Difference between revisions of "The King of Fighters: Evolution"
From Sega Retro
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| desc=The protagonist of the NESTS Chronicles. K' (pronounced "K Dash") is a young man who was captured and experimented on by the shadowy criminal organization NESTS. They suppressed his memories and injected him with Kyo Kusanagi's DNA to give him similar pyrokinetic abilities (though he must wear a special red glove to avoid burning himself as he does not possess the Kusanagi bloodline's immunity to fire). He is on a quest for vengeance for his cruel treatment by NESTS. He fights using Jeet Kune Do techniques inspired by Bruce Lee. | | desc=The protagonist of the NESTS Chronicles. K' (pronounced "K Dash") is a young man who was captured and experimented on by the shadowy criminal organization NESTS. They suppressed his memories and injected him with Kyo Kusanagi's DNA to give him similar pyrokinetic abilities (though he must wear a special red glove to avoid burning himself as he does not possess the Kusanagi bloodline's immunity to fire). He is on a quest for vengeance for his cruel treatment by NESTS. He fights using Jeet Kune Do techniques inspired by Bruce Lee. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Ein Trigger | {{QCF}} {{punch}} | K' swings his arm and forms in a ring of fire in front of him. Before it dissipates, he can kick the fire across the screen as a projectile (Second Shoot) by pressing {{right}}+{{ | + | {{MoveListRow | Ein Trigger | {{QCF}} {{punch}} | K' swings his arm and forms in a ring of fire in front of him. Before it dissipates, he can kick the fire across the screen as a projectile (Second Shoot) by pressing {{right}}+{{LK}} or diagonally upwards (Second Shell) by pressing {{right}}+{{HK}}. The projectile moves faster when the initial move is performed with {{HP}}.}} |
{{MoveListRow | Crow Bite | {{DPF}} {{punch}} | K' rises into the air with a spiraling uppercut while trailed by a streak of fire, which knocks down his opponent on impact. When the move is performed with {{HP}}, he ascends higher and leaps forward in an arc, covering much more horizontal distance, and he can follow up with a flaming kick (Secondary Crow Bite) by pressing {{right}}+{{HK}} before the apex of the leap.}} | {{MoveListRow | Crow Bite | {{DPF}} {{punch}} | K' rises into the air with a spiraling uppercut while trailed by a streak of fire, which knocks down his opponent on impact. When the move is performed with {{HP}}, he ascends higher and leaps forward in an arc, covering much more horizontal distance, and he can follow up with a flaming kick (Secondary Crow Bite) by pressing {{right}}+{{HK}} before the apex of the leap.}} | ||
{{MoveListRow | Minute Spike | {{QCB}} {{kick}} | K' leaps forward with an inward kick that knocks his opponent down on impact. He leaps farther when the move is performed with {{HK}}. This move can be performed in midair.}} | {{MoveListRow | Minute Spike | {{QCB}} {{kick}} | K' leaps forward with an inward kick that knocks his opponent down on impact. He leaps farther when the move is performed with {{HK}}. This move can be performed in midair.}} | ||
− | {{MoveListRow | Blackout | {{QCF}} {{kick}} | K' | + | {{MoveListRow | Blackout | {{QCF}} {{kick}} | K' slips into the shadows and slides across the ground, passing through attacks as well as his opponent. He slides further when the move is performed with {{HK}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Chain Drive | {{down}} {{downright}} {{HCB}} {{punch}} | K' throws his sunglasses at his opponent. If they hit, he slides into his opponent with an elbow strike, then follows up with a series of punches and | + | {{MoveListRow | Chain Drive | {{down}} {{downright}} {{HCB}} {{punch}} | K' throws his sunglasses at his opponent. If they hit, he slides into his opponent with an elbow strike, then follows up with a series of punches and kicks, finishing with a One Inch punch. |
{{ESMove | desc=Super Desperation move | K' does a version of the move that hits more times and sets the opponent ablaze.}}}} | {{ESMove | desc=Super Desperation move | K' does a version of the move that hits more times and sets the opponent ablaze.}}}} | ||
{{MoveListRow | Heat Drive | {{QCF}} {{QCF}} {{punch}} | K' holds a flame in his gloved hand while {{punch}} is held. When the button is released, he rushes forward with a flaming punch. The move does more damage when it is charged for longer, and it is unblockable when fully charged. | {{MoveListRow | Heat Drive | {{QCF}} {{QCF}} {{punch}} | K' holds a flame in his gloved hand while {{punch}} is held. When the button is released, he rushes forward with a flaming punch. The move does more damage when it is charged for longer, and it is unblockable when fully charged. | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | M4 Kata Vapor Cannon | {{QCB}} {{punch}} | Maxima swings forward with a high-powered punch that knocks his opponent back.}} | {{MoveListRow | M4 Kata Vapor Cannon | {{QCB}} {{punch}} | Maxima swings forward with a high-powered punch that knocks his opponent back.}} | ||
− | {{MoveListRow | System 1: Maxima Scramble | {{QCF}} {{LP}} (up to 3 times) | Maxima hits with an open-handed palm thrust. He can follow up with a turnaround elbow strike and a punch (Double Bomber) by pressing {{QCF}} {{LP}} again, then finish by lifting his opponent by the neck and slamming them to the ground (Bulldog Press) by pressing {{QCF}} {{LP}} a final time.}} | + | {{MoveListRow | System 1-2: Maxima Scramble | {{QCF}} {{LP}} (up to 3 times) | Maxima hits with an open-handed palm thrust. He can follow up with a turnaround elbow strike and a punch (Double Bomber) by pressing {{QCF}} {{LP}} again, then finish by lifting his opponent by the neck and slamming them to the ground (Bulldog Press) by pressing {{QCF}} {{LP}} a final time.}} |
− | {{MoveListRow | System | + | {{MoveListRow | System 3: Maxima Lift | {{QCF}} {{HP}} (up to 2 times) | Maxima hits with an open-handed palm thrust. If the button combination is quickly repeated, he can follow up with a powerbomb (Skull Crush) by pressing {{QCF}} {{LP}} again, then he can finish by rolling over his knocked down opponent (Centaur Press) by pressing {{right}}+{{kick}}.}} |
{{MoveListRow | M11 Kata Dangerous Arch | {{HCF}} {{kick}} (close) | Maxima grabs his opponent in a bear hug, then performs a suplex.}} | {{MoveListRow | M11 Kata Dangerous Arch | {{HCF}} {{kick}} (close) | Maxima grabs his opponent in a bear hug, then performs a suplex.}} | ||
}} | }} | ||
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{{MoveListRow | 105 Shiki: Dokugami Mikansei | {{QCF}} {{HP}} | Shingo turns around with a hook punch using his leading arm that knocks the opponent over.}} | {{MoveListRow | 105 Shiki: Dokugami Mikansei | {{QCF}} {{HP}} | Shingo turns around with a hook punch using his leading arm that knocks the opponent over.}} | ||
{{MoveListRow | 100 Shiki: Oniyaki Mikansei | {{DPF}} {{punch}} | 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}}.}} | {{MoveListRow | 100 Shiki: Oniyaki Mikansei | {{DPF}} {{punch}} | 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}}.}} | ||
− | {{MoveListRow | 101 Shiki: Oboro Guruma Mikansei | {{RDP}} {{kick}} | Shingo hops forward with a front kick that knocks his opponent over. When the move is performed with {{HK}}, he follows up with an additional kick | + | {{MoveListRow | 101 Shiki: Oboro Guruma Mikansei | {{RDP}} {{kick}} | Shingo hops forward with a front kick that knocks his opponent over. When the move is performed with {{HK}}, he follows up with an additional kick and sometimes face plants to the ground (which can hit an additional time while he falls).}} |
{{MoveListRow | 202 Shiki: Kototsuki Mikansei | {{HCB}} {{kick}} | Shingo runs forward with a hook punch, then jumps with a double-fisted bash that knocks the opponent to the ground. He runs farther when the move is performed with {{HK}}.}} | {{MoveListRow | 202 Shiki: Kototsuki Mikansei | {{HCB}} {{kick}} | Shingo runs forward with a hook punch, then jumps with a double-fisted bash that knocks the opponent to the ground. He runs farther when the move is performed with {{HK}}.}} | ||
{{MoveListRow | Shingo Kick | {{HCF}} {{kick}} | 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}}.}} | {{MoveListRow | Shingo Kick | {{HCF}} {{kick}} | 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}}.}} | ||
− | {{MoveListRow | Shingo Kinsei Ore Shiki: Nie Togi | {{DPF}} {{kick}} | Shingo turns around with two elbow strikes, then jumps into the air with a back attack.}} | + | {{MoveListRow | Shingo Kinsei Ore Shiki: Nie Togi | {{DPF}} {{kick}} (close) | Shingo turns around with two elbow strikes, then jumps into the air with a back attack.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{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.}} |
{{MoveListRow | Jou Agito | {{right}}+{{LK}} | Andy crouches and stands on a hand, then rolls forward with a kick. This move hits high and can only be blocked standing.}} | {{MoveListRow | Jou Agito | {{right}}+{{LK}} | Andy crouches and stands on a hand, then rolls forward with a kick. This move hits high and can only be blocked standing.}} | ||
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
− | {{MoveListRow | Shippuu Zan | + | {{MoveListRow | Shippuu Zan'ei Ken | {{HP}}+{{LK}} | Andy charges forward while ramming with his shoulder and knee, which knocks the opponent into the air on impact. If he hits the opponent, he taunts.}} |
}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
