THE KING OF FIGHTERS '95 FAQ v1.6 for the Sega Saturn (import) by K. Megura <kmegura@yahoo.com> Unpublished work Copyright 1995-1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura <kmegura@yahoo.com>. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The King of Fighters series is (c) SNK Corporation and (c) SNK Corporation of America. Newest revisions of this FAQ can be found at: GameFAQs www.geocities.com/Tokyo/Pagoda/4610 -------- CONTENTS -------- 1. INTRODUCTION 2. PLAYING THE GAME 3. THE TEAMS - Team Japan - Team England - Team USA - Team Italy - Team Mexico - Team China - Team Brazil - Team Korea - The Bosses 4. GAME ENGINE - Assistance - Combos - Dashing/Evading - Desperation Attacks - Dodging - Double-Hits - Overheads - Mid-Air Attacks - Taunts - The Power Gauge - Throws 5. GAME MODES - Team Mode - Single Mode - Team VS - Single VS - Single All 6. CODES AND OTHER SECRETS - Using the Bosses - Quick Select - Other Endings - Control Setup - Special K. O. - Now Loading Image - The Blood Code? 7. REVISION HISTORY 8. AUTHOR'S NOTE ========================================================================= 1. INTRODUCTION ========================================================================= The King of Fighters '95 is a unique fighting game made by SNK. It is the sequel to the hit game King of Fighters '94. As in the previous tournament, you play the game by taking control of a team of three characters, and then battling in a fight to the finish against the other teams. The winner then goes on to fight KoF's two powerful bosses. This game has several improvements over it's predecessor, such as a new team (even though the old USA team has been removed), new moves for most characters, and an improved game engine. Also, unlike KoF '94, you are no longer limited to choosing a pre-made team; you can use the Team Edit feature to design your own band of fighters. Like other fighting games, the object of the game is to defeat all of your opponents by draining their life bar of energy. This is done though use of punches, kicks, and each character's personalized special moves. As with many SNK fighters, you can gain power by fighting, which is used to increase your MAX Bar. When it's full, your character becomes a fighting dynamo who not only causes more damage with each hit but can also use the super-powerful desperation attacks. Use these to become the champion and unmask the mysterious leader of 1995 tournament. ========================================================================= 2. PLAYING THE GAME ========================================================================= O O O Jump Back Jump Up Jump Forward \ | / O-- O --O Defend/Retreat Neutral Advance / | \ O O O Defensive Crouch Crouch Offensive Crouch This ASCII art joystick is used to show how each move is performed. All attacks listed in this FAQ are done while facing right. If you are facing left, reverse the motions to correctly perform an attack. L R Power-Up Taunt X Y Z Weak Punch (A) Weak Kick (B) Defense Block A B C Strong Punch (C) Strong Kick (D) Throw Attack The R button can also be used to perform a desperation that requires two buttons to perform. The button layout shown is the default setting and can be changed in the Option mode during gameplay. In the Option mode, you can choose other pad settings, but you can also make your own pad layout by choosing USER A-G, which is saved to memory. This allows you to have more than one custom setting, which is useful if you are playing against your friends. ========================================================================= 3. THE TEAMS ========================================================================= This section covers each team, their members, and their moves and Desperation Move (also called Chou Hissatsu Waza). 'Blocked' indicates the number of hits that move inflicts if guarded against, and 'Normal' indicates the maximum number of hits should the move hit an opponent. ========== JAPAN TEAM ========== KYO KUSANAGI ------------------------------------------------------------------------- Command Attacks: J: Ge Shiki: Goufu You - f+D E: Outside Style: Thunder Axe Positive J: HachiJuuHachi Shiki - df+D E: Style No. 88 J: Ge Shiki: Naraku Otoshi - jump, then df+C E: Outside Style: Mysterious Drop Japanese: HyakuHachi Shiki: Yamibarai English: Style No. 180: Dark Sweep Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Hyaku Shiki: Oniyaki English: Style No. 100: Demon Scorcher Command: f,d,df + A/C Blocked: Blocked: 4/3 Normal: 1/1 Japanese: Hyaku Isshiki: Oboroguruma English: Style No. 101: Indistinct Wheel Command: b,d,db + B/D Blocked: 1/3 Normal: 1/3 Japanese: NiHyakuJuuNiShiki: Kotozuki You English: Style No. 202: Koto Moon Positive Command: f,df,d,db,b + B/D Blocked: 2/2 Normal: 2/2 Japanese: NanaJuuGo Shiki: Kai English: Style No. 75: Modified Command: d,df,f + B/D, B/D Blocked: 2/2 Normal: 2/2 JAPANESE: Ura HyakuHachi Shiki: Orochinagi ENGLISH: Reverse 180 Style: Big Serpent Mow Down COMMAND: d,db,b,db,d,df,f + C (hold and release) BLOCKED: 1 NORMAL: 1 NOTES: Kyo is momentarily invincible during this move. BENIMARU NIKAIDO ------------------------------------------------------------------------- Command Attacks: Flying Drill - Jump, d+D Japanese: Raijinken English: Quivering Thunder Fist Command: f,d,df + A/C Blocked: 1/1 Normal: 1/1 Japanese: Shinkuu Katategoma English: Vacuum One-Hand Top Command: f,df,d,db,b + B/D Blocked: 5/9 Normal: 1/1 Notes: You can cancel this move