screen, then shoots it into the air. The basketball drops back down it in front of him with LP , a third of the screen in front of him with LK , two thirds of the screen in front of him with HP , or across the screen with HK .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Dunk Drop
|
+ LP in midair
|
Lucky drops his hands down like dunking a basketball, which knocks down his opponent on impact.
|
Lucky Kick
|
+ LK
|
Lucky kicks high into the air.
|
|
|
Brian Battler
|
An American football player who loves tackling opponents.
Move list (Special moves)
Name
|
Command
|
Description
|
Brian Tornado
|
P
|
Brian flies forward through the air while spinning like a corkscrew, which knocks the opponent over on impact. He flies farther when the move is performed with HP .
|
Hyper Tackle
|
K
|
Brian dashes forward with a shoulder tackle that knocks the opponent over. He dashes further when the move is performed with HK .
|
Rocket Tackle
|
K
|
Brian jumps diagonally into the air with a shoulder tackle. He jumps higher when the move is performed with HK .
|
Screw Body Press
|
P in midair
|
Brian spins in the air with his body parallel to the ground.
|
Brian Hammer
|
P
|
Brian holds his hands in the air, then swings them down with a double axe-handle punch that knocks down his opponent on impact. After the first swing, he can swing his hands back into the air (Double Hammer) with P, then finish with a DDT with P. Or he can follow up with a powerbomb (Tiger Driver) with P, then finish with a second powerbomb (Samurai Bomb) with P or a shoulder backbreaker with P.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Buster Tomahawk
|
+ HP in midair
|
Brian punches downward.
|
|
Single-Entry Fighters
These characters are not members of any team.
|
Shingo Yabuki
|
Kyo Kusanagi's biggest fan, who has imitated his style of dress and his fighting moves. Though he cannot control fire like Kyo can and often messes up or forgets moves (and must consult his notepad), he is good-natured and indefatigable. His moves uniquely have a chance of landing a "Critical Hit" that does extra damage. He can be fought as a secret challenger before the sub-boss team if certain conditions are fulfilled.
Move list (Special moves)
Name
|
Command
|
Description
|
114 Shiki: Aragami Mikansei
|
LP
|
Shingo lunges forward with a hook punch using his following arm.
|
115 Shiki: Dokugami Mikansei
|
HP
|
Shingo turns around with a hook punch using his leading arm that knocks the opponent over.
|
100 Shiki: Oni Yaki 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 two additional kicks.
|
Hiji Otoshi
|
P
|
Shingo hits downward with a standing elbow drop that knocks down his opponent on impact.
|
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
|
Shingo turns around with two elbow strikes, then jumps into the air with a back attack.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Ge Shiki: Gou Fu Nage Fukanzen
|
+ LK
|
Shingo pulls his leg up high, then does axe kick that can hit twice. The second hit can hit opponents who are crouch blocking.
|
|
|
Rugal Bernstein
|
A merciless crime lord who turns fallen fighters into statues for his trophy collection.
Move list (Special moves)
Name
|
Command
|
Description
|
Reppu Ken
|
P
|
Rugal sends a violent shockwave across the ground. The projectile moves faster when the move is performed with HP .
|
Kaiser Wave
|
P
|
Rugal holds his hands back, then throws a tall fireball across the screen that knocks his opponent over on impact. The projectile moves faster when the move is performed with HP .
|
Genocide Cutter
|
K
|
Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
|
Dark Barrier
|
K
|
Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.
|
God Press
|
P
|
Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when the move is performed with HP .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Double Tomahawk
|
+ LK
|
Rugal does a shin kick, then an overhead kick that can hit opponents who are crouch blocking.
|
|
Bosses
Omega Rugal can be selected by holding START when selecting Rugal in any mode.
Hidden
The alternate versions of the following characters can be selected by holding START when selecting their normal forms in any mode.