{{MoveListRow | Chou Reppa Dan | {{down}} {{downleft}} {{HCF}} {{kick}} | Andy launches off the ground with his hands, flying at his opponent with a flaming kick. | {{MoveListRow | Chou Reppa Dan | {{down}} {{downleft}} {{HCF}} {{kick}} | Andy launches off the ground with his hands, flying at his opponent with a flaming kick. | ||
{{ESMove | desc=Super Desperation move | Andy does a version of the move that hits more times.}}}} | {{ESMove | desc=Super Desperation move | Andy does a version of the move that hits more times.}}}} | ||
− | {{MoveListRow | Zan | + | {{MoveListRow | Zan'ei Ryuusei Ken | {{down}} {{downleft}} {{HCF}} {{punch}} | Andy rushes forward with multiple strikes, then swings his hands around and channels his ki into a concentrated burst. |
{{ESMove | desc=Super Desperation move | Andy does a version of the move that finishes with three ki bursts.}}}} | {{ESMove | desc=Super Desperation move | Andy does a version of the move that finishes with three ki bursts.}}}} | ||
}} | }} | ||
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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 that knocks her opponent over. 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 that knocks her opponent over. The move travels more distance when it is performed with {{HK}}.}} | ||
− | {{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen. She can jump to the front edge of the screen by pressing {{ | + | {{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen, then repels off. She can jump to the front edge of the screen by pressing {{upright}} instead of {{up}}. If the player continues to hold {{punch}} after performing the move or presses {{QCB}} {{punch}} while in midair, Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. Or she can follow up by attacking with her rear (Ukiha) with {{down}}+{{punch}} or attacking with a knee drop (Yurazaume) with {{down}}+{{kick}} while in midair. The move covers more horizontal distance when it is performed with {{HP}}.}} |
{{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} 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}}.}} | {{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} 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}}.}} | ||
− | {{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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{{MoveListRow | Kohou | {{DPF}} {{punch}} | 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}}.}} | {{MoveListRow | Kohou | {{DPF}} {{punch}} | 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}}.}} | ||
{{MoveListRow | Zanransetsu | {{right}} {{left}} {{right}} {{punch}} | Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.}} | {{MoveListRow | Zanransetsu | {{right}} {{left}} {{right}} {{punch}} | Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.}} | ||
− | |||
{{MoveListRow | Kohou Shippuu Ken | {{QCB}} {{punch}} | Ryo winds up, then lunges forward with a high punch that knocks his opponent back on impact.}} | {{MoveListRow | Kohou Shippuu Ken | {{QCB}} {{punch}} | Ryo winds up, then lunges forward with a high punch that knocks his opponent back on impact.}} | ||
{{MoveListRow | Mouko Raijin Setsu | {{QCF}} {{kick}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | {{MoveListRow | Mouko Raijin Setsu | {{QCF}} {{kick}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | ||
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{{MoveListRow | Sujin Ranbu Kyaku | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Robert advances with an uppercut, a body blow, a high kick, and a jumping roundhouse that knocks his opponent into the air.}} | {{MoveListRow | Sujin Ranbu Kyaku | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Robert advances with an uppercut, a body blow, a high kick, and a jumping roundhouse that knocks his opponent into the air.}} | ||
{{MoveListRow | Ryuu Zan Shou | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Robert flips backward with a kick that knocks his opponent over on impact. He flips higher and hits two times when the move is performed with {{HK}}.}} | {{MoveListRow | Ryuu Zan Shou | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Robert flips backward with a kick that knocks his opponent over on impact. He flips higher and hits two times when the move is performed with {{HK}}.}} | ||
− | |||
{{MoveListRow | Hien Shippu Kyaku | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | 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}}.}} | {{MoveListRow | Hien Shippu Kyaku | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | 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}}.}} | ||
}} | }} | ||
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{{MoveListRow | Ryuu Han Shuu | {{left}}+{{LK}} or {{right}}+{{LK}} | Robert does a high side kick.}} | {{MoveListRow | Ryuu Han Shuu | {{left}}+{{LK}} or {{right}}+{{LK}} | Robert does a high side kick.}} | ||
{{MoveListRow | Nidan Sokutou Geri | {{downright}}+{{LK}} | Robert does a back low heel kick, then slides forward with an upward kick. This move hits low and can only be blocked crouching.}} | {{MoveListRow | Nidan Sokutou Geri | {{downright}}+{{LK}} | Robert does a back low heel kick, then slides forward with an upward kick. This move hits low and can only be blocked crouching.}} | ||
+ | {{MoveListRow | Hien Ryuu Jin Kyaku | {{downright}}+{{kick}} in midair | Robert dive kicks diagonally downwards. He travels a longer distance when the move is performed with {{HK}}.}} | ||
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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{{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri runs forward with a jumping uppercut that knocks down her opponent on impact. When the move is performed with {{HP}}, she gets a running start and jumps farther, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) with {{DPF}} {{punch}} again.}} | {{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri runs forward with a jumping uppercut that knocks down her opponent on impact. When the move is performed with {{HP}}, she gets a running start and jumps farther, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) with {{DPF}} {{punch}} again.}} | ||
{{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch. She leaps farther when the move is performed with {{HP}}.}} | {{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch. 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}}.}} |
{{MoveListRow | Hyaku Retsu Binta | {{HCB}} {{right}} {{kick}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs slightly further when the move is performed with {{HK}}.}} | {{MoveListRow | Hyaku Retsu Binta | {{HCB}} {{right}} {{kick}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs slightly further when the move is performed with {{HK}}.}} | ||
}} | }} | ||
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{{MoveListRow | Tsubame Otoshi | {{left}}+{{HP}}/{{HK}}, {{right}}+{{HP}}/{{HK}}, or {{down}}+{{HP}}/{{HK}} in midair (close) | Yuri grabs and slams her opponent to the ground.}} | {{MoveListRow | Tsubame Otoshi | {{left}}+{{HP}}/{{HK}}, {{right}}+{{HP}}/{{HK}}, or {{down}}+{{HP}}/{{HK}} in midair (close) | Yuri grabs and slams her opponent to the ground.}} | ||
{{MoveListRow | En Yoku | {{right}}+{{LP}} | Yuri throws herself forward while striking with her rear.}} | {{MoveListRow | En Yoku | {{right}}+{{LP}} | Yuri throws herself forward while striking with her rear.}} | ||
− | {{MoveListRow | Senkai Kyaku | {{right}}+{{LK}} | Yuri performs a wide overhead kick.}} | + | {{MoveListRow | Senkai Kyaku | {{right}}+{{LK}} | Yuri performs a wide overhead kick. She can follow up with a high side kick by pressing {{LK}} again.}} |
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | | + | {{MoveListRow | Heidern Inferno | {{left}}+{{HP}}/{{HK}}, {{right}}+{{HP}}/{{HK}}, or {{down}}+{{HP}}/{{HK}} in midair (close) | Leona catches her opponent between her legs, then flips over and kicks them down.}} |
− | {{MoveListRow | Strike Arc | {{right}}+{{LK}} | Leona swings her leg down in a circle, knocking down her opponent on impact. This move hits high and can only be blocked standing.}} | + | {{MoveListRow | Strike Arc | {{left}}+{{LK}} or {{right}}+{{LK}} | Leona swings her leg down in a circle, knocking down her opponent on impact. This move hits high and can only be blocked standing.}} |
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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{{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.}} | ||
{{MoveListRow | Ralf Tackle | {{HCB}} {{kick}} | Ralf charges forward with a tackle that launches his opponent into the air.}} | {{MoveListRow | Ralf Tackle | {{HCB}} {{kick}} | Ralf charges forward with a tackle that launches his opponent into the air.}} | ||
− | {{MoveListRow | Ralf Kick | Hold {{kick}}, then release | Ralf leaps through the air with a dropkick that knocks his opponent back. The move does more damage when it is charged for longer. He leaps further when the move is performed with {{HK}}.}} | + | {{MoveListRow | Ralf Kick | Hold {{kick}} for 2 seconds, then release | Ralf leaps through the air with a dropkick that knocks his opponent back. The move does more damage when it is charged for longer. He leaps further when the move is performed with {{HK}}.}} |
{{MoveListRow | Super Argentine Back Breaker | {{HCF}} {{kick}} (close) | Ralf tosses his opponent high into the air, then catches them with a backbreaker and slams them to the ground.}} | {{MoveListRow | Super Argentine Back Breaker | {{HCF}} {{kick}} (close) | Ralf tosses his opponent high into the air, then catches them with a backbreaker and slams them to the ground.}} | ||
}} | }} | ||
