Difference between revisions of "The King of Fighters: Dream Match 1999"
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| publisher=[[SNK]] | | publisher=[[SNK]] | ||
| developer=[[SNK]] | | developer=[[SNK]] | ||
+ | | distributor={{company|[[Tec Toy]]|region=BR}} | ||
| system=[[Sega Dreamcast]] | | system=[[Sega Dreamcast]] | ||
| sounddriver= | | sounddriver= | ||
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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 {{X}}+{{Y}}+{{A}} 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. | 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 {{X}}+{{Y}}+{{A}} 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) | + | 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 {{Y}}+{{B}}, at the cost of a level of the power gauge. Throws can be performed by holding {{left}} or {{right}} 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 {{X}}+{{A}} at the start of the grab. Characters can also recover from a knockdown and roll away quickly by pressing {{X}}+{{A}} upon landing. |
− | Characters can taunt with {{L}} or {{R}} 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. | + | Characters can taunt with {{L}} or {{R}}, 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=== | ===Fighting styles=== | ||
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*'''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 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 | + | *'''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 | + | *'''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 | + | *'''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). | *'''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. | *'''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]]''). | ||
− | 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, 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. | + | 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=== | ===Characters=== | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo lunges forward with an explosive hook punch using his following arm. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with {{QCF}} {{punch}} or an elbow smash (127 Shiki: Yano Sabi) with {{HCB}} {{punch}}. The follow-up move can be followed up with a downward punch (Ge Shiki: Migiri Ugachi) with {{punch}} or a side kick (125 Shiki: Nanase) with {{kick}}.}} | + | {{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo lunges forward with an explosive hook punch using his following arm. This move can negate projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with {{QCF}} {{punch}} or an elbow smash (127 Shiki: Yano Sabi) with {{HCB}} {{punch}}. The follow-up move can be followed up with a downward punch (Ge Shiki: Migiri Ugachi) with {{punch}} or a side kick (125 Shiki: Nanase) with {{kick}}.}} |
− | {{MoveListRow | 115 Shiki: Dokugami | {{QCF}} {{HP}} | Kyo steps forward with an explosive hook punch using his leading arm. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) with {{HCB}} {{punch}} | + | {{MoveListRow | 115 Shiki: Dokugami | {{QCF}} {{HP}} | Kyo steps forward with an explosive hook punch using his leading arm. This move can negate projectiles. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) with {{HCB}} {{punch}}, then a jumping attack (402 Shiki: Batsu Yomi) with {{right}}+{{punch}}.}} |
{{MoveListRow | 100 Shiki: Oni Yaki | {{DPF}} {{punch}} | 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}}.}} | {{MoveListRow | 100 Shiki: Oni Yaki | {{DPF}} {{punch}} | 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}}.}} | ||
− | {{MoveListRow | 910 Shiki: Nue | + | {{MoveListRow | 910 Shiki: Nue Tsumi | {{QCB}} {{punch}} | 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.}} |
{{MoveListRow | 75 Shiki: Kai | {{QCF}} {{kick}} | 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 {{kick}} again.}} | {{MoveListRow | 75 Shiki: Kai | {{QCF}} {{kick}} | 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 {{kick}} again.}} | ||
{{MoveListRow | 202 Shiki: Koto Tsuki You | {{HCB}} {{kick}} | 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}}.}} | {{MoveListRow | 202 Shiki: Koto Tsuki You | {{HCB}} {{kick}} | 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}}.}} | ||
− | {{MoveListRow | 707 Shiki: Kooma Ho Furi | {{RDP}} {{kick}} | 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}}.}} | + | {{MoveListRow | 707 Shiki: Kooma Ho Furi (R.E.D. Kick) | {{RDP}} {{kick}} | 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}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Kuuhaa Dan | {{HCF}} {{kick}} | 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}}.}} | {{MoveListRow | Kuuhaa Dan | {{HCF}} {{kick}} | 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}}.}} | ||
{{MoveListRow | Gen'ei Shiranui | {{QCF}} {{kick}} 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 {{punch}} or a rolling kick (Uwa Agito) with {{kick}}.}} | {{MoveListRow | Gen'ei Shiranui | {{QCF}} {{kick}} 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 {{punch}} or a rolling kick (Uwa Agito) with {{kick}}.}} | ||