Awakened Orochi Team
|
Orochi Yashiro
|
The true form of Yashiro. He was designed to be a darker counterpart to Goro Daimon and fights with a similar grappling style.
Move list (Special moves)
Name
|
Command
|
Description
|
Musebu Daichi
|
K
|
Yashiro runs forward and grabs his opponent, then flips backward through the air with a slam. He runs further when the move is performed with HK .
|
Kujiku Daichi
|
P
|
Yashiro leaps through the air with a grab, then does a handstand on the opponent's head and rolls over to the other side of the opponent. He leaps farther when the move is performed with HP .
|
Odoru Daichi
|
P (close)
|
Yashiro does a handstand on top of his opponent, then rolls over and smashes the opponent's neck on his back. He then jumps into the air with the opponent and slams them into the ground with a windmill motion.
|
Niragu Daichi
|
P (close)
|
Yashiro lifts his opponent up by the neck, then slams them back and forth on the ground. He then jumps into the air with the opponent and slams them into the ground.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Saku
|
+ LP
|
Yashiro smashes his fist down to the ground, which knocks down the opponent on impact and can hit opponents who are crouch blocking.
|
Bu
|
+ LK
|
Yashiro does a side kick.
|
|
|
Orochi Shermie
|
The true form of Shermie. She is meant to be a darker counterpart to Benimaru Nikaido and possesses similar electrokinetic abilities.
Move list (Special moves)
Name
|
Command
|
Description
|
Mugetsu no Raiun
|
P or K
|
Shermie blows an explosive ball of lightning in front of her. The distance the ball is blown depends on the button used, with LP being closest to Shermie, LK being halfway across the screen, HP being three-quarters across the screen, and HK being completely across the screen.
|
Yatanagi no Muchi
|
P
|
Shermie slashes the air in front of her, causing a wave of lightning to travel from her. This move knocks down the opponent on impact. The projectile travels further when the move is performed with HP .
|
Shajitsu no Odori
|
K
|
Shermie does a lightning-infused axle spin through the air. She jumps slightly farther when the move is performed with HK .
|
Raijin no Tsue
|
K in midair
|
Shermie spins higher in the air, then unrolls her body with a lightning-infused downward kick.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Kourai
|
+ LK
|
Shermie does a front walkover while kicking, which can hit opponents who are crouch blocking.
|
|
|
Orochi Chris
|
The true form of Chris. He was designed to be a darker counterpart to Kyo Kusanagi and can control fire like him.
Move list (Special moves)
Name
|
Command
|
Description
|
Taiyou o Iru Honoo
|
P
|
Chris lunges forward and swings his clasped hands, which causes purple explosions to ripple through the air in front of him. The projectiles travel further when the move is performed with HP .
|
Kagami o Hofuru Honoo
|
P
|
Chris leaps forward while slashing his hand downward as it burns with purple fire, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
|
Tsuki o Tsumu Honoo
|
P
|
Chris twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He twirls an additional time on the ground and ascends higher when the move is performed with HP .
|
Shishi o Kamu Honoo
|
K (close)
|
Chris does an uppercut, then he hits his opponent with alternating burning body blows, finishing with a high kick that knocks the opponent away. The initial uppercut breaks his opponent's guard if they are blocking, which makes the rest of the move unblockable.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Muyou no Ono
|
+ LP
|
Chris lunges forward with a punch that spins his body around.
|
Jukei no Oni
|
+ LK
|
Chris does a back walkover while kicking, which can hit opponents who are crouch blocking.
|
Setsudan no Koto
|
+ LK
|
Chris slides forward with a sweep kick.
|
|
EX Characters
|
EX Kyo Kusanagi
|
A version of Kyo using his moveset from The King of Fighters '95.