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{{MoveListRow | Desert Eagle<br>(Japanese version only) | {{RDP}} {{repeat|{{punch}}}} | Whip pulls out her Desert Eagle pistol and fires it at the ground in front of her, which knocks the opponent back on impact. She fires repeatedly if the player continues to press {{punch}}. The gun holds seven rounds, and she reloads it when it runs out (leaving her vulnerable to attack); the game remembers how many rounds are left in the gun between different uses of the move. She fires at a wider angle when the move is performed with {{HP}}. The bullet only hits at the point of impact on the ground and not along its path of travel. This move hits low and can only be blocked crouching. The move was removed from the American version of the game.}} | {{MoveListRow | Desert Eagle<br>(Japanese version only) | {{RDP}} {{repeat|{{punch}}}} | Whip pulls out her Desert Eagle pistol and fires it at the ground in front of her, which knocks the opponent back on impact. She fires repeatedly if the player continues to press {{punch}}. The gun holds seven rounds, and she reloads it when it runs out (leaving her vulnerable to attack); the game remembers how many rounds are left in the gun between different uses of the move. She fires at a wider angle when the move is performed with {{HP}}. The bullet only hits at the point of impact on the ground and not along its path of travel. This move hits low and can only be blocked crouching. The move was removed from the American version of the game.}} | ||
{{MoveListRow | Assassin Strike Code~BB | {{DPF}} {{punch}} or {{kick}} | Whip flings her whip into the air, then drops back down at a different location. She drops about a quarter of the screen across with {{LP}}, halfway across the screen with {{LK}}, three quarters of the screen across with {{HP}}, or fully across the screen with {{HK}}. She damages and knocks over the opponent if she lands on them.}} | {{MoveListRow | Assassin Strike Code~BB | {{DPF}} {{punch}} or {{kick}} | Whip flings her whip into the air, then drops back down at a different location. She drops about a quarter of the screen across with {{LP}}, halfway across the screen with {{LK}}, three quarters of the screen across with {{HP}}, or fully across the screen with {{HK}}. She damages and knocks over the opponent if she lands on them.}} | ||
− | {{MoveListRow | Boomerang Shot Code~SC | {{HCF}} {{punch}} | Whip crouches and swings her whip at an upwards angle. If it hits her opponent, the opponent is | + | {{MoveListRow | Boomerang Shot Code~SC | {{HCF}} {{punch}} | Whip crouches and swings her whip at an upwards angle. If it hits her opponent, the opponent is caught by the whip and tossed behind her.}} |
{{MoveListRow | Hook Shot Code~Kaze | {{QCB}} {{punch}} in midair | Whip attaches her whip to the ceiling and uses it to swings across while kicking, knocking down her opponent on impact.}} | {{MoveListRow | Hook Shot Code~Kaze | {{QCB}} {{punch}} in midair | Whip attaches her whip to the ceiling and uses it to swings across while kicking, knocking down her opponent on impact.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | String Shot TypeA Code~Yuuetsu | {{HCB}} {{LP}} | Whip holds her whip above her head, then she cracks her whip and attaches it to her opponent, swings around on it, and stomps her opponent to the ground. The move can be delayed by continuing to hold {{LP}} or canceled by pressing {{HK}} while delaying it. This move hits high and can only be blocked standing.}} |
− | {{MoveListRow | | + | {{MoveListRow | String Shot TypeA Code~Shouri | {{HCB}} {{HP}} | Whip holds her whip above her head, then she lassos it around the opponent, dragging them toward her and stomping on them repeatedly when they are near. The move can be delayed by continuing to hold {{LK}} or canceled by pressing {{HK}} while delaying it.}} |
− | {{MoveListRow | | + | {{MoveListRow | String Shot TypeA Code~Chikara | {{HCB}} {{LK}} | Whip holds her whip above her head, then she swings her whip forward, grabbing and pulling her opponent toward her. The move can be delayed by continuing to hold {{HP}} or canceled by pressing {{HK}} while delaying it. This move hits low and can only be blocked crouching.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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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}}.}} | ||
}} | }} | ||
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{{MoveListRow | Senheki Shuu | {{right}}+{{LK}} | Bao rolls forward with a cartwheel kick. This move hits high and can only be blocked standing.}} | {{MoveListRow | Senheki Shuu | {{right}}+{{LK}} | Bao rolls forward with a cartwheel kick. This move hits high and can only be blocked standing.}} | ||
{{MoveListRow | Senshou Shuu | {{downright}}+{{LK}} | Bao flips through the air and comes down with a stomp kick.}} | {{MoveListRow | Senshou Shuu | {{downright}}+{{LK}} | Bao flips through the air and comes down with a stomp kick.}} | ||
− | {{MoveListRow | Rikatsu Shuu | {{downright}}+{{HK}} | Bao turns around with a | + | {{MoveListRow | Rikatsu Shuu | {{downright}}+{{HK}} | Bao turns around with a trip kick. This move hits low and can only be blocked crouching.}} |
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
Line 685: | Line 685: | ||
{{MoveListRow | Trap Shot | {{DPF}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}} | {{MoveListRow | Trap Shot | {{DPF}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}} | ||
{{MoveListRow | Tornado Kick | {{HCB}} {{kick}} | King leaps through the air while multiple kicks that knock her opponent over. She spins horizontally through into the air while kicking twice when the move is performed with {{LK}} and climbs into the air with multiple rotating kicks when the move is performed with {{HK}}.}} | {{MoveListRow | Tornado Kick | {{HCB}} {{kick}} | King leaps through the air while multiple kicks that knock her opponent over. She spins horizontally through into the air while kicking twice when the move is performed with {{LK}} and climbs into the air with multiple rotating kicks when the move is performed with {{HK}}.}} | ||
− | {{MoveListRow | Mirage Kick | {{ | + | {{MoveListRow | Mirage Kick | {{HCB}} {{punch}} | King runs forward, then hits her opponent with alternating high and low kicks. She runs slightly further when the move is performed with {{HP}}.}} |
{{MoveListRow | Surprise Rose | {{DPF}} {{punch}} | 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}}.}} | {{MoveListRow | Surprise Rose | {{DPF}} {{punch}} | 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}}.}} | ||
{{MoveListRow | Mirage Dance | {{HCF}} {{punch}} (close) | King kicks her opponent multiple times, ending with a sweep kick.}} | {{MoveListRow | Mirage Dance | {{HCF}} {{punch}} (close) | King kicks her opponent multiple times, ending with a sweep kick.}} | ||
Line 717: | Line 717: | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Hammer Arc | {{right}}+{{LP}} | Mary hops forward while swinging her fists down. This move hits high and can only be blocked standing.}} | + | {{MoveListRow | Hammer Arc | {{left}}+{{LP}} or {{right}}+{{LP}} | Mary hops forward while swinging her fists down. This move hits high and can only be blocked standing.}} |
− | {{MoveListRow | Double Rolling | {{right}}+{{LK}} | Mary jumps in the air with a spinning back kick, then does a low crouching kick. The second strike hits low and can only be blocked crouching.}} | + | {{MoveListRow | Double Rolling | {{left}}+{{LK}} or {{right}}+{{LK}} | Mary jumps in the air with a spinning back kick, then does a low crouching kick. The second strike hits low and can only be blocked crouching.}} |
{{MoveListRow | Climbing Arrow | {{downright}}+{{LK}} | Mary does a donkey kick into the air, which knocks her opponent back on impact.}} | {{MoveListRow | Climbing Arrow | {{downright}}+{{LK}} | Mary does a donkey kick into the air, which knocks her opponent back on impact.}} | ||
}} | }} | ||
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{{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 follows up with an axe kick that knocks his opponent down. He slides further when the move is performed with {{HK}}.}} | {{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 | 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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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Tekkyuu Dai Kaiten | {{repeat|{{punch}}}} | 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 {{left}} or {{right}} while doing this.}} | {{MoveListRow | Tekkyuu Dai Kaiten | {{repeat|{{punch}}}} | 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 {{left}} or {{right}} while doing this.}} | ||
− | {{MoveListRow | Tekkyuu Funsai Geki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | 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}}.}} | + | {{MoveListRow | Tekkyuu Funsai Geki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chang flings his ball by its chain in front of him, which knocks down his opponent on impact. He winds up the ball by swinging it and slides forward slightly when the move is performed with {{HP}}.}} |
{{MoveListRow | Tekkyuu Taiko Uchi | {{HCF}} {{kick}} | Chang picks his nose. If he is hit while doing this, he sneezes, knocking his opponent away.}} | {{MoveListRow | Tekkyuu Taiko Uchi | {{HCF}} {{kick}} | Chang picks his nose. If he is hit while doing this, he sneezes, knocking his opponent away.}} | ||