− | {{MoveListRow | Geki Heki Haisui Shou | {{HCF}} {{punch}} | Andy slides forward with an elbow strike | + | {{MoveListRow | Geki Heki Haisui Shou | {{HCF}} {{punch}} (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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | 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}}.}} | {{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | 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}}.}} | ||
− | {{MoveListRow | Baku Retsu Ken | {{repeat|{{punch}}}} | Joe punches rapidly while sliding forward slowly. He can follow up with a downward elbow strike | + | {{MoveListRow | Baku Retsu Ken | {{repeat|{{punch}}}} | Joe punches rapidly while sliding forward slowly. He can follow up with a downward elbow strike by pressing {{QCF}} {{LP}} or a jumping kick that knocks his opponent over by pressing {{QCF}} {{HP}} during the move.}} |
{{MoveListRow | Slash Kick | {{HCF}} {{kick}} | 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}}.}} | {{MoveListRow | Slash Kick | {{HCF}} {{kick}} | 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}}.}} | ||
{{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with {{HK}}.}} | {{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with {{HK}}.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with {{HP}}. |
{{ESMove | desc=Super Desperation move | Ryo does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Ryo does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Robert channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Robert channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with {{HP}}. |
{{ESMove | desc=Super Desperation move | Robert does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Robert does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} (close) | Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Ga. | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} (close) | Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Ga. | ||
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{{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | 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 {{DPF}} {{punch}} again.}} | {{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | 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 {{DPF}} {{punch}} again.}} | ||
{{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch that knocks her opponent over. She leaps farther when the move is performed with {{HP}}.}} | {{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch that knocks her opponent over. She leaps farther when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Hien Senpuu Kyaku | {{QCB}} {{kick}} | Yuri jumps into the air and rotates on an axis while kicking her leg out | + | {{MoveListRow | Hien Senpuu Kyaku | {{QCB}} {{kick}} | 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}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands that knocks her opponent over on impact. The projectile moves faster when the move is performed with {{HP}}. |
{{ESMove | desc=Super Desperation move | Yuri does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Yuri does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Hien Hou'ou Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps. | {{MoveListRow | Hien Hou'ou Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps. | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Vulcan Punch | {{repeat|{{punch}}}} | Ralf does a series of rapid upward punches that toss his opponent back. He can move forward with {{right}} while doing this.}} | {{MoveListRow | Vulcan Punch | {{repeat|{{punch}}}} | Ralf does a series of rapid upward punches that toss his opponent back. He can move forward with {{right}} while doing this.}} | ||
− | {{MoveListRow | Gatling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Ralf slides forward with an elbow strike, a spinning backhand, and an uppercut. He slides further when the move is performed with {{HP}}.}} | + | {{MoveListRow | Gatling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | 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}}.}} |
{{MoveListRow | Kyuukoka Bakudan Punch (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | 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}}.}} | {{MoveListRow | Kyuukoka Bakudan Punch (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | 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}}.}} | ||
{{MoveListRow | Kyuukoka Bakudan Punch (Kuuchuu) | {{QCF}} {{punch}} in midair | Ralf drops down with an explosive dive punch that knocks his opponent over on impact.}} | {{MoveListRow | Kyuukoka Bakudan Punch (Kuuchuu) | {{QCF}} {{punch}} in midair | Ralf drops down with an explosive dive punch that knocks his opponent over on impact.}} | ||
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{{MoveListRow | Phoenix Arrow | {{QCB}} {{kick}} 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}}.}} | {{MoveListRow | Phoenix Arrow | {{QCB}} {{kick}} 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}}.}} | ||
{{MoveListRow | Psycho Sword | {{DPF}} {{punch}} | 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.}} | {{MoveListRow | Psycho Sword | {{DPF}} {{punch}} | 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.}} | ||