Move list (Special moves)
Name
|
Command
|
Description
|
108 Shiki: Yami Barai
|
P
|
Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with HP .
|
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 .
|
101 Shiki: Oboro Guruma
|
K
|
Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with LK and three times when the move is performed with HK .
|
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 .
|
202 Shiki: Koto Tsuki You
|
K
|
Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
|
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.
|
Ge Shiki: Gou Fu You
|
+ LK
|
Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit can hit opponents who are crouch blocking.
|
88 Shiki
|
+ HK
|
Kyo kicks twice while crouched. The second hit trips the opponent.
|
|
|
EX Terry Bogard
|
A version of Terry using his moveset from Real Bout Fatal Fury 2.
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
|
P
|
Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with HP .
|
Fire Kick
|
K
|
Terry slides along the ground. If it connects, he stands and does a reverse hook kick that launches his opponent into the air.
|
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 the move 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
|
Back Knuckle
|
+ LP
|
Terry steps forward with a backfist.
|
Rising Upper
|
+ HP
|
Terry does an uppercut.
|
|
|
EX Andy Bogard
|
A version of Andy using his moveset from Real Bout Fatal Fury 2.
Move list (Special moves)
Name
|
Command
|
Description
|
Hishou Ken
|
P
|
Andy throws a long-ranged burst of ki energy from his hand. The projectile moves faster when the move is performed with HP .
|
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
|
Hold for 1 second, then +P
|
Andy charges forward while ramming with his shoulder and knee. If the player presses P during the move, Andy follows up with an additional strike (Ga Dan Kou) that knocks the opponent back.
|
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 .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Jou Agito
|
+ LK
|
Andy crouches and stands on a hand, then rolls forward with a kick that can hit opponents who are crouch blocking.
|
Age Omote
|
+ LP
|
Andy thrusts upward with a palm, hitting up to two times.
|
|
|
EX Joe Higashi
|
A version of Joe using his moveset from The King of Fighters '94.
Move list (Special moves)
Name
|
Command
|
Description
|
Hurricane Upper
|
P
|
Joe punches into the air, generating a cyclone that moves across the ground. The projectile moves faster when the move is performed with HP .
|
Baku Retsu Ken
|
PPPPP
|
Joe punches rapidly in a cone shape in front of him. He can follow up with a standing uppercut that knocks his opponent over by pressing LP or a jumping uppercut 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 that knocks his opponent over. He ascends higher when the move is performed with HK .
|
Move list (Command normals)
Name
|
Command
|
Description
|
Slide Kick
|
+ LK
|
Joe slides forward with a sweep kick.
|
Low Kick
|
+ LK
|
Joe does a low roundhouse kick.
|
|
|
EX Ryo Sakazaki
|
A version of Ryo using his moveset from The King of Fighters '94.
Move list (Special moves)
Name
|
Command
|
Description
|
Ko Ou Ken
|
P
|
Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with HP . Ryo throws the fireball diagonally downwards when the move is performed in midair.
|
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.
|
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 that can hit opponents who are crouch blocking.
|
|
|
EX Robert Garcia
|
A version of Robert using his moveset from The King of Fighters '94.
Move list (Special moves)
Name
|
Command
|
Description
|
Ryuu Geki Ken
|
P
|
Robert hurls a fireball from his palm. The projectile moves faster when the move is performed with HP .
|
Ryuu Ga
|
P
|
Robert jumps into the air while performing an uppercut. 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.
|
Ryuujin Kyaku
|
K in midair
|
Robert dive kicks diagonally downwards, which knocks his opponent over on impact. He travels a longer distance when the move is performed with HK .
|
Hien Shippu Kyaku
|
K
|
Robert 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
|
Kou Ryuu Go Kya Geri
|
+ LP
|
Robert jumps in the air with a spinning back kick.
|
Ryuu Han Shuu
|
+ LK
|
Robert does a high side kick.
|
|
|
EX Yuri Sakazaki
|
A version of Yuri using her moveset from The King of Fighters '94.