{{MoveListRow | Dai Hakai Nage | {{HCB}} {{right}} {{punch}} (close) | Chang grabs and slams his opponent back and forth multiple times.}} | {{MoveListRow | Dai Hakai Nage | {{HCB}} {{right}} {{punch}} (close) | Chang grabs and slams his opponent back and forth multiple times.}} | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Choi can jump off the edges of the screen.}} | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Choi can jump off the edges of the screen.}} | ||
− | {{MoveListRow | Nidan Giri | {{right}}+{{LP}} | Choi tilts to the side while poking with both claws. This move can break the opponent's guard.}} | + | {{MoveListRow | Nidan Giri | {{left}}+{{LP}} or {{right}}+{{LP}} | Choi tilts to the side while poking with both claws. This move can break the opponent's guard.}} |
− | {{MoveListRow | Toorima Geri | {{right}}+{{LK}} | Choi somersaults forward with a kick.}} | + | {{MoveListRow | Toorima Geri | {{left}}+{{LK}} or {{right}}+{{LK}} | Choi somersaults forward with a kick.}} |
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Haiki Geki | {{QCB}} {{punch}} | Jhun Hoon crouches and kicks in a circle, kicking up a ring of dust around him. When the move is performed with {{LP}}, he can transition into his Soushuu Jin stance by continuing to hold {{LP}}.}} | {{MoveListRow | Haiki Geki | {{QCB}} {{punch}} | Jhun Hoon crouches and kicks in a circle, kicking up a ring of dust around him. When the move is performed with {{LP}}, he can transition into his Soushuu Jin stance by continuing to hold {{LP}}.}} | ||
− | {{MoveListRow | Mangetsu Zan | {{QCB}} {{kick}} | Jhun Hoon rolls through the air in an arc while kicking, landing with a split-leg kick. The move covers a wider arc and hits more times when it is performed with {{HK}}. When the move is performed with {{LK}}, he can transition into his Ryouko Jin stance by continuing to hold {{ | + | {{MoveListRow | Mangetsu Zan | {{QCB}} {{kick}} | Jhun Hoon rolls through the air in an arc while kicking, landing with a split-leg kick. The move covers a wider arc and hits more times when it is performed with {{HK}}. When the move is performed with {{LK}}, he can transition into his Ryouko Jin stance by continuing to hold {{LK}}.}} |
− | {{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Jhun Hoon spins diagonally upward while kicking, which knocks the opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}. When the move is performed with {{LP}}, he can transition into his Soushuu Jin stance by continuing to hold {{LP}}.}} | + | {{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Jhun Hoon spins diagonally upward while kicking, which knocks the opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}. When the move is performed with {{LP}}, he can transition into his Soushuu Jin stance after he lands by continuing to hold {{LP}}.}} |
{{MoveListRow | Soushuu Jin | {{down}} {{down}} {{LP}} | Jhun Hoon stands with one leg raised for as long as {{LP}} is held down. While in this stance, he can perform a high axe kick (Shuusou Kyaku: Joudan) with {{up}}+{{HP}}, a back heel kick (Shuusou Kyaku: Gedan) with {{HP}}, a front kick (Taikyoku Ha) with {{HK}} that knocks his opponent away, or a roundhouse kick (Kirikae Kougeki: Dousa Go) with {{left}}+{{LK}} or {{right}}+{{LK}}. He can move with {{left}} or {{right}} while in this stance, and he continues to hold the stance for as long as {{LP}} is held, even after performing a follow-up move but not after being hit. He can switch legs and transition into his Ryouko Jin stance by holding {{LK}} (including after Kirikae Kougeki: Dousa Go).}} | {{MoveListRow | Soushuu Jin | {{down}} {{down}} {{LP}} | Jhun Hoon stands with one leg raised for as long as {{LP}} is held down. While in this stance, he can perform a high axe kick (Shuusou Kyaku: Joudan) with {{up}}+{{HP}}, a back heel kick (Shuusou Kyaku: Gedan) with {{HP}}, a front kick (Taikyoku Ha) with {{HK}} that knocks his opponent away, or a roundhouse kick (Kirikae Kougeki: Dousa Go) with {{left}}+{{LK}} or {{right}}+{{LK}}. He can move with {{left}} or {{right}} while in this stance, and he continues to hold the stance for as long as {{LP}} is held, even after performing a follow-up move but not after being hit. He can switch legs and transition into his Ryouko Jin stance by holding {{LK}} (including after Kirikae Kougeki: Dousa Go).}} | ||
− | {{MoveListRow | Ryouko Jin | {{down}} {{down}} {{LK}} | Jhun Hoon stands with one leg raised for as long as {{ | + | {{MoveListRow | Ryouko Jin | {{down}} {{down}} {{LK}} | Jhun Hoon stands with one leg raised for as long as {{LK}} is held down. While in this stance, he can perform a jumping axe kick (Hiko Geki: Ue) with {{up}}+{{HP}} that is an overhead strike and knocks down his opponent, a sweep kick (Mouko Geki: Naka) with {{HP}} that launches his opponent into the air, a sliding kick (Shuuko Geki: Shimo) with {{down}}+{{HP}}, an evasive stance (Taikyoku Hi) with {{HK}} that can dodge attacks, or a stomp and roll away (Kirikae Kougeki: Dousa Go) with {{left}}+{{LP}} or {{right}}+{{LP}}. He can move with {{left}} or {{right}} while in this stance, and he continues to hold the stance for as long as {{LK}} is held, even after performing a follow-up move but not after being hit. He can switch legs and transition into his Soushuu Jin stance by holding {{LP}} (including after Kirikae Kougeki: Dousa Go).}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Ryuurou Shuu | {{down}}+{{LK}} | Jhun Hoon does a | + | {{MoveListRow | Ryuurou Shuu | {{down}}+{{LK}} in midair | Jhun Hoon does a stomp kick and bounces away.}} |
− | {{MoveListRow | Ryouko Geki | {{right}}+{{LK}} | Jhun Hoon does a | + | {{MoveListRow | Ryouko Geki | {{right}}+{{LK}} | Jhun Hoon does a high roundhouse kick. He can transition into his Ryouko Jin stance by continuing to hold {{LK}}.}} |
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo-2 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 | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo-2 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-2 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}} | + | {{MoveListRow | 115 Shiki: Dokugami | {{QCF}} {{HP}} | Kyo-2 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-2 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-2 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 | R.E.D. Kick | {{RDP}} {{kick}} | Kyo-2 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 | R.E.D. Kick | {{RDP}} {{kick}} | Kyo-2 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 | 202 Shiki: Koto Tsuki You | {{HCB}} {{kick}} | Kyo-2 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-2 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}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals | | ||
+ | {{MoveListRow | Ge Shiki: Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer. This move hits high and can only be blocked standing.}} | ||
+ | {{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick that can hit twice. The second strike hits high and can only be blocked standing.}} | ||
+ | {{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}} | ||
}} | }} | ||
{{MoveListTable | desc=Striker attack | | {{MoveListTable | desc=Striker attack | | ||
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{{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. 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 | 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. 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}} | + | {{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 | 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 | 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}}.}} |
{{MoveListRow | 427 Shiki: Hikigane | {{HCB}} {{kick}} | Kyo hits with a body blow, then an uppercut that launches the opponent into the air. He leaps first and infuses the uppercut with fire when the move is performed with {{HK}}.}} | {{MoveListRow | 427 Shiki: Hikigane | {{HCB}} {{kick}} | Kyo hits with a body blow, then an uppercut that launches the opponent into the air. He leaps first and infuses the uppercut with fire when the move is performed with {{HK}}.}} | ||
{{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 | 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.}} | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Ge Shiki: Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer. This move hits high and can only be blocked standing.}} | {{MoveListRow | Ge Shiki: Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer. This move hits high and can only be blocked standing.}} | ||
− | {{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick | + | {{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick. This move hits high and can only be blocked standing.}} |
{{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}} | {{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}} | ||
}} | }} |
Revision as of 03:13, 22 August 2024
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The King of Fighters: Evolution | ||||||||||||||||||||
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System(s): Sega Dreamcast | ||||||||||||||||||||
Publisher: SNK (Japan), Agetec (US) | ||||||||||||||||||||
Developer: SNK | ||||||||||||||||||||
Original system(s): Neo Geo | ||||||||||||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Modem, 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: | ||||||||||||||||||||
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The King of Fighters: Evolution, known as The King of Fighters '99 Evolution (ザ・キングオブファイターズ'99 エヴォリューション) in Japan, is based off the Neo Geo arcade version of The King of Fighters '99: Millennium Battle. First released in Japan on March 2000, the game did not see an American release until May 2001. Like its predecessor, the game was not released in Europe.