− | {{MoveListRow | Psycho Reflector | {{HCB}} {{ | + | {{MoveListRow | Psycho Reflector | {{HCB}} {{LK}} | Athena holds her palms out and generates a shield of psychic power. It knocks back opponents that touch it and also reflects projectiles.}} |
+ | {{MoveListRow | Nu Psycho Reflector | {{HCB}} {{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.}} | ||
{{MoveListRow | Psycho Teleport | {{QCF}} {{kick}} | 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}}.}} | {{MoveListRow | Psycho Teleport | {{QCF}} {{kick}} | 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}}.}} | ||
{{MoveListRow | Super Psychic Throw | {{HCF}} {{punch}} (close) | Athena psychically throws her opponent into the air.}} | {{MoveListRow | Super Psychic Throw | {{HCF}} {{punch}} (close) | Athena psychically throws her opponent into the air.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Kobokushu | {{right}}+{{LP}} | Kensou pulls both arms into the air, then slaps down with both of them.}} | + | {{MoveListRow | Kobokushu | {{right}}+{{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.}} |
{{MoveListRow | Kousentai | {{right}}+{{LK}} | Kensou hops forward with a turning kick.}} | {{MoveListRow | Kousentai | {{right}}+{{LK}} | Kensou hops forward with a turning kick.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. She steps forward slightly and the move can hit two times when it is performed with {{HP}}.}} | + | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | 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}}.}} |
{{MoveListRow | Hakuro no Mai | {{DPF}} {{punch}} | Mai twirls forward while swinging her fans around her.}} | {{MoveListRow | Hakuro no Mai | {{DPF}} {{punch}} | Mai twirls forward while swinging her fans around her.}} | ||
{{MoveListRow | Hishou Ryuu'en Jin | {{DPF}} {{kick}} | 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}}.}} | {{MoveListRow | Hishou Ryuu'en Jin | {{DPF}} {{kick}} | 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}}.}} | ||
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{{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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 {{down}}+{{HK}}.}} | {{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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 {{down}}+{{HK}}.}} | ||
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}} | {{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}} | ||
− | {{MoveListRow | Ryuusei Ranku | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Kim slides forward with a sweep kick, then jumps in the air and | + | {{MoveListRow | Ryuusei Ranku | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | 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}}.}} |
{{MoveListRow | San Ren Geki | {{QCB}} {{punch}} (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.}} | {{MoveListRow | San Ren Geki | {{QCB}} {{punch}} (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.}} | ||
− | {{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. | + | {{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Ravenous | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}} | {{MoveListRow | Ravenous | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}} | ||
{{MoveListRow | Black End | {{HCF}} {{punch}} (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 {{QCF}} {{punch}} when the opponent is tossed into the air.}} | {{MoveListRow | Black End | {{HCF}} {{punch}} (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 {{QCF}} {{punch}} when the opponent is tossed into the air.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | Deicide | {{HCF}} {{kick}} | 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}}.}} |
{{MoveListRow | Gore Fest | {{HCB}} {{right}} {{punch}} (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 {{QCF}} {{punch}} when the opponent is tossed into the air.}} | {{MoveListRow | Gore Fest | {{HCB}} {{right}} {{punch}} (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 {{QCF}} {{punch}} when the opponent is tossed into the air.}} | ||
}} | }} | ||
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{{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 1 second, then {{right}}+{{kick}} | 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}}.}} | {{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 1 second, then {{right}}+{{kick}} | 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}}.}} | ||
{{MoveListRow | Shou Ran Kyaku | {{HCB}} {{kick}} | 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}}.}} | {{MoveListRow | Shou Ran Kyaku | {{HCB}} {{kick}} | 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}}.}} | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Takuma channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}.}} | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | 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}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| portrait={{sprite | King of Fighters 98 DC, Characters.png | 1.5 | crop_width=96 | crop_height=112 | crop_x=0 | crop_y=0}} | | portrait={{sprite | King of Fighters 98 DC, Characters.png | 1.5 | crop_width=96 | crop_height=112 | crop_x=0 | crop_y=0}} | ||
| sprite={{sprite | King of Fighters 98 DC, Sprites, Kyo Kusanagi.gif}} | | sprite={{sprite | King of Fighters 98 DC, Sprites, Kyo Kusanagi.gif}} | ||