Move list (Special moves)
Name
|
Command
|
Description
|
Ko Ou Ken
|
P
|
Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with HP .
|
Rai'oh Ken
|
K
|
Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with HK .
|
Sai Ha
|
P
|
Yuri holds her hands out and shields herself in a circle of ki. It knocks back opponents that touch it and also dissipates projectiles.
|
Hyaku Retsu Binta
|
HP
|
Yuri rushes forward and grabs her opponent, then slaps them repeatedly.
|
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
|
+ LK
|
Yuri throws herself forward while striking with her rear.
|
|
|
EX Mai Shiranui
|
A version of Mai using her moveset from Real Bout Fatal Fury 2.
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, which knocks her opponent over on impact. The move travels more distance when it is performed with HK .
|
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.
|
Kuro Tsubame no Mai
|
+ LK
|
Mai hops forward with a step kick that can hit opponents who are crouch blocking.
|
Benitsuru no Mai
|
+ LK
|
Mai slides forward with a low kick, then rolls back with a high kick.
|
|
|
EX Billy Kane
|
A version of Billy using his moveset from Real Bout Fatal Fury 2.
Move list (Special moves)
Name
|
Command
|
Description
|
Senpuu Kon
|
LP LP LP LP LP
|
Billy twirls his cudgel in front of him rapidly.
|
Shuuten Ren Ha Kon
|
HP HP HP HP HP
|
Billy stabs his cudgel in front of him rapidly.
|
Senen Satsu Kon
|
P
|
Billy jumps into the air while holding his cudgel out, which knocks down the opponent on impact.
|
Sansetsu Kon Chuudan Uchi
|
P
|
Billy whips his cudgel in front of him, and it expands across the screen. He can set the cudgel on fire (Kaen Sansetsu Kon Chuudan Uchi) by pressing P before it is fully extended.
|
Suzume Otoshi
|
P
|
Billy whips his cudgel diagonally upward, and it expands into the air.
|
Kyoushuu Hishoukon
|
K
|
Billy vaults into the air with his cudgel, then drops back to the ground with a kick, which knocks down the opponent on impact.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Dai Kaiten Geri
|
+ LP
|
Billy hops forward, striking with his cudgel, then spinning with a kick.
|
Boukou Tobi Geri
|
+ LK
|
Billy vaults on his cudgel and does a side kick that knocks his opponent over.
|
|
Special Edit Teams
Special Edit Teams are hidden teams that have special ending artwork, which the player can form by selecting certain characters.
Team |
Characters
|
Three Sacred Treasures Team |
Kyo Kusanagi |
Iori Yagami |
Chizuru Kagura
|
Shingo Team |
Kyo Kusanagi |
Iori Yagami |
Shingo Yabuki
|
Rugal Team |
Rugal Bernstein |
Mature |
Vice
|
SNK Heroes Team |
Kyo Kusanagi |
Terry Bogard |
Ryo Sakazaki
|
No. 2 Team |
Benimaru Nikaido |
Andy Bogard |
Robert Garcia
|
No. 3 Team |
Goro Daimon |
Joe Higashi |
Yuri Sakazaki
|
Baseball Team |
Ralf Jones |
Blue Mary |
Lucky Glauber
|
Father Team |
Saisyu Kusanagi |
Takuma Sakazaki |
Kim Kaphwan
|
Rapid Punch Team |
Billy Kane |
Chang Koehan |
Joe Higashi
|
Severely Burned Team |
Kyo Kusanagi |
Saisyu Kusanagi |
Orochi Chris
|
Sakazaki Family Team |
Ryo Sakazaki |
Yuri Sakazaki |
Takuma Sakazaki
|
Teen Team |
Shingo Yabuki |
Sie Kensou |
Chris
|
Orochi Ladies Team |
Shermie |
Mature |
Vice
|
Orochi Men Team |
Yashiro Nanakase |
Chris |
Ryuji Yamazaki
|
Kusanagi Style Team |
Kyo Kusanagi |
Saisyu Kusanagi |
Shingo Yabuki
|
Comedy Team |
Robert Garcia |
Sie Kensou |
Choi Bounge
|
Cute Team |
Choi Bounge |
Chin Gentsai |
Chang Koehan
|
Cap Team |
Terry Bogard |
Lucky Glauber |
Clark Still
|
Other Hero Team |
Benimaru Nikaido |
Goro Daimon |
Shingo Yabuki
|
Other Ikari Team |
Leona |
Ralf Jones |
Heidern
|
Other Heroines Team |
Athena Asamiya |
Mai Shiranui |
Yuri Sakazaki
|
Destructors Team |
Ralf Jones |
Brian Battler |
Chang Koehan
|
April 8th Birthday Team |
King |
Mature |
Shingo Yabuki
|
Stages
The stages are the same as in King of Fighters '98 but modeled in 3D for the Dreamcast version. Several stages have variants for the second or third rounds. In the arcade modes, the stages for the first five teams are chosen randomly, but the sub-boss teams have their own associated stages: USA Yard for the Yagami Team, Japan Temple for the Masters Team, and USA Wharf for the American Sports Team. The final boss, Omega Rugal, is fought in the Sunken Ship stage.