by pressing ABCD. Japanese: Iai Geri English: Sword-Drawing Kick Command: d,df,f + B/D Blocked: 1/1 Normal: 1/1 Japanese: Handou Sandan Geri English: Anti-Motion/Reaction Three-Grade Kick Command: d,u + B/D (during Iai Geri) Blocked: 3/3 Normal: 3/3 Japanese: Suupaa Inazuma Kikku English: Super Lightning Flash Kick Command: d,u + B/D Blocked: 3/3 Normal: 1/1 JAPANESE: Raikouken ENGLISH: Lightning Gleam Fist COMMAND: d,df,f,d,df + C BLOCKED: 2 NORMAL: 4 GORO DAIMON ------------------------------------------------------------------------- Japanese: Jiraishin English: Mine Quake Command: f,d,df + A/C (fake with C) Blocked: 1/0 Normal: 1/0 Japanese: Chou Ukemi English: Super Tumble Command: d,db,b + B/D Blocked: 0/0 Normal: 0/0 Japanese: Chou Oosotogari English: Super Big Outside Cutter Command: f,db,d,df + B (close) Blocked: n/a Normal: 1 Japanese: Tenchi Gaeshi English: Heaven and Hell Return Command: f,df,d,db,b,f + A (close) Blocked: n/a Normal: 1 Japanese: Kumo Tsukami Nage English: Cloud-Tossing Throw Command: b,db,d,df,f + A Blocked: n/a Normal: 1 Japanese: Kirikabu Gaeshi English: Cut Stump Return Command: b,db,d,df,f + C Blocked: n/a Normal: 1 JAPANESE: Jigoku Gokuraku Otoshi ENGLISH: Hell Paradise Drop COMMAND: f,df,d,db,b,f,df,d,db,b + C (close) BLOCKED: n/a NORMAL: 1 ============ ENGLAND TEAM ============ MAI SHIRANUI ------------------------------------------------------------------------- Command Attacks: J: NaRaku Otoshi (?) - Jump, then df+C E: Mysterious Drop (?) Japanese: Ka Chou Sen English: Flower Butterfly Fan Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Ryuu En Bu English: Blazing Dragon Dance Command: d,db,b + A/C Blocked: 1/2 Normal: 1/2 Japanese: Hissatsu Shinobi Bachi English: Deadly Ninja Bees Command: b,db,d,df,f + B/D Blocked: 3/3 Normal: 1/1 Japanese: Musasabi no Mai English: Giant Flying Squirrel's Dance Command: Charge d,u + A/C (hold button down) Blocked: 1/1 Normal: 1/1 Japanese: Musasabi no Mai English: Giant Flying Squirrel's Dance Command: Jump, then d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Hishou Ryuu En Jin English: Flying Blazing Dragon Position Command: f,d,df + B/D Blocked: 2/2 Normal: 2/2 JAPANESE: Chou Hissatsu Shinobi Bachi ENGLISH: Super Deadly Ninja Bees COMMAND: f,db,f + BC BLOCKED: 7 NORMAL: 3 YURI SAKAZAKI ------------------------------------------------------------------------- Command Attacks: J: EnYoku - f+D E: Swallow Wing Japanese: Ko-Ou Ken English: Tiger Gleam Fist Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Saiha English: Smash Break Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Rai-Ou Ken English: Lightning Gleam Fist Command: d,df,f + B/D Blocked: 1/1 Normal: 1/1 Japanese: Hyaku Retsu Binta Komando Nage English: Hundred Violent Slaps Command Throw Command: f,df,d,db,b + A (close) Blocked: n/a Normal: 11 Japanese: Hyaku Retsu Binta Idou Nage English: Hundred Violent Slaps Moving Throw Command: f,df,d,db,b + C Blocked: n/a Normal: 11 Japanese: Yuri Chou Appaa English: Yuri Super Upper Command: f,d,df + A/C Blocked: 2/2 Normal: 1/2 Japanese: Ha-Ou Shoukouken English: Supreme King Flying Roaring Fist Command: f,b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 JAPANESE: Hien Hou-Ou Kyaku ENGLISH: Flying Swallow Phoenix Leg COMMAND: f,b,f,df,d,db,b + BC BLOCKED: 1 NORMAL: 16 KING ------------------------------------------------------------------------- Command Attacks: Sliding Kick - df+D English: Venom Strike Command: d,df,f + B/D Blocked: 1/1 Normal: 1/1 English: Tornado Kick Command: f,df,d,db,b + B/D Blocked: 1/2 Normal: 1/2 English: Trap Shot Command: f,d,df + B/D Blocked: 1/1 Normal: 13/13 English: Double Strike Command: f,b,f,df,d + B/D Blocked: 2/2 Normal: 2/2 English: Surprise Rose Command: d,db,b,ub + B/D Blocked: 3/3 Normal: 3/3 ENGLISH: Illusion Dance COMMAND: b,f,df,d,db,b + BD BLOCKED: 0 NORMAL: 12 ======== TEAM USA ======== IORI YAGAMI ------------------------------------------------------------------------- Command Attacks: J: Ge Shiki: Muhiki - f+C,C E: Outside Style: Dream Bullet J: Ge Shiki: Goufu In 'Shinigami' - f+D E: Outside Style: Thunder Axe Negative 'Death God' J: HyakuJuuOri - Jump, then b+D E: 100 and...[numbering sequence broken] Japanese: Hyaku Hachi Shiki: Yamibarai English: Style No. 180: Dark Sweep Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Hyaku Shiki: Oniyaki English: Style No. 100: Demon Scorcher Command: f,d,df + A/C Blocked: 1/1 Normal: 1/1 Japanese: HyakuNiJuuNana Shiki: Aoihana English: Style No. 127: Hollyhock Flower Command: d,db,b + A/C (repeat x3) Blocked: 3/3 Normal: 3/3 Japanese: NiHyakuJuuNi Shiki: Kotozuki In English: Style No. 202: New Moon Koto Command: f,df,d,db,b + Kick Blocked: 2/2 Normal: 2/2 JAPANESE: Kin SenNiHyakuJuuIchi Shiki: Ya-Otome ENGLISH: Forbidden Style No. 1201: Eight Maidens COMMAND: d,db,b,db,d,df,f + C BLOCKED: 0 NORMAL: 8 BILLY KANE ------------------------------------------------------------------------- Command Attacks: J: BouKou Tobi Geri - f+D E: Pole Vault Kick Japanese: Senpuu Kon English: Whirlwind Cane Command: Tap A/C rapidly Blocked: 2/2 Normal: 5/5 Japanese: Suzume Otoshi English: Sparrow Drop Command: d,db,b,ub + A/C Blocked: 1/1 Normal: 1/1 Japanese: Sansetsu Kon: Chuudan Uchi English: Three Joint Cane: Middle Grade Strike Command: b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Senpuu Hishou Kon English: Flying Whirlwind Cane Command: db,d,df,f + B/D Blocked: 1/1 Normal: 1/1 JAPANESE: Chou Kaen Senpuu Kon ENGLISH: Super Flaming