− | | desc=A version of | + | | desc=A version of Kyo using his moveset from ''The King of Fighters '95''. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Jou Agito | {{right}}+{{LK}} | Andy crouches and stands on a hand, then rolls forward with a kick that can hit opponents who are crouch blocking.}} | {{MoveListRow | Jou Agito | {{right}}+{{LK}} | Andy crouches and stands on a hand, then rolls forward with a kick that can hit opponents who are crouch blocking.}} | ||
− | {{MoveListRow | Age Omote | {{downright}}+{{LP}} | Andy thrusts upward with a palm.}} | + | {{MoveListRow | Age Omote | {{downright}}+{{LP}} | Andy thrusts upward with a palm, hitting up to two times.}} |
}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | Joe punches into the air, generating a cyclone that moves across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | Joe punches into the air, generating a cyclone that moves across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Baku Retsu Ken | {{repeat|{{punch}}}} | Joe punches rapidly in a cone shape in front of him. He can follow up with a | + | {{MoveListRow | Baku Retsu Ken | {{repeat|{{punch}}}} | 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 {{QCF}} {{LP}} or a jumping uppercut by pressing {{QCF}} {{HP}} during the move.}} |
{{MoveListRow | Slash Kick | {{HCF}} {{kick}} | 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}}.}} | {{MoveListRow | Slash Kick | {{HCF}} {{kick}} | 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}}.}} | ||
{{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with {{HK}}.}} | {{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with {{HK}}.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with {{HP}}. |
{{ESMove | desc=Super Desperation move | Ryo does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Ryo does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Robert channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Robert channels and throws a large fireball from both hands that knocks his opponent over on impact. The projectile moves faster when the move is performed with {{HP}}. |
{{ESMove | desc=Super Desperation move | Robert does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Robert does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Ga. | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Robert rushes forward and unleashes a flurry of punches and kicks, then finishes with a Ryuu Ga. | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster when the move is performed with {{HP}}. | + | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri 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}}. |
{{ESMove | desc=Super Desperation move | Yuri does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Yuri does a version of the move that hits more times.}}}} | ||
{{MoveListRow | Hien Hou'ou Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps. | {{MoveListRow | Hien Hou'ou Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps. | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. She steps forward slightly and the move can hit two times when it is performed with {{HP}}.}} | + | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | 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}}.}} |
{{MoveListRow | Hissatsu Shinobi Bachi | {{HCF}} {{kick}} | 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}}.}} | {{MoveListRow | Hissatsu Shinobi Bachi | {{HCF}} {{kick}} | 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}}.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | Sayo Chidori | {{QCB}} {{kick}} | Mai swipes her folding fan downward in a large circle around her.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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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 | ||
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*'''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 | ||
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==Technical information== | ==Technical information== | ||
{{mainArticle|{{PAGENAME}}/Technical information}} | {{mainArticle|{{PAGENAME}}/Technical information}} | ||
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==External links== | ==External links== |
Revision as of 15:42, 30 October 2024
- For the unlicensed Sega Mega Drive game, see The King of Fighters '99 (Mega Drive).
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The King of Fighters: Dream Match 1999 | |||||||||||||||||||||||||
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System(s): Sega Dreamcast | |||||||||||||||||||||||||
Publisher: SNK | |||||||||||||||||||||||||
Developer: SNK | |||||||||||||||||||||||||
Distributor: Tec Toy (BR) | |||||||||||||||||||||||||
Original system(s): Neo Geo | |||||||||||||||||||||||||
Peripherals supported: Dreamcast Arcade Stick, Neo Geo Pocket/Dreamcast Setsuzoku Cable, Visual Memory Unit | |||||||||||||||||||||||||
Genre: Fighting Action/Kakutou Action (格闘アクション)[1][2], Action[3] | |||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||
Official in-game languages: | |||||||||||||||||||||||||
|
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.