An option to manually select the stage in the versus and practice modes can be enabled in the options. Holding START while selecting Japan Street, China, Spain, or USA Wharf selects the variant for the second round.
History
The game was once set to be a launch title for the Dreamcast in the US[7], but was delayed at the last minute, arriving in late October.
Sequels and re-releases
The popularity of King of Fighters '98 led it to receive two further revisions. The first was The King of Fighters '98: Ultimate Match for the Taito Type X arcade board in 2008 (and ported to the PlayStation 2 and Xbox 360 shortly thereafter). It completes the roster with the characters omitted from the earlier versions, plus more EX characters, and it adds a third fighting style, Ultimate. A third updated version titled The King of Fighters '98: Ultimate Match Final Edition was released to arcades in 2011 in Japan and on Steam in 2014. It is a version of Ultimate Match with some balance changes.
The game was followed by The King of Fighters: Evolution, which is based off the Neo Geo arcade version of The King of Fighters '99, leading to some name confusion among the entries.
Production credits
Cast
- Kyo: Masahiro Nonaka
- Daimon/Ryo: Masaki Usui
- Benimaru/Ralf/Choi: Monster Maetsuka
- Terry/Kim: Satoshi Hashimoto
- Andy: Keiichi Nanba
- Joe: Nobuyuki Hiyama
- Robert: Koichi Mantarou
- Yuri: Kaori Horie
- Leona/Vice: Masae Yumi
- Clark: Yoshinori Shima
- Athena: Haruna Ikezawa
- Kensou/Brian: Eiji Yano
- Chin/Heavy D!: Tosikazu Nisimura
- Chizuru: Akiko Saitou
- Lucky: Key Inage
- Mai: Akoya Sogi
- Chang: Hiroyuki Arita
- Yashiro: Makoto Awane
- Shermie: Hazuki Nishikawa
- Chris: Rio Ogata
- Yamazaki: Kouji Ishii
- Billy: Atsushi Yamanishi
- Rugal/Heidern: Toshimitsu Arai
- Takuma: Eiji Tsuda
- Saisyu: Keiichirou Sakaki
- King/Mary/Announce: Harumi Ikoma
- Mature: Hiroko Tsuji
- Shingo: Takehito Koyasu
- Iori: Kunihiko Yasui
Staff
- Producer: T.Nishiyama
- Chief Director: Toyochan, Go-1 Ridingmonkey, Vivide-Vavide-Bu., K.Nagahima, Strass (Woo)
- Design Director: Akihiro Yamada, Rabbit Maeda, Satoshi Yoshioka, Starfreet
- 3D Stage Designer: Yuji Wada, Se-Zi, Seri, Katakura, Masaya Kobayashi, A・K・A, Akira Mizuki, Iori, Miyakoda-TK., Atsushi Ota, Nobuyuki Yanai, Kyo_K., Mikiko Nagao, Asa-ko, Ume-Shirou
- 2D・3D Fix Designer: SP:Kane, R_Mo, Buchi, Nanako
- Program Director: Yukihiro Deguchi, Ryo Nasu
- Program: Urz_9th, Mambo, Mue, Maki, Takashi Nakano, Yuji Niida, Yoshiyuki Tanaka, Jeno, Babi
- Sound: Ackey, Marimo, Yassun, Koujirou, Hori_Hori