Contents
Story
Two years have passed since the last King of Fighters tournament. Nobody has seen Kyo Kusanagi or Iori Yagami since they defeated the evil being Orochi at the climax of The King of Fighters '97. Invitations are sent to many characters inviting them to a new tournament, which this time around is more of a secretive affair and less of a public spectacle than the past few tournaments. However, the tournament's host remains a mystery.
The King of Fighters '99 is the first game in the story arc that would become known as the "NESTS Chronicles."
Gameplay
The game is an enhanced version of The King of Fighters '99, the sixth installment in The King of Fighters series. It introduces a new story arc called the "NESTS Chronicles," centered around a young man named K' and a mysterious organization known as NESTS, and it modifies some of the core mechanics of the game, most notably by introducing special assist characters called "Strikers." The two selectable fighting styles, Advanced and Extra, from The King of Fighters '97 and The King of Fighters '98 were removed. Evasive rolls were replaced with a slide maneuver. Instead, the game has a single playstyle modeled after the Advanced mode, with two powered-up states (Counter Mode and Armor Mode) that the player can choose during battle depending on the button combination used. The Dreamcast port remakes the stages in 3D and adds two additional stages, and it also adds numerous "Extra Striker" characters that are unlocked by playing the game.
Instead of the three-character teams from earlier games, each team now has four members. Before a match, the player chooses three characters to use in the fights and one supporting character called the Striker, who can be summoned during battle to perform a special move and leave. Each match is a three-on-three elimination match, where the next member of the team takes the place of the last one in the next round when a team member is defeated. The victorious character continues to the next round with a small portion of health restored (more health is restored if the round is completed faster). The match continues until all of the members of a team are eliminated.
Characters move with and and crouch with . They backstep or run with or . They jump upward with and jump behind and ahead with or . They can perform short hops by pressing , , or , followed by quickly. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then or quickly. Characters can perform a weak punch with , a strong punch with , a weak kick with , or a strong kick with . Each character has a set of basic, unique, and special moves that can be performed by the player with a specific series of button inputs. Characters have knockdown attacks, which knock the opponent over, that are performed with +. This can be done while standing or jumping.
The fourth member of the team, the Striker, can be called for a special attack with + (or ) when standing still. The special move performed varies by character. Most are offensive attacks, but some restore some health, build the character's power gauge, decrease the opponent's power gauge, or hold the opponent in place for an attack. The Striker leaves immediately if hit by the opponent. Strikers can only be summoned a limited number of times during a match, which is determined by the number of "Strike Bombs" at the bottom of the screen. The starting number of Strike Bombs is three per player by default, but this can be changed in the options. A team gains another Strike Bomb after losing a round.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. They can perform an evasive slide with + to slide forwards or ++ to slide backwards (or ++ when facing left). They are invulnerable during the slide and can move through opponents when they are close. Pressing any punch or kick button during a slide causes the character to perform a quick, short-ranged counterattack when coming out of the slide.
Blocking can be done by holding the D-Pad in the opposite direction of the opponent. Low attacks must be blocked crouching, while high attacks (including most jumping attacks) must be blocked standing. Special moves still do partial damage when blocked. 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 slide by pressing + or guard cancel into a counterattack by pressing +. Guard cancels cost a stock of the power gauge. Throws can be performed by holding or and pressing a strong punch or kick button when next to the opponent. Different characters have different throws available to them. Throws cannot be blocked, but they can be escaped by pressing + at the start of the grab. Characters can also recover from a knockdown and roll away quickly by pressing + upon landing.
The power gauge is filled by attacking the opponent with normal attacks (but not throws) or by performing special moves (regardless of whether they connect with the opponent). When the gauge is filled, it is kept in stock and reset, up to three times. Characters can use one stock of the gauge to perform a Desperation move (or a Super Desperation move when the health gauge is low and flashing) or three stocks to enter one of two special states, Counter Mode or Armor Mode. Counter Mode is entered by pressing ++ and increases the character's attack damage and allows for unlimited use of Desperation moves and guard cancels, but the character cannot perform Super Desperation moves during this state. Some special moves can be canceled into Desperation moves while in Counter Mode. Armor Mode is entered by pressing ++ and increases the character's defensive strength and enables the character to continue attacking even when attacked, but the character cannot perform a Desperation move or a guard cancel during this state.
Characters can taunt with , 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.
Modes
The game has multiple modes. In any of the single-player modes, the player gains or loses Ability Points after each match, depending on the score attained during the battle and the difficulty setting. Ability Points are aggregated and can be used to purchase Extra Strikers. In the arcade modes, the player can unlock a secret boss fight after the final boss depending on the number of Ability Points earned during the playthrough. Iori Yagami is fought if the player acquires between 200 and 279 Ability Points, and Kyo Kusanagi is fought if the player earns 280 or more Ability Points.
- Team Play: A single-player mode where the player forms a team of four characters and fights three-on-three elimination matches against five randomly selected teams, then two matches against the final boss Krizalid (who has two forms), for a total of 7 matches. Before each match, the player chooses three characters to play and one character to use as a Striker. This is the main mode.
- Team Vs.: A two-player mode where each player forms a team of four characters and fights a three-on-three elimination match. Before the match, the players choose three characters to play and one character to use as a Striker. Players can choose a different team after each match.
- Single Play: A single-player mode where the player chooses two characters and fights one-on-one matches against five individual opponents, then two matches against the final boss Krizalid (who has two forms), for a total of 7 matches. Before each match, the player chooses which character to play and which to use as a Striker. Matches are fought to the best of three rounds.
- Single Vs.: A two-player mode where each player chooses two characters and fights a one-on-one match to the best of three rounds. Before each match, the players choose which character to play and which to use as a Striker. Players can choose different characters after each match.
- Survival (Time Attack): A single-player mode where the player chooses two characters and fights one-on-one matches against every character in the game, ending with two matches against the final boss Krizalid (who has two forms), for a total of 33 matches. Matches consist of a single round. Unlike the Single Play mode, the player cannot switch the roles of the two selected characters before each fight. 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). The game is timed, and the player's best completion times are saved to a VMU.