Contents
- 1 Gameplay
- 1.1 Fighting styles
- 1.2 Modes
- 1.3 Characters
- 1.3.1 Hero Team
- 1.3.2 Fatal Fury Team
- 1.3.3 Art of Fighting Team
- 1.3.4 Ikari Warriors Team
- 1.3.5 Psycho Soldier Team
- 1.3.6 Women Fighters Team
- 1.3.7 Korea Justice Team
- 1.3.8 New Faces Team
- 1.3.9 '97 Special Team
- 1.3.10 Yagami Team
- 1.3.11 Masters Team
- 1.3.12 American Sports Team
- 1.3.13 Single-Entry Fighters
- 1.3.14 Bosses
- 1.3.15 Hidden
- 1.3.16 Special Edit Teams
- 1.4 Stages
- 2 History
- 3 Production credits
- 4 Magazine articles
- 5 Promotional material
- 6 Physical scans
- 7 Technical information
- 8 External links
- 9 External links
- 10 References
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.
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 |
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:
- Eiji Kisaragi from The King of Fighters '95.
- Kasumi Todoh, the Boss Team (Geese Howard, Wolfgang Krauser, and Mr. Big), and Goenitz from The King of Fighters '96.
- Orochi from The King of Fighters '97.
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.
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.
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Andy Bogard | ||||||||||||||||||||||||||||||||||||||
Terry's brother and a ninja of the Shiranui-ryuu style.
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Joe Higashi | ||||||||||||||||||||||||||||||||||||||
A Muay Thai kickboxing champion and a good friend of the Bogard brothers.
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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.
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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.
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Yuri Sakazaki | |||||||||||||||||||||||||||||||||||||||||
The younger sister of Ryo, who fights with an unorthodox take on Kyokugen-ryuu.
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Ikari Warriors Team
A team representing characters from the Ikari Warriors series of run-and-gun games.
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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.
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Ralf Jones | |||||||||||||||||||||||||||||||||||||||||
The protagonist of the Ikari Warriors series. He is a mercenary whose fighting style is based on hard punches.
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Clark Still | |||||||||||||||||||||||||||||||||||||||||
Ralf's best friend and a former spy before joining the Ikari Warriors. He fights with a wrestling-based fighting style.
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Psycho Soldier Team
A team representing characters from the Psycho Soldier series of platforming games.
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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).
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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).
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Chin Gentsai | |||||||||||||||||||||||||||||||||||||||||||||||
The master of Athena and Kensou and a master of various styles of kung fu, though he fights primarily with drunken boxing.
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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.
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Mai Shiranui | |||||||||||||||||||||||||||||||||||||||||||||||||||||
A kunoichi who practices her family's own martial art, Shiranui-ryuu Ninjutsu.
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King | |||||||||||||||||||||||||||||||||||||||||||||||||||||
A bar owner who fights with her own kick-heavy take on Muay Thai.
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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.
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Chang Koehan | |||||||||||||||||||||||||||||||||||||||||
A very large criminal who fights with a big metal ball attached to a chain.
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Choi Bounge | |||||||||||||||||||||||||||||||||||||||||
A very small criminal who fights with two clawed hands (resembling the horror movie villain Freddy Krueger).
|
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.
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Shermie | ||||||||||||||||||||||||||||||||||||||||||||
A fashion designer and the keyboardist for the band C.Y.S. She fights using an acrobatic grappling style.
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Chris | ||||||||||||||||||||||||||||||||||||||||||||
The lead vocalist for the band C.Y.S. His fighting style is centered around his incredible speed.
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'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.
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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.
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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.
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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.
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Mature | |||||||||||||||||||||||||||||||||||||||||
A member of the Hakkesshu brotherhood. She fights with her sharp nails.
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Vice | |||||||||||||||||||||||||||||||||||||||||
A member of the Hakkesshu brotherhood. She fights with her monstrous strength.
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Masters Team
A team of masters who trained some of the other fighters in the game.
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Heidern | ||||||||||||||||||||||||||||||||||||||
The commander of the Ikari Warriors, an elite mercenary unit, whose hands can cut like knives.
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Takuma Sakazaki | ||||||||||||||||||||||||||||||||||||||
The father of Ryo and Yuri. He is the master and creator of Kyokugen-ryuu.