Whirlwind Cane COMMAND: d,df,f,df,d,db,b + AC BLOCKED: 4 NORMAL: 6 EIJI KISARAGI ------------------------------------------------------------------------- Japanese: Kikou Hou English: Stoma (? can't be right, I guess 'Mind Blowing-') Cannon Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Ryuuei Jin English: Flowing Shadow Camp Command: b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 Notes: This move can reflect projectiles. Japanese: Tenma Kyaku English: Heavenly Horse Leg Command: d,db,b,ub + B/D Blocked: 5/3 Normal: 5/3 Japanese: Kasumi-giri English: Mist Slash Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Koppa-giri English: Bone-Breaking Slash Command: f,df,d,db,b + B/D Blocked: 1/1 Normal: 1/1 Japanese: Zantetsu-ha English: Iron-Slashing Wave Command: d,df,f,df,d,db,b + A/C Blocked: 1/1 Normal: 1/1 JAPANESE: Zantetsu "Tourou Ken" ENGLISH: Iron-Slasher "Praying Mantis Style" COMMAND: b,db,d,df,f,df,d + B BLOCKED: 0 NORMAL: 12 ========== TEAM ITALY ========== TERRY BOGARD ------------------------------------------------------------------------- Command Attacks Back Knuckle - f+C English: Power Wave Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 English: Burn Knuckle Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 English: Rising Tackle Command: Charge d,u + A/C Blocked: 2/4 Normal: 1/2 English: Crack Shoot Command: d,db,ub + B/D Blocked: 3/2 Normal: 1/3 English: Power Dunk Command: f,d,df + B/D Blocked: 2/2 Normal: 2/2 ENGLISH: Power Geyser COMMAND: d,db,b,db,f + BC BLOCKED: 2 NORMAL: 1 ANDY BOGARD ------------------------------------------------------------------------- Japanese: Hishou Ken English: Flying Fist Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Shou Ryuu Dan English: Rising Dragon Bullet Command: f,d,df + A/C Blocked: 4/4 Normal: 3/3 Japanese: Zan Ei Ken English: Phantom Fist Slash Command: Charge db,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Kuu Ha Dan English: Sky Rending Bullet Command: db,uf + B/D Blocked: 4/4 Normal: 1/4 Japanese: Gekihekihaisuishou English: Manipulating Dam Attack Command: d,db,b + B/D (x3) Blocked: 4/4 Normal: 4/4 JAPANESE: Chou Reppa Dan ENGLISH: Super Violent Rending Bullet COMMAND: Charge d,df,f + BD BLOCKED: 8 NORMAL: 9 JOE HIGASHI ------------------------------------------------------------------------- Command Attacks: Sliding - df+D English: Hurricane Upper Command: b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Bakuretsu Ken English: Exploding Fist Command: Tap A/C rapidly Blocked: 5/5 Normal: 3/3 Japanese: Bakuretsu Ken Finisshu English: Exploding Fist Finish Command: d,df,f + A/C Blocked: 1/2 Normal: 1/2 English: Double Exploding Fist Finish (?) Command: d,df,f + C (during A-button Exploding Fist Finish) Blocked: 2 Normal: 2 English: Slash Kick Command: db,uf + B/D Blocked: 1/1 Normal: 1/1 English: Tiger Kick Command: d,df,f,uf + B/D Blocked: 7/5 Normal: 2/2 Japanese: Ougon No Kakato English: Golden Heel Command: d,db,b + B/D Blocked: 3/3 Normal: 1/2 ENGLISH: Screw Upper COMMAND: f,b,db,d,df + BC BLOCKED: 3 NORMAL: 1 =========== TEAM MEXICO =========== TAKUMA SAKAZAKI ------------------------------------------------------------------------- Japanese: Kou-Ou Ken English: Tiger Gleam Fist Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Zan Retsu Ken English: Momentary Violent Fist Command: f,df,d,db,b + A/C Blocked: 2/2 Normal: 17/17 Japanese: Hienshippuu-kyaku English: Flying Swallow Gale Leg Command: Charge db,f + B/D Blocked: 1/2 Normal: 1/2 Japanese: Shouran-kyaku Komando Nage English: Flying Riot Leg Command Throw Command: f,df,d,db,b + B Blocked: n/a Normal: 7 Japanese: Shouran-kyaku Idou Nage English: Flying Riot Leg Moving Throw Command: f,df,d,db,b + D Blocked: n/a Normal: 12 Japanese: Ha-Ou Shikou Ken English: Supreme King Final Limit Fist Command: f,b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 JAPANESE: Ryuuko-ranbu ENGLISH: Dragon/Tiger Boisterous Dance COMMAND: d,df,f,b,f + AC BLOCKED: 1 NORMAL: 10 RYO SAKAZAKI ------------------------------------------------------------------------- Command Attacks: J: Hyouchuu Wari - f+C E: Ice Pillar Split Japanese: Ko-Ou Ken English: Tiger Gleam Fist Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Kuuchuu Ko-Ou Ken English: Sky Tiger Gleam Fist Command: Jump, then d,df,f + A/C Blocked: 1/1 Normal: 1/1 English: Fast Tiger Gleam Fist (?) Command: b,db,d,df,f + C Blocked: 1 Normal: 1 Notes: This move can be used after a Ko-Ou Ken or Ha-Ou Shoukouken. Japanese: Kohou English: Tiger Cannon Command: f,d,df + A/C Blocked: 2/2 Normal: 1/2 Japanese: Zan Retsu Ken English: Momentary Violent Fist Command: f,df,d,db,b + A/C Blocked: 2/2 Normal: 17/17 Japanese: Hienshippuu-kyaku English: Flying Swallow Gale Leg Command: Charge db,f + Kick Blocked: 1/2 Normal: 1/2 Japanese: Kyoukugen-ryuu Renbuken English: Kyokugen-style Rapid Fist Dance Command: b,db,d,df,f + C (close) Blocked: n/a Normal: 4 Japanese: Ha-Ou Shoukouken English: Supreme King Flying Roaring Fist Command: f,b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 JAPANESE: Ryuuko-ranbu ENGLISH: Dragon/Tiger Boisterous Dance COMMAND: d,df,f,d,db,b + C (air) BLOCKED: 1 NORMAL: 16 ROBERT GARCIA ------------------------------------------------------------------------- Japanese: Ryuugekiken English: Attacking Dragon Fist Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 Japanese: Ryuuga English: Dragon Fang Command: f,d,df + A/C Blocked: 2/3 Normal: 1/2 Japanese: Hienshippuu-kyaku English: Flying Swallow