- Animation Staff: Kenichi Kasai, Kohji Watanabe, Hideki Hasimoto, Yosinobu Andoh, Kenji Kuroyanagi, Yosiki Mizuno, Ryohtaroh Akao, Sinya Uchida, Satosi Sisido, Tsutomu Sibuya, Akira Nakamura, Shoichi Sunahara, Buyu, Tokyo Animation Center, Chiho Nakamura, Tokyo Kids, Studio Cats, Sinichi Tanimura, Kuniharu Arai, Hiroaki Satoh, Yuko Yano, Akiko Isigami, Tomokazu Tokoro, Kohjiro Hayasi, Hiroo Yosioka, Mitsuhiro Karato, Naoki Kitamura, Sachiko Sakave "Ooz", Kohji Kajita, Masashi Tsukino, Yaoki Tokashiki, Sigemasa Oda, Animation Production Cooperation Digimation
- Special Thanks: Dai Yaman, Markey T., Mtaka, J.Kasahara, La'C++
Original Staff
- Chief Director: Toyohisa Tanabe
- Sub Director: Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T.Hosokawa, K."Yanya"Hikida, Tomonori Kamio
- System Editor: K.Nagashima
- Front Chief: Blaster-Lu
- Front Designer:
- Kyo: Akiko Yukawa
- Ryo: Mitsuru・Kawasaki, I・no・u・e
- Benimaru: M・Asakura
- Robert: Mitsuru・Kawasaki
- Daimon: S・Yamamoto
- Yuri: Mina Kawai
- Terry: S・Yamamoto
- Leona: Dear Ichi Jerry
- Andy: C Yamasaki
- Ralf: Dear Ichi Jerry
- Joe: Hiroto Kittaka
- Clark: Dear Ichi Jerry
- Athena: C Yamasaki
- Kim: I・no・u・e
- Kensou: 44Oka
- Chang: Tahara Ujyu-
- Chin: 44Oka
- Choi: 44Oka
- Chizuru: C Yamasaki
- Yashiro: Shio Shio Shio
- Mai: C Yamasaki
- Shermie: Miho Uematsu
- King: Miho Uematsu
- Chris: Hiroto Kittaka
- Yamazaki: M・Asakura
- Heavy D!: I・no・u・e
- Mary: Tahara Ujyu-
- Lucky: Mitsuru・Kawasaki
- Billy: Hiroto Kittaka
- Brian: Mina Kawai
- Heidern: Dear Ichi Jerry
- Iori: M・Asakura
- Takuma: S・Yamamoto
- Mature/Vice: Shio Shio Shio, Miho Uematsu, Akiko Yukawa
- Saisyu: Tahara Ujyu-
- Shingo: Akiko Yukawa
- Rugal: C Yamasaki
- Back Chief: Yurika
- Back Designer:
- JPN-Street Stage: Manoru
- USA-Yard Stage: Tohru Nakanishi
- China Stage: K.W
- JPN-Temple Stage: Yurika
- Korea Stage: Tsugumi A
- USA-Wharf Stage: Tsugumi A
- Mid-East Stage: Raishi
- Rugal Stage: Souzi Takamori
- Spain Stage: M.K
- Demo Designer: Kalkin, Dandy・Matuisan!, Yokoya・Mamasato
- Special Effect: Mika Nishida, Aoyama
- Program: S・Fujinuki, Cyber・Kondo, Souta Ichino
- Sound: Sha-V, Tate-Norio, Marimo
- Adjuster: K.Asai, Hataboh de Go!, M-Panic! Plus
- Bug Checker: Anne, Sanpo, H.Shimmei, R.Tsune, 8097:K.I (Non)
- Special Thanks: H.Kawano, Y.Inui, Takeshi & Mika, Yanosabi-Ibuki, and All Chupilars, Pe-Pe- Meguron, All SNK Staff
- Produced by: SNK
Source: In-game credits[8]
Magazine articles
- Main article: The King of Fighters: Dream Match 1999/Magazine articles.