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Saisyu Kusanagi | ||||||||||||||||||||||||||||||||||||||
Kyo's father and leader of the Kusanagi clan.
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American Sports Team
An American team consisting of sports players. The team's only other appearance was in The King of Fighters '94.
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Heavy-D! | ||||||||||||||||||||||||||||||||||||||
A former professional boxer who has been banned from normal competition after seriously injuring another fighter. He forms and leads the team.
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Lucky Glauber | ||||||||||||||||||||||||||||||||||||||
A karate champion and former professional basketball player.
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Brian Battler | ||||||||||||||||||||||||||||||||||||||
An American football player who loves tackling opponents.
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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.
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Rugal Bernstein | ||||||||||||||||||||||||||||||||||||||
A merciless crime lord who turns fallen fighters into statues for his trophy collection.
|
Bosses
Omega Rugal can be selected by holding START when selecting Rugal in any mode.
|
Omega Rugal | ||||||||||||||||||||||||||||||||
A version of Rugal that was revived with a small parcel of Orochi's blood. He is the final boss of the game.
|
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.
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Orochi Shermie | |||||||||||||||||||||||||||||||||||
The true form of Shermie. She is meant to be a darker counterpart to Benimaru Nikaido and possesses similar electrokinetic abilities.
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Orochi Chris | |||||||||||||||||||||||||||||||||||
The true form of Chris. He was designed to be a darker counterpart to Kyo Kusanagi and can control fire like him.
|
EX Characters
|
EX Kyo Kusanagi | |||||||||||||||||||||||||||||||||||||||||
A version of Kyo using his moveset from The King of Fighters '95.
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EX Terry Bogard | |||||||||||||||||||||||||||||||||||||||||
A version of Terry using his moveset from Real Bout Fatal Fury 2.
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EX Andy Bogard | |||||||||||||||||||||||||||||||||||||||||
A version of Andy using his moveset from Real Bout Fatal Fury 2.
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EX Joe Higashi | |||||||||||||||||||||||||||||||||||||||||
A version of Joe using his moveset from The King of Fighters '94.
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EX Ryo Sakazaki | |||||||||||||||||||||||||||||||||||||||||
A version of Ryo using his moveset from The King of Fighters '94.
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EX Robert Garcia | |||||||||||||||||||||||||||||||||||||||||
A version of Robert using his moveset from The King of Fighters '94.
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EX Yuri Sakazaki | |||||||||||||||||||||||||||||||||||||||||
A version of Yuri using her moveset from The King of Fighters '94.
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EX Mai Shiranui | |||||||||||||||||||||||||||||||||||||||||
A version of Mai using her moveset from Real Bout Fatal Fury 2.
| ||||||||||||||||||||||||||||||||||||||||||
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EX Billy Kane | |||||||||||||||||||||||||||||||||||||||||
A version of Billy using his moveset from Real Bout Fatal Fury 2.
|
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
- 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
- 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++
- 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
Magazine articles
- Main article: The King of Fighters: Dream Match 1999/Magazine articles.
Promotional material
also published in:
- Gamers' Republic (US) #19: "December 1999" (1999-11-15)[9]
also published in:
- Dreamcast Magazine (JP) #1999-15: "1999-15 (1999-05-07)" (1999-04-23)[10]
- Dreamcast Magazine (JP) #1999-16: "1999-16 (1999-05-14,21)" (1999-04-30)[11]
also published in:
- Dreamcast Magazine (JP) #1999-21: "1999-21 (1999-07-02)" (1999-06-18)[12]
- Dreamcast Magazine (JP) #1999-22: "1999-22 (1999-07-09,16)" (1999-06-25)[13]
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
73 | |
---|---|
Based on 16 reviews |
Dreamcast, JP (Dorikore) |
---|
Technical information
- Main article: The King of Fighters: Dream Match 1999/Technical information.
External links
External links
- Sega of America webpage: Dreamcast
- Sega of Japan catalogue pages (Japanese): Dreamcast, Dreamcast (Dorikore)
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
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