Gale Leg Command: Charge db,f + B/D Blocked: 1/2 Normal: 1/2 Japanese: Hienryuujin-kyaku English: Flying Swallow Dragon God Leg Command: jump, then d,db,b + B/D Blocked: 1/1 Normal: 1/1 Japanese: Gen'ei Kyaku English: Phantom Leg Command: f,df,d,db,b + B/D Blocked: 2/2 Normal: 16/16 Japanese: Kyoukugen-ryuu Renbukyaku English: Kyokugen-style Rapid Leg Dance Command: b,db,d,df,f + D (close) Blocked: n/a Normal: 4 Japanese: Ha-Ou Shoukouken English: Supreme King Flying Roaring Fist Command: f,b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 JAPANESE: Ryuuko-ranbu ENGLISH: Dragon/Tiger Boisterous Dance COMMAND: d,df,f,df,d,db,b + C BLOCKED: 1 NORMAL: 16 ========== TEAM CHINA ========== CHIN GENTSAI ------------------------------------------------------------------------- Japanese: Hyoutangeki English: Gourd Basket Attack Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Ryuu Rin Hou Rai English: Willow Phosphorous Sagebrush Pigweed Command: f,d,df + A/C Blocked: 2/7 Normal: 4/9 Japanese: Kaiten Teki Kuu Tokken English: Rotary Air Pierce Fist Command: b,db,d,df,f + B/D Blocked: 2/2 Normal: 2/2 JAPANESE: Gou Ran En Hou ENGLISH: Roaring Space Flame Burn COMMAND: d,df,f,d,df + C BLOCKED: 4 NORMAL: 1 ATHENA ASAMIYA ------------------------------------------------------------------------- Command Attacks: Phoenix Bomb - Jump, then d+D English: Psycho Ball Attack Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 English: Psycho Reflector Command: b,db,d,df,f + B/D Blocked: 1/1 Normal: 1/1 Notes: Can reflect projectiles. English: Psycho Sword Command: f,d,df + A/C Blocked: 3/3 Normal: 1/1 English: Phoenix Arrow Command: Jump, then d,db,b + A/C Blocked: 4/5 Normal: 5/6 ENGLISH: Shining Crystal Bit COMMAND: b,f,df,d,db,b,ub + BC BLOCKED: 10 NORMAL: 2 Notes: Can be cancelled by pressing ABCD. English: Crystal Shoot Command: d,db,b + A/C (during Shining Crystal Bit) Blocked: 1/1 Normal: 1/1 Notes: You can hold down the button used to delay using this move. SIE KENSOU ------------------------------------------------------------------------- Command Attacks: J: KoBokuShu - f+C E: Drunken Hand Slap J: GoSenTai - f+D E: Back-rotating Thigh Japanese: Chou Kyuu Dan English: Super Ball Bullet Command: d,db,b + A/C Blocked: 1/1 Normal: 1/1 Japanese: Ryuu Renga English: Rapid Dragon Fang Command: b,db,d,df,f + A/C Blocked: 3/3 Normal: 3/3 Japanese: Ryuu Sou Geki English: Dragon Talon Attack Command: Jump, then d,db,b + A/C Blocked: 4/4 Normal: 4/6 Japanese: Ryuu Gaku Sai English: Dragon Jaw Smash Command: b,d,db + B/D Blocked: 5/6 Normal: 1/2 JAPANESE: Shin Ryuu Tenbu Kyaku ENGLISH: Dragon God Heavenly Dance Leg COMMAND: d,df,f,b,f + B BLOCKED: 7 NORMAL: 9 =========== TEAM BRAZIL =========== HEIDERN ------------------------------------------------------------------------- English: Moon Slasher Command: Charge d,u + A/C Blocked: 1/1 Normal: 1/1 English: Cross Cutter Command: Charge b,f + A/C Blocked: 1/1 Normal: 1/1 English: Neck Rolling Command: Charge d,u + B/D Blocked: 1/1 Normal: 1/1 English: Storm Bringer Command: f,df,d,db + C (close) Blocked: n/a Normal: 1 Notes: You can restore lost life with this move. ENGLISH: Final Bringer COMMAND: Charge b,d,u + BC BLOCKED: n/a NORMAL: 1 NOTES: You can restore lost life with this move. RALF ------------------------------------------------------------------------- English: Vulcan Punch Command: Tap A/C rapidly, press f Blocked: 5/5 Normal: 1/1 English: Gatling Attack Command: Charge b,f + A/C Blocked: 3/3 Normal: 3/3 Japanese: Kyuukouka Bakudan Panchi English: Diving Bomb Punch Command: Charge d,u + A/C Blocked: 1/2 Normal: 1/1 English: Super Argentine Backbreaker Command: b,db,d,df,f + D (close) Blocked: n/a Normal: 1 JAPANESE: Baribari Barukan Panchi ENGLISH: Blazing Vulcan Punch COMMAND: Charge db,b,f + C BLOCKED: 5 NORMAL: 19 CLARK ------------------------------------------------------------------------- English: Vulcan Punch Command: Tap A/C rapidly Blocked: 6/6 Normal: (number varies) English: Gatling Attack Command: Charge b,f + Punch Blocked: 3/3 Normal: 3/3 English: Super Argentine Backbreaker Command: b,db,d,df,f + D Blocked: n/a Normal: 1 English: Super Arabian Burglary Backbreaker Command: b,db,d,df,f + C Blocked: n/a Normal: 1 ENGLISH: Ultra Argentine Backbreaker COMMAND: f,df,d,db,b,f,df,d,db,b + C BLOCKED: n/a NORMAL: 1 ========== TEAM KOREA ========== KIM KAPHWAN ------------------------------------------------------------------------- Japanese: Han Getsu Zan English: Half-Moon Slash Command: d,db,b + B/D Blocked: 4/4 Normal: 1/1 Japanese: Hi En Zan English: Flying Swallow Slash Command: Charge d,u + B/D Blocked: 3/3 Normal: 2/2 Japanese: Hishou Kyaku English: Flying Leg Command: Jump, then d,df,f + B/D Blocked: 4/4 Normal: 4/5 Japanese: Ryuu Sei Raku English: Meteor Drop Command: Charge b,f + B/D Blocked: 2/2 Normal: 2/2 JAPANESE: Hou-Ou Kyaku ENGLISH: Phoenix Leg COMMAND: d,db,b,db,f + CD (air) BLOCKED: 1 NORMAL: 12 CHANG KOEHAN ------------------------------------------------------------------------- Japanese: Tekkyuu Dai Kaiten English: Iron Ball Big Revolve Command: Tap A/C rapidly Blocked: 14/14 Normal: 1/1 Notes: You can cancel this move by pressing ABCD. Japanese: Tekkyuu Funsai Geki English: Iron Ball Smashing Attack Command: Charge b,f + A/C Blocked: 4/4 Normal: 1/1 Japanese: Tekkyuu Hi En Zan English: Iron Ball Flying Swallow Slash Command: Charge d,u + Kick Blocked: 3/3 Normal: 1/1 JAPANESE: Tekkyuu Dai Bousou ENGLISH: Iron Ball Big Reckless Run COMMAND: d,df,f,df,d,db,b + C BLOCKED: 1 NORMAL: 12 CHOI BOUNGE ------------------------------------------------------------------------- Command Attacks: J: Ni Dan Zan - f+C E: Double Step Slash J: Toori Mageri - f+D E: Passing Demon Kick Japanese: Kaiten HiEn Zan English: Rotary Flying Monkey Slash Command: Charge b,f + A/C, A/C Blocked: 5/5 or 1/1 Normal: 5/5 or 1/1 Japanese: Senpuu HiEn ShiToTsu English: Whirlwind Flying Monkey Stab Command: Charge b,f + B/D Blocked: 1/1 Normal: 1/1 Japanese: Tatsumaki Shippuu Zan English: Tornado Gale Slash Command: Charge d,u + A/C Blocked: 2/4 Normal: 2/2 Japanese: Hishou Kuuretsu Zan English: Flying Sky-Ripping Slash Command: Charge d,ub/u/uf + Kick (hold Kick button used) Blocked: 1/1 Normal: 1/1 JAPANESE: Shin! Chouzetsu Tatsumaki Shinkuu Zan ENGLISH: True! Super Supressed Tornado Vacuum Slash COMMAND: Charge b,d,u + BC, move f/b BLOCKED: 6 NORMAL: 1 ========== THE BOSSES ========== SAISYU KUSANAGI ------------------------------------------------------------------------- Command Attacks: Overhead Arm (?) - f+C English: Dark Sweep (?) Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 English: Demon Scorcher (?) Command: f,d,df + A/C Blocked: 4/3 Normal: 2/1 English: Moonlight Koto (?) Command: f,df,d,db,b + A/C Blocked: 2/2 Normal: 2/2 ENGLISH: Big Serpent Mow Down (?) COMMAND: d,df,f,df,d,db,b + C (hold and release) BLOCKED: 1 NORMAL: 1 OMEGA RUGAL ------------------------------------------------------------------------- Japanese: Reppuu Ken English: Gale Fist Command: d,df,f + A/C Blocked: 1/1 Normal: 1/1 English: Kaiser Wave Command: f,b,db,d,df,f + A/C Blocked: 1/1 Normal: 1/1 English: Genocide Cutter Command: d,db,b,ub + B/D Blocked: 2/2 Normal: 2/2 English: Dark Psycho Reflector (?) Command: b,db,d,df,f + B/D Blocked: 1/1 Normal: 1/1 Notes: Can reflect projectiles. English: God Press (?) Command: f,df,d,db,b + A/C Blocked: 1/1 Normal: 1/1 ENGLISH: Demon Press (?) COMMAND: f,df,d,db,b,f,df,d,db,b + BC BLOCKED: 1 NORMAL: 1 ============== BASIC MOVEMENT ============== ANY CHARACTER ------------------------------------------------------------------------- Japanese: Zenshin / Dasshu English: Advance / Dash Command: f or f,f Japanese: Koutai / Bakkusuteppu English: Retreat / Backstep Command: b or b,b Japanese: Shagami English: Crouch (?) Command: Hold db/d/df English: Jump Command: ub/u/uf English: Guard Command: Hold b/db when attacked Japanese: Jaku Panchi / Kyou Panchi English: Weak Punch / Strong Punch Command: Press A / C Japanese: Jaku Kikku / Kyou Kikku English: Weak Kick / Strong Kick Command: Press A / C Japanese: Kougeki Sake English: Evade Attack Command: AB, then press A/B/C/D Japanese: Futtobashi Kougeki English: Strike Attack Command: Press CD while standing or jumping Japanese: Pawaa Tame English: Power Collect Command: Press and hold ABC Japanese: Chouhatsu English: Provoke Command: Press BC Japanese: Engo Kougeki English: Cover Attack <also known as Assistance Attack> Command: Press ABC when dizzy or being attacked. There are 3 conditions for using this move: 1. Your Life Gauge must be at 50% or lower. 2. You must be dizzy or being in a grab/repeated attack. 3. You must have an undefeated teammate left in your party, and you must be near them (they have to be on-screen) in order for this attack to work. That teammate must also have a friendly relationship with the character you're using. Japanese: Chou Hissatsu Waza English: Super Deadly Technique <also known as Desperation Move> Command: Press the R button when your Power Gauge is full, or perform the move manually. English: Afterimage Jump (?) Command: Press ub,ub/u,u/uf,uf. English: Triangle Jump (?) Command: While jumping back against a wall, press f. Only Athena, Choi, Eiji, and Mai can do this. English: Crawl Forward (?) Command: Hold df Only Andy, Billy, Joe, Kim, Mai, and Terry can do this. ========================================================================= 4. GAME ENGINE ========================================================================= ASSISTANCE (ENGO KOUGEKI) ------------------------------------------------------------------------- When you are dizzied, or are being hit by a special hold, it's possible to have a teammate leap forward and knock your opponent away. To do this, you must be next to your team, and you must have at least one teammate who is undefeated. You can't be assisted if you are the only member of your team left. During the dizzy or hold, tap Weak Punch, Strong Punch, and Weak Kick repeatedly. If you do it fast enough, the last teammate chosen will leap forward and attack your foe, then leap back, ending your dizzy spell or knocking you out of the hold you were in. The following is a list of the holds you can be assisted out of: Chang Koehan (b/f+D) Chin Gentsai (b/f+C) Choi Bounge (b/f+C) Goro Daimon (b/f+C) Joe Higashi (b/f+D) Saisyu and Omega Rugal cannot assist their teammates (he's still in his human form!). It's best to put them in first or second place so that the third member of your party will be able to help you. Obviously, you cannot be assisted in any of the Single-type games. Ever notice the panther who sits on the right side of the screen when you fight Omega Rugal in Team Mode? Not only does he react when you or Rugal get hit, make an attack, or win a round, but he'll also leap out and knock you away if you try to do one of the hold moves. That's assistance for you! It's too bad that he can't help you if you play as Rugal. COMBOS ------------------------------------------------------------------------- KoF's combo system is relatively simple, but can create deadly attacks if mastered. There are Street Fighter-type two-in-ones, like Saisyu's crouching Weak Punch into the Dark Sweep: |, Strong Punch \ --O + Punch O O However, unlike other fighting games, it is far easier to two-in-one in KoF. You can hit a punch or kick button, _then_ do the complete motion, and you'll still combo. The only exception to this are the desperation attacks. Other types of attacks, like cross-ups (hitting your opponent from the opposite side when it looks like you won't, thereby reversing their guard), and consecutive strikes with weak attacks, are also possible. Shown below is an example combo, also for Saisyu: Jumping Strong Punch (cross-up), Strong Punch (1st hit), Dark Sweep Not only is this combo easy to do, but it takes off a lot of life. Not all combos have to be done like this, but many can be, substituting the above attacks for ones that fit the character you're playing with. Where the King of Fighters really shines is in it's juggling system. Most characters have one or more move that knocks an opponent into the air, where he can then be hit by another attack or even a special move, if timed properly and done quickly enough. Listed below is a collection of juggling attacks for some of the KoF crew, to be used after the first move is completed: Kyo's Shiki 75: Kai (strong, both hits): Strong Oboroguruma or OniYaki Iori's AoiHana (strong, two hits): OniYaki Takuma's HiEnShippuKyaku (strong): Ko-Ou Ken, Zan Retsu Ken, Ryuuko-Ranbu, Strong Punch, or Strong Kick Ryo's Kyokugen-ryuu RenBuKen Ko-Ou Ken, Zan Retsu Ken, Kohou, Strong Punch, Strong Kick, or Buttobashi Kougeki (standing or jumping) Robert's Kyoukugen-ryuu RenBukyaku Ryuugekiken, Gen'ei Kyaku, Ryuuga, Hienshippu-kyaku, Strong Punch, Strong Kick, or Buttobashi Kougeki (standing or jumping) Now that you know how to juggle special moves, try this combo with Robert: Jumping Strong Punch, Kyoukugen-ryuu Renbuken, Strong Hienshippu-kyaku Or this one with Takuma: Jumping Strong Kick, crouching Strong Punch, Strong Hienshippu-kyaku, Ryuuko-ranbu Finally, try this combo with Eiji: Jumping Strong Kick, crouching Weak Kick, Strong Tenma Kyaku All of these combos are powerful, and although they take more work to pull off, they're all very useful if done correctly. DASHING/EVADING ------------------------------------------------------------------------- Dashing and evading (backstepping) to avoid attacks is an important part of KoF's gameplay. Both techniques allow a warrior to get in close for an attack, and then get away or dodge an incoming blow just as fast. There is more to dashing and evading than just escaping attacks, though: -Characters who hop forward (or backward) can do mid-air moves during the hopping part, whether it is Choi's Hishou Kyaku, Ryo's Ryuuko-ranbu, or Sie's Ryuu Sou Geki. -Characters who roll forward (or backward) can interrupt the roll with a special move, like Chin's HouTanGeki, Mai's Hishou Ryu En Jin, or Iori's Yami Barai. Note that even though Eiji, Iori, and Takuma do not roll forward, they can still stop dashing to perform certain special moves. This technique is good for surprise attacks, and greatly benefits characters like Mai who can both roll and hop. DESPERATION ATTACKS (CHOU HISSATSU WAZA) ------------------------------------------------------------------------- The desperations, or "super moves", are a trademark of all SNK fighting games. This section explains how to do them, their pros, and their cons. You can use your character's desperation only when his/her MAX bar is full, or when you have almost no life left and your Life bar is flashing red. If you have a full MAX bar, you can only do a desperation once, but warriors who are low on life can use the desperations over and over again, until they gain enough life to stop their Life bar from flashing, or until they are dead. This means that an almost-defeated foe is much more dangerous than one with a full Life bar, so be careful! Pros: - Most desperations take off phenomenal damage, even if blocked. - They cancel all other projectiles, even other desperation projectiles! - Many desperations can counter ground and air attacks, making their user practically invincible. Cons: - All of the "rush" type desperations can be blocked, leaving you wide open to any attack. - Desperations can be canceled by well-timed normal and special attacks. - Most characters are defenseless during the early frames of a desperation, or just after one is completed. - Many desperations have a limited range. Although the cons outweigh the pros, the amount of damage a desperation causes still makes them valuable assets to any warrior's arsenal. Timing is the key to using these ultra-powerful attacks successfully. DODGING ------------------------------------------------------------------------- First seen in KoF '94, dodging is used by pressing Weak Punch and Weak Kick together. Using it makes your character sidestep any attack, whether it is a missed throw attempt, kick, special move, or even a desperation. In KoF '95, pressing any button while doing a dodge makes your character attack directly in front of him/her, eliminating the ability in the previous game to attack or throw someone coming out of the dodge every time they did it. This move is a must when you have little life left and cannot afford to block an attack, or when you want to avoid a close attack and quickly