- Survival (Endless): A single-player mode where the player chooses two characters, one to play and one to use as a Striker, and fights one-on-one matches against an endless series of randomly selected opponents. Matches consist of a single round, and the game keeps track of the number of matches won. Unlike the Single Play mode, the player cannot switch the roles of the two selected characters before each fight. 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). The game continues until the player loses, and the player's highest number of opponents defeated is saved to a VMU.
- Single All: A single-player mode where the player chooses two characters and fights one-on-one matches against every character in the game, ending with two matches against the final boss Krizalid (who has two forms), for a total of 33 matches. Matches consist of a single round, and the game shows the number of opponents remaining. Unlike the Single Play mode, the player cannot switch the roles of the two selected characters before each fight.
- Practice: A training mode where the player can choose any character and any opponent. There are options to set the behavior of the opponent (stand, jump, or crouch) and whether the opponent attacks, counters, or guards. There is no time limit, the power gauge is permanently charged (with an option to put 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 Japanese version of the game is compatible with the Neo Geo Pocket/Dreamcast Setsuzoku Cable and connects to The King of Fighters: Battle de Paradise for the Neo Geo Pocket Color. Points can be downloaded from the Neo Geo Pocket Color game to speed up the leveling process for Extra Strikers, and Extra Strikers unlocked on the Dreamcast game can be uploaded and used in the Neo Geo Pocket Color game.
- Network: The Japanese version had an online mode that supported viewing the official web site and uploading high scores for the two Survival modes.
- Extra Striker: The game includes 12 bonus characters who can be selected for use as Strikers. Vanessa and Seth are unlocked immediately, but the remaining characters are purchased in this mode in exchange for Ability Points earned in any of the single-player modes. The number of Ability Points accrued and the Strikers that have been unlocked are saved to a VMU.
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. 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 choose a bonus to help with the current match, such as starting with a full power gauge or reducing the health of the opponent.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
HK | Hard kick |
Every team has been expanded to four characters to accommodate the new Striker system. K' is introduced as the protagonist for the new story arc, alongside his partner Maxima. Kasumi Todoh from Art of Fighting 3 returns for her second appearance in the series, following The King of Fighters '96, and Li Xiangfei from Real Bout Fatal Fury 2 makes her debut appearance in the series. Three returning teams gain an original character as a new member: Whip for the Ikari Warriors Team, Bao for the Psycho Soldier Team, and Jhun Hoon for the Korea Justice Team. The game also introduces two clones of Kyo Kusanagi, Kyo-1 and Kyo-2, as Single-Entry Fighters and Krizalid as the final boss.
Hero Team
A new hero team consisting of K', the main character of the NESTS Chronicles, and his partner Maxima (who was inspired by a cyborg character of the same name from the SNK arcade game Robo Army). They are joined by Benimaru Nikaido and Shingo Yabuki, Kyo Kusanagi's best friend and biggest fan respectively.
Fatal Fury Team
A team representing characters from the Fatal Fury series of fighting games. Mai Shiranui joins the team for the first time.
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Terry Bogard | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The protagonist of the Fatal Fury series. Terry, nicknamed "The Legendary Wolf," is an American fighter who grew up on the streets of South Town after his father was murdered by the gangster Geese Howard.
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Andy Bogard | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Andy, nicknamed "The Whole Body Weapon," is the younger brother of Terry and the fiancé of Mai. While Terry developed a scrappy style from fighting in the streets, Andy was trained in formal martial arts, including Shiranui-ryuu Ninjutsu that he learned from the master Hanzo Shiranui.
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Joe Higashi | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Joe is a Japanese Muay Thai expert and a loyal ally of the Bogard brothers.
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Mai Shiranui | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mai is the last heiress to the Shiranui ninja clan. She joins the Fatal Fury team for the first time to be nearer to her beloved Andy.
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Art of Fighting Team
A team representing characters from the Art of Fighting series of fighting games. Takuma Sakazaki returns to the team for the first time since The King of Fighters '95, marking the first time all three Sakazakis have been on the same team.
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Ryo Sakazaki | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Ryo, nicknamed "The Invincible Dragon," is a dedicated martial artist in the family style of Kyokugen-ryuu.
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Robert Garcia | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Robert, nicknamed "The Raging Tiger," is a friend to the Sakazaki family and a student of Kyokugen-ryuu. He is more stylish and charismatic in contrast to the sensible and serious Ryo. His playstyle was changed for this game to use charged inputs.
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Yuri Sakazaki | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Yuri is the youngest practitioner of Kyokugen-ryuu, who has adapted the style to fit herself.
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Takuma Sakazaki | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Takuma is the grandmaster of Kyokugen-ryuu, a deadly style of karate he devised. He is the father of Ryo and Yuri.
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Ikari Warriors Team
A team representing characters from the Ikari Warriors series of run-and-gun games. Leona, Ralf, and Clark are joined by a mysterious new agent called Whip.
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Leona | |||||||||||||||||||||||||||||||||||||||||||||||
Leona is the adoptive daughter of Heidern. She fights with similar techniques and slashes her hands like knives.
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Ralf Jones | |||||||||||||||||||||||||||||||||||||||||||||||
Ralf is a mercenary who fights with explosive punches.
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Clark Still | |||||||||||||||||||||||||||||||||||||||||||||||
Clark is a mercenary who fights with grappling moves.
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Whip | |||||||||||||||||||||||||||||||||||||||||||||||
Whip is an assassin with a mysterious background who is working for Heidern to investigate NESTS. She fights using a long whip.
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Psycho Soldier Team
A team representing characters from the Psycho Soldier series of platforming games. Bao, a young boy with psychic powers, joins the team.
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Athena Asamiya | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Athena is a famous J-Pop idol and a powerful psychic. She fights using a combination of kung fu and her psychic powers.
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Sie Kensou | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kensou is Athena's friend (and secret admirer) who fights with similar kung fu techniques. He has suddenly lost his psychic powers for unknown reasons.
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Chin Gentsai | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chin is Chinese martial arts master who trained Athena and Kensou. He fights in the Drunken Fist style.
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Bao | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bao is a young boy who fights with kung fu. He has mysteriously grown stronger in psychic powers as Kensou has become weaker.
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Women Fighters Team
A team consisting of female characters. Blue Mary (from Fatal Fury 3) joins the team after two games on a different team, Kasumi Todoh (from Art of Fighting 3) returns for the first time since The King of Fighters '96, and Li Xiangfei (from Real Bout Fatal Fury 2) makes her first appearance in the series.
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King | ||||||||||||||||||||||||||||||||||||||||||||||||||
King is a French Muay Thai expert and restaurateuse.
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Blue Mary | ||||||||||||||||||||||||||||||||||||||||||||||||||
Blue Mary is an American detective who fights using grappling techniques.
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Kasumi Todoh | ||||||||||||||||||||||||||||||||||||||||||||||||||
Kasumi is a Japanese teenager who is looking for her missing father. She fights using Aikido.
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Li Xiangfei | ||||||||||||||||||||||||||||||||||||||||||||||||||
Xiangfei is a Chinese teenager who works as a waitress at her family's restaurant and loves eating. She fights using kung fu.
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Korea Justice Team
A Korean team consisting of Kim Kaphwan (from Fatal Fury), two criminals that he is attempting to rehabilitate, and newcomer Jhun Hoon.
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Kim Kaphwan | |||||||||||||||||||||||||||||||||||||||||||||||
Kim is a Korean taekwondo master who fights for justice. He is trying to rehabilitate the two criminals on his team, Chang and Choi.
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Chang Koehan | |||||||||||||||||||||||||||||||||||||||||||||||
Chang is a massive criminal who fights with a ball and chain.
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Choi Bounge | |||||||||||||||||||||||||||||||||||||||||||||||
Choi is a tiny criminal who fights with dual leather-gloved claws.
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Jhun Hoon | |||||||||||||||||||||||||||||||||||||||||||||||
Jhun Hoon is Kim's old friend and rival who joins to help him. He fights with similar taekwondo moves, though he is more showy and fights with one hand behind his back.
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Single-Entry Fighters
These characters are not members of any team. Kyo and Iori were hidden characters in the original arcade release, but they can be played without cheat codes in the Dreamcast version.