Promotional material
PDF
JP flyer
Print advert in
Dreamcast Magazine (JP) #1999-13: "1999-13 (1999-04-16)" (1999-04-02)
also published in:
Print advert in
Dreamcast Magazine (JP) #1999-20: "1999-20 (1999-06-25)" (1999-06-11)
also published in:
Print advert in
Famitsu (JP) #555: "1999-08-06" (1999-07-23)
Physical scans
The King of Fighters: Dream Match 1999
Dreamcast, JP
|
Cover
|
Manual
|
Dreamcast, US
|
Cover
|
Manual Inlay
|
Dreamcast, BR
|
Cover
|
|
Technical information
- Main article: The King of Fighters: Dream Match 1999/Technical information.
External links
External links
References
- ↑ File:KoF99 DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/990006/ (Wayback Machine: 2007-12-10 00:21)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
- ↑ 4.0 4.1 http://sega.jp/dc/001227/ (Wayback Machine: 2014-08-03 11:18)
- ↑ http://www.sega.com:80/sega/catalog/SegaProduct.jhtml?PRODID=238 (Wayback Machine: 2002-04-06 05:27)
- ↑ 6.0 6.1 Official Dreamcast Magazine, "January 2000" (US; 1999-12-05), page 113
- ↑ Official Dreamcast Magazine, "September 1999" (US; 1999-08-24), page 17
- ↑ File:King of Fighters Dream Match 1999 DC credits.pdf
- ↑ Gamers' Republic, "December 1999" (US; 1999-11-15), page 21
- ↑ Dreamcast Magazine, "1999-15 (1999-05-07)" (JP; 1999-04-23), page 86
- ↑ Dreamcast Magazine, "1999-16 (1999-05-14,21)" (JP; 1999-04-30), page 70
- ↑ Dreamcast Magazine, "1999-21 (1999-07-02)" (JP; 1999-06-18), page 74
- ↑ Dreamcast Magazine, "1999-22 (1999-07-09,16)" (JP; 1999-06-25), page 66
- ↑ Computer & Video Games, "January 2000" (UK; 1999-12-15), page 34
- ↑ Consoles +, "Août 1999" (FR; 1999-0x-xx), page 82
- ↑ Dreamcast Magazine, "1999-21 (1999-07-02)" (JP; 1999-06-18), page 17
- ↑ Dreamcast Magazine, "No. 2" (UK; 1999-10-21), page 80
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Dreamzone, "Octobre 1999" (FR; 1999-09-xx), page 84
- ↑ Electronic Gaming Monthly, "January 2000" (US; 1999-12-07), page 224
- ↑ Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 107
- ↑ Famitsu, "1999-07-02" (JP; 1999-06-18), page 34
- ↑ GameFan, "Volume 7, Issue 9: September 1999" (US; 1999-xx-xx), page 20
- ↑ GamePro, "October 1999" (US; 1999-xx-xx), page 149
- ↑ Game Informer, "October 1999" (US; 1999-xx-xx), page 82
- ↑ MAN!AC, "09/99" (DE; 1999-08-04), page 42
- ↑ Next Generation, "November 1999" (US; 1999-10-19), page 118
- ↑ neXt Level, "September 1999" (DE; 1999-08-06), page 22
- ↑ Sega Magazin, "September 1999" (DE; 1999-08-04), page 18