strike back. Keep in mind that attacks that last a long time, such as the ZANRETSUKEN or the PSYCHO REFLECT, will outlast the dodge and still hit you, so it's better to block such attacks. DOUBLE-HITS ------------------------------------------------------------------------- Many characters in KoF '95 have punches or kicks that hit twice, causing more damage than a normal attack would. Double-hit attacks can also be interrupted after the first hit into certain special moves, increasing their usefulness. Some double-hits are: Standing STRONG PUNCH: Clark, Heidern, Kim, Ralf, Saisyu, Terry Standing STRONG KICK: Athena, Chin, Eiji, Heidern, Kim, King, Robert, and Omega Rugal Standing WEAK KICK: Joe Jumping STRONG PUNCH: Chin and Choi Crouching STRONG PUNCH: Chang and Goro Excluding Kim's STRONG KICK, which can be done either from up close or further away, all of these attacks are done when close to your opponent. OVERHEADS ------------------------------------------------------------------------- Overheads are attacks that can hurt the opponent if he or she is crouch blocking. They are used primarily to stop people from playing too defensively. Although the overheads are usually slow and cannot be comboed into another attack, they are useful for punishing those who always crouch block: Choi Ni Dan Zan / Toori Mageri Iori Goufu In 'Shinigami' Kyo Goufu You Ryo HyouChuu Wari Saisyu Overhead Arm Sie KoBokuShu / GoSenTai Yuri En Yoku Use these moves with caution, because they do leave you open to attack if they are blocked. These attacks are also good as normal moves, but usually do less damage than most attacks. MID-AIR ATTACKS ------------------------------------------------------------------------- Mid-air attacks are useful moves that let you attack while jumping. If you're using a character who has a mid-air move, practice using it effectively. For example, both Robert and Ryu can do a late jumping Strong Kick (or Punch), and two-in-one into their air moves for two consecutive hits. And Athena can do her Phoenix Arrow just after jumping over her opponent to hit from either side and end up on the opposite side of her foe, kind of like a cross-up, but with a special move. Other air moves, like Ryo and Kim's desperations, are a great way to catch an opponent off guard and deliver a punishing attack. TAUNTS ------------------------------------------------------------------------- Taunts are performed by pressing the Weak Kick and Strong Punch buttons together. Not only are they funny (or infuriating, depending on who's doing it), but taunting will drain MAX energy from the MAX bar if it isn't already full. Unlike other games, you can interrupt taunts by moving in any direction or pressing any button, so don't worry about taunting from up close. THE POWER GAUGE ------------------------------------------------------------------------- Each warrior has a Power Gauge, located at the lower-left and right corners of the screen (for player one and two, respectively). It can be filled by powering-up (pressing and holding Weak Punch, Strong Punch, and Weak Kick), but is also filled when you are hit by any punch, kick, special move, or desperation. You gain more Power energy from blocking an attack than from being damaged by it. Throws and holds do not increase the Power Gauge. When it is full, your character will flash, and can now perform his desperation move. Even if you have a flashing life bar, you will still lose your charged Power Gauge if you use your character's desperation. Also, for characters like Choi, Kyo, and Saisyu, the Power Gauge shows how long a desperation will last before it is used up. Another aspect of the Power Gauge is that when it is full, your warrior will cause more damage with each hit, and injured opponents will fly further back before landing or when juggled. While this is good if you don't have much life left and want to stay away from your opponent, it also means that some combos and juggles are only possible if you cross-up your opponent or do the combo or juggle in the corners of the screen, where your enemy has less space to move around. Finally, it's possible to interrupt and counter attacks just like the Guard Reversals in NightWarriors. As long as your Power Gauge is full, you can do a special move while blocking your opponent's attack, and you'll stop his move and do yours. This can even be done to moves that hit more than once, like the Gatling Attack of Ralf and Clark, or Choi's Ryuu Rin Hou Rai. Countering doesn't decrease the Power Gauge, nor does it shorten the time that the bar stays full. THROWS ------------------------------------------------------------------------- For most characters, throws don't play an important part in the game. They're useful for hitting a blocking opponent, but otherwise, more damage can be done with a special move. Some warriors are exceptions to this rule, though. Goro and Clark have several, ultra-damaging throw attacks that should be used whenever possible, and Heidern can actually restore lost life with his special throw and throw desperation! Remember that if you're using a character with special throws, their moves are worth the extra damage you might take while trying to get close. You can also end combos with special throws (and some normal ones), a good tactic to weaken your opponent. ========================================================================= 5. GAME MODES ========================================================================= TEAM