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Kyo-1 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Kyo-1 is a clone of Kyo who uses his moveset from The King of Fighters '94 and The King of Fighters '95.
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Kyo-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Kyo-2 is a clone of Kyo who uses his moveset from The King of Fighters '96 and The King of Fighters '97.
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Kyo Kusanagi | ||||||||||||||||||||||||||||||||||||||||||||||||||
Kyo is a Japanese high school student and heir to the Kusanagi clan, thought to have died sealing away the snake demon Orochi. He appears in a new outfit, without his trademark black gakuran and white headband.
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Iori Yagami | ||||||||||||||||||||||||||||||||||||||||||||||||||
Iori is Kyo's rival and heir to the Yagami clan, thought to have died sealing away the snake demon Orochi.
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Bosses
Krizalid's second form is playable in the Dreamcast version without needing a cheat code.
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Krizalid | |||||||||||||||||||||||||||||||||||
Krizalid is an agent from the mysterious organization NESTS and the final boss of the game. He uses the data he obtained from his enemies to activate an army of Kyo clones that NESTS had created after the fight against Orochi. He is faced in two states: first he appears with a special coat that analyzes his opponent's data. Once he is defeated, he burns away his coat and fights in a stronger form.
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Special Edit Teams
Special Edit Teams are hidden teams that have special endings, which the player can form by selecting certain characters.
Team | Characters | |||
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King of Fighters Generation Team | K' | Kyo Kusanagi | Iori Yagami | Shingo Yabuki |
Whip and Her Servants Team | Whip | Benimaru Nikaido | Kyo Kusanagi | Iori Yagami |
Inhumanly Strong Team | Maxima | Ralf Jones | Bao | Chang Koehan |
Good-Looking Team | Andy Bogard | Benimaru Nikaido | Jhun Hoon | Chang Koehan |
Little Kids Team | Bao | Li Xiangfei | Shingo Yabuki | Sie Kensou |
Masters Team | Takuma Sakazaki | Chin Gentsai | Kim Kaphwan | Jhun Hoon |
Hat Team | Terry Bogard | Clark Still | Choi Bounge | Bao |
Short-Haired Team | Blue Mary | Whip | King | Athena Asamiya |
Midriffs Team | Benimaru Nikaido | Leona | Athena Asamiya | Blue Mary |
Shingo Servitude Team | Shingo Yabuki | Kyo-1 | Kyo-2 | Kyo Kusanagi |
All Kyo Team | Kyo Kusanagi | Kyo-1 | Kyo-2 | Kyo Kusanagi |
All Fatal Fury Team | Any four Fatal Fury characters (Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui, Blue Mary, or Li Xiangfei) | |||
All Art of Fighting Team | Any four Art of Fighting characters (Ryo Sakazaki, Robert Garcia, Yuri Sakazaki, Takuma Sakazaki, King, or Kasumi Todoh) |
Extra Strikers
These characters are exclusive to the Dreamcast version of the game. They are not full playable characters but can chosen as Strikers. Vanessa and Seth are initially available, and the others can be unlocked in exchange for Ability Points earned in any of the single-player modes.
Every Striker apart from Vanessa and Seth has two versions, Justice and Dark, and three levels (increasing in strength) that must be unlocked in order. The Justice versions of six Strikers (Kyo, Daimon, Chizuru, Athena, Billy Kane, and Yamazaki) are available to purchase from the start (costing 800 points for level 1, 1,200 points for level 2, and 1,600 points for level 3). After all of the level 1 Justice Strikers been unlocked, the Justice versions of Fiolina Germi and Alfred can be purchased (costing 2,000 points for level 1, 2,500 points for level 2, and 3,000 points for level 3). After the level Justice versions of both have been unlocked, the Dark versions of the six starting Strikers can be purchased (costing 1,000 points for level 1, 1,500 points for level 2, and 2,000 points for level 3). Finally, after unlocking all of the level 1 Dark Strikers, the Dark versions of Fiolina and Alfred can be purchased (costing 2,200 points for level 1, 2,700 points for level 2, and 3,200 points for level 3).
Two additional Strikers, Syo Kirishima and Gai Tendo, can only be unlocked in the Japanese version using the Neo Geo Pocket Color linking with The King of Fighters: Battle de Paradise.
Character | Description | Justice ability | Dark ability |
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Vanessa | A boxer and mercenary agent, who would make her playable debut in The King of Fighters 2000. | Vanessa rushes in with a punch, then does a combo of punches ending with an uppercut, which knocks the opponent into the air, and taunts. | |
Seth | A special agent, who would make his playable debut in The King of Fighters 2000. | Seth jumps in with a flying kick, then does an uppercut, which knocks the opponent into the air, and taunts. | |
Kyo Kusanagi | Kyo is added as an Extra Striker, giving players the ability to form a team consisting of four Kyos. | Kyo runs in and throws fiery red sparks across the ground, which damage and temporarily stun the opponent, then dashes forward with an elbow strike and taunts. | Kyo jumps in with a flying kick. He swipes a flaming hand through the air, which launches the opponent, and jumps with a kick, then taunts. |
Goro Daimon | A Japanese judoka. He is the third member of the Orochi Saga's Hero Team (alongside Kyo and Benimaru) and the only one not available as a normally playable character in this game. | Daimon runs in and tries to grab the opponent. If he does succeed, he taunts, which decreases the opponent's power gauge. If he succeeds, he picks up and slams the opponent against the ground, picks them back up and throws them through the air, then taunts. | Daimon jumps in with a flying kick. If he does not hit the opponent, he taunts, which decreases the opponent's power gauge. If he hits the opponent, he picks up and slams the opponent against the ground, then taunts. |
Chizuru Kagura | A priestess who helped defeat Orochi. The third member of the Sacred Treasures Team (alongside Kyo and Iori) and the only one not available as a normally playable character in this game. | Chizuru jumps in. If the opponent is near, she spins upward with her arms outstretched, which knocks the opponent over on impact. If the opponent is far, she taunts, which increases the power gauge. | Chizuru runs in. If the opponent is near, she twirls forward with her arms outstretched, then kicks the opponent over. If the opponent is far, she taunts, which decreases the opponent's power gauge. |
Athena Asamiya | A version of Athena who fights in her seifuku. | Athena curls into a ball and dives diagonally downwards while glowing like a meteor. If she does not hit the opponent, she taunts, which increases the power gauge. If she hits the opponent, she follows up with a kick that knocks the opponent away, then taunts. | Athena charges in. If she does not hit the opponent, she generates and throws a ball of psychic energy, which knocks down the opponent on impact, and taunts. If she hits the opponent, she rises upward while her hand slices the air with psychic power, knocking the opponent over on impact, and taunts. |
Billy Kane | Geese Howard's right-hand man and a staple of both Fatal Fury and The King of Fighters. | Billy hops in while spinning and striking with his cudgel. If he does not hit the opponent, he taunts, which increases the power gauge. If he hits the opponent, he jumps into the air while holding his cudgel out, which knocks down the opponent on impact. | Billy jumps in with a flying kick, then he stabs the opponent with his cudgel, lifts them into the air with it, and shakes them. |
Ryuji Yamazaki | A Japanese gangster who first appeared in Fatal Fury 3. | Yamazaki jumps in with a flying kick. He punches into the air with an uppercut that generates a cyclone around his arm, which knocks down the opponent on impact, then taunts. | Yamazaki jumps in with a flying punch, then tries to grabs the opponent. If he succeeds, he lifts them into the air by the neck, which does no damage but immobilizes the opponent temporarily. |
Fiolina Germi | An special operative from the Metal Slug series of games. | Fio parachutes in, then falls with a body press. If she does not hit the opponent, she taunts, which increases the power gauge. If she hits the opponent, she follows up with a shove that knocks the opponent over. | Fio drags a large weapon in, then swings it and bashes the opponent with it, which knocks the opponent to the ground. |
Alfred | A young biplane pilot, who originally appeared as a hidden boss in Real Bout Fatal Fury 2. | Alfred dives in head-first. If he does not hit the opponent, he taunts, which increases the power gauge. If he hits the opponent, he follows up with multiple kicks that knock the opponent over, then taunts. | Alfred runs in, rushes forward while low to the ground, then ascends while kicking high into the air, knocking the opponent over on impact, and taunts. |
Syo Kirishima | An early version of Kyo that was turned into a separate character for his appearance as a Striker. | Syo jumps in, then spins downward head-first like a torpedo. If he does not hit the opponent, he taunts, which increases the power gauge. If he hits the opponent, he follows up with a combo of punches that ends by launching the opponent into the air and catching them on a raised fist. | Syo rides his motorcycle in, jumping off as the motorcycle slides across the ground and explodes. |
Gai Tendo | A mixed martial artist and the protagonist of the SNK fighting game Buriki One. | Gai charges in, then launches into the air with a flying uppercut, which knocks down the opponent on impact, and taunts. | Gai jumps in with a flying kick, then a rolling kick forward, a jumping kick, and a taunt. |
Stages
As in the preceding game, The King of Fighters: Dream Match 1999, the stages from the original arcade version were modeled in 3D for the Dreamcast version. The Amusement Park and Clock Tower stages are exclusive to the Dreamcast port.
In the single-player modes, the stages are chosen randomly for each match, except the second-to-last battle is always fought in the Sewer stage and the final boss Krizalid is always fought in the Laboratory stage. In the two-player modes, the stage can be manually selected. Every stage has an alternate version that can be selected by pressing or when choosing the stage.
History
Legacy
In Japan, the game was followed with The King of Fighters 2000.
Versions
Localised names
Language | Localised Name | English Translation |
---|---|---|
English (US) | The King of Fighters: Evolution | The King of Fighters: Evolution |
Japanese | ザ・キングオブファイターズ'99 エヴォリューション | The King of Fighters '99 Evolution |
Production credits
- K': Yuuki Matsuda
- Maxima: Katsuyuki Konishi
- Benimaru/Ralf/Choi: Monster Maetsuka
- Terry/Kim: Satoshi Hashimoto
- Andy: Keiichi Nanba
- Joe: Nobuyuki Hiyama
- Mai: Akoya Sogi
- Ryo: Masaki Usui
- Robert: Koichi Mantarou
- Yuri: Kaori Horie
- Takuma: Eiji Tsuda
- Leona/Kasumi: Masae Yumi
- Clark: Yoshinori Shima
- Whip: Shiho Kikuchi
- Athena: Haruna Ikezawa
- Kensou: Eiji Yano
- Chin: Toshikazu Nishimura
- Bao: Kanako Nakano
- King/Mary: Harumi Ikoma
- Xiangfei: Mami Kingetsu
- Chang: Hiroyuki Arita
- Jhun: Kazuya Ichijo
- Krizalid: Yoshiyuki Iwamoto
- Shingo: Takehito Koyasu
- Kyo: Masahiro Nonaka
- Iori: Kunihiko Yasui
- Extra Striker
- Seth: Hidetoshi Nakamura
- Vanessa: Kaori Minami
- Fio: Kanako Morizumi
- Syo: Mitsuo Iwata
- Alfred: Hiro Yuuki
- Gai: Nobuyuki Hiyama
- Daimon: Masaki Usui
- Chizuru: Akiko Saitou
- Billy: Atsushi Yamanishi
- Yamazaki: Kouji Ishii
- Producer: T.Nishiyama
- Program Director: Moichi, Yukihiro Deguchi, Marky T.
- KOF '99 Evolution Programmer: Yoshiyuki Tanaka, Mambo, Mue, Jeno, Maki, Hirofumi Kono, Saburouta Yotsutani
- Tool Programmer: Junko Kasahara, Yuji Niida, Dai Yamanokuchi
- Network: Daiche.Vision.Morifuji, Kawai・Sama
- Design Director: Akihiro Yamada, Rabbit Maeda, Satoshi Yoshioka, Starfreet
- KOF '99 Original Programmer: Cyber・Kondo, Souta.Ichino, Abetak, Kohji Mannami
- Sound: Marimo, Zoe, Usako-X, Tate-Norio
- 3D Designer: Satoshi Yoshioka, Rabbit Maeda, Yuji Wada, A K A, Akira Mizuki, Masaya Kobayashi, Nobuyuki Yanai, Asa_ko, Kyo_K, Shirow Umezaki
- 2D Designer: Regeon Toyonaka, Shinsuke・Yamamoto, Inoue, Youki・T・Ohyama, M・Endo, C・Yamazaki, Shio Shio Shio, Miho・Uematsu, A・T, Roppongi Marito, Mitsuru, Styleos, Kane', Buchi', Nanako., Kalkin, M.Yokoyama
- Planner: Kaju, Lonely-Aoki (Hige.Ver), S.Fujinuki, Toyochan
- Special Thanks to: H・Kawano, Y・Inui, Fuminori Sahara, Buriki・One Team, Fatal Fury Team, Metal Slug Team, KOF '99 Special Debug Team
- Presented by: SNK
Magazine articles
- Main article: The King of Fighters: Evolution/Magazine articles.
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
75 | |
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Based on 15 reviews |
Technical information
- Main article: The King of Fighters: Evolution/Technical information.
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
? |
|
1,188,409,152 | 2000-10-23 | GD-ROM (US) | T-44302N V1.000 | |||||||||
? |
|
1,189,545,168 | 2000-02-14 | GD-ROM (JP) | T-3102M V1.002 |
External links
- Sega of Japan catalogue pages (Japanese): Dreamcast, Dreamcast (SNK Best Buy)
- Agetec webpage: Dreamcast
References
- ↑ File:KoFEvo DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/000319/ (Wayback Machine: 2014-08-05 19:23)
- ↑ 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/010914/ (Wayback Machine: 2007-12-09 07:34)
- ↑ http://www.gexpress.com/detailedspecs.cfm?returndept=DC&returnpage=2&number=093992057701 (Wayback Machine: 2002-03-21 00:36)
- ↑ 6.0 6.1 Official Dreamcast Magazine, "March 2001" (US; 2001-01-28), page 71
- ↑ File:King of Fighters Evolution DC credits.pdf
- ↑ Consoles +, "Mai 2000" (FR; 2000-0x-xx), page 114
- ↑ DC-UK, "June 2000" (UK; 2000-05-12), page 86
- ↑ Dreamcast Magazine, "2000-12 (2000-04-07)" (JP; 2000-03-24), page 25
- ↑ Dreamcast Magazine, "No. 9" (UK; 2000-05-18), page 48
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Dreamzone, "mi Avril-mi Mai 2000" (FR; 2000-04-14), page 97
- ↑ Electronic Gaming Monthly, "February 2001" (US; 2001-01-09), page 129
- ↑ Famitsu, "2000-04-07" (JP; 2000-03-24), page 34
- ↑ Fun Generation, "06/2000" (DE; 2000-05-17), page 95
- ↑ Gamers' Republic, "January 2001" (US; 2000-12-20), page 60
- ↑ MAN!AC, "06/2000" (DE; 2000-05-03), page 52
- ↑ Next Generation, "March 2001" (US; 2001-02-20), page 87
- ↑ Silicon Mag, "January 2001" (US; 200x-xx-xx), page 24
- ↑ Video Games, "06/2000" (DE; 2000-05-04), page 120
The King of Fighters: Evolution | |
---|---|
Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information | Bootlegs
Demos: The King of Fighters '99 Evolution Tentouyou Taikenban (2000) |
The King of Fighters games for Sega systems or published by Sega | |
---|---|
The King of Fighters '95 (1996) | The King of Fighters '96 (1996) | The King of Fighters '96 + '95: Gentei KOF Double Pack ( ?) | The King of Fighters '97 (1998) | The King of Fighters Best Collection (1998) | |
The King of Fighters: Dream Match 1999 (1999) | The King of Fighters: Evolution (2000) | The King of Fighters 2000 (2002) | The King of Fighters 2001 (2002) | The King of Fighters 2002 (2003) | |
The King of Fighters Neowave (2004) | The King of Fighters XI (2005) | |
The King of Fighters XIV (2016) | |
Unlicensed The King of Fighters games for Sega systems | |
King of Fighters 98' (1998) | The King of Fighters '99 (1999) | Jue Zhan Tian Huang (2000) | |
Related games | |
Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2000) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001) | NeoGeo Battle Coliseum (2005) | SNK Heroines: Tag Team Frenzy (2018) |
- Dreamcast Arcade Stick-compatible games
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