MODE ------------------------------------------------------------------------- This is the standard game, just like in the arcade version. It pits your team of three characters against other teams, and has intermissions between certain fights. SINGLE MODE ------------------------------------------------------------------------- This pits one character against another, but when you win, that person's team is defeated (so you only have to kill eight people to get to the bosses). You still have to fight Saisyu and Rugal, though. Like the Team Mode, there are still intermissions between fights. TEAM VS ------------------------------------------------------------------------- This is a mode for two players that lets you use a pre-made team or lets you create your own and then fight against your opponent's team. Unlike Team Mode, you can choose a new team after each fight, and the number of wins that each person has are shown at the top of the screen (but not saved into memory). SINGLE VS ------------------------------------------------------------------------- This is like Team Vs, but is a one-on-one battle, like other fighting games. After each win, the players can choose another character, if they wish. This mode also displays the total number of wins each player has earned. SINGLE ALL ------------------------------------------------------------------------- This mode pits one warrior of your choice against all 27 of the other characters, one at a time. There are no intermissions, and when you win, you get the same ending that you would in Team or Single mode. Despite which mode you select, you can choose to save your game data (or load data, if you're continuing a game) before the actual fighting begins. KoF '95 saves data separately for each mode, so you could, for example, load your Team Mode data and continue off at your last battle between Omega and Saisyu, or later play and load your Single All data, and continue playing, with the characters that you killed last time remaining defeated. To save data, you must first lose and not continue, after which you will then be prompted with the option to save your data. Your highest scores are also saved automatically in this game, whether they were earned in Team Mode, Single Mode, or Single All. Also, the current difficulty you have the game set at is also automatically saved. When you play against the computer, the characters chosen for you to fight against in Single Mode and Single All are picked at random. In Team Mode, you'll usually fight the pre-made teams, but you'll also get random computer teams from time to time (the computer doesn't switch from one to the other). While these are usually random, teams like Kyo/Terry/Ryo or Joe/Goro/Takuma seem to show up more often. The only exception to this is the Rival Team, which never splits up. ========================================================================= 6. CODES AND OTHER SECRETS ========================================================================= USING THE BOSSES ------------------------------------------------------------------------- Beat the game in TEAM MODE, SINGLE MODE, or SINGLE ALL. It doesn't matter if you continue or switch teams. Once you beat the game and return to the player select screen, Omega Rugal and Saisyu Kusanagi will be available. Also, they are saved into memory, so you don't have to beat the game over and over to play with them. Remember that you can't select the bosses as a pre-made team; you must be in TEAM EDIT mode. QUICK SELECT ------------------------------------------------------------------------- a) Hold the L or R button at the Player Select screen. b) Highlight YES or NO, then press any button. c) Whomever was in the last team you used will automatically be reselected. Even if you had an edited team and chose NO (or the other way around), you'll still get your old teammates. The Quick Select cheat only works if you've already played (and lost) at least once. You can even use it if you reset the game! Once you turn the power off, though, it won't work (you'll get Team Japan every time, even if you chose YES). OTHER ENDINGS ------------------------------------------------------------------------- After each team's ending, you get to see a bunch of pencil sketches of the different characters, followed by the credits and a scene where Kyo talks about the upcoming 1996 tournament and then turns towards you, changing from a sprite to a sketch. Any edited team has the same ending (this includes the bosses). The China team has an added scene where Athena sings a song in Japanese, while Sie plays a guitar and Chin drinks and plays his drums. CONTROL SETUP ------------------------------------------------------------------------- During the game, pause the action by pressing Start and then press A or C to bring up your controller layout. You can press left or right to choose from one of the other settings, if you don't like the setup you currently have. SPECIAL K. O. ------------------------------------------------------------------------- If you defeat King or Yuri with a special move or desperation, their clothes will be partially knocked off. You can do this on any round, not just the last one. NOW LOADING IMAGE ------------------------------------------------------------------------- When you first turn on the game, you'll get Iori's picture at the "Now Loading" screen, but you'll sometimes get Kyo's picture instead. It's just a random occurrence. THE BLOOD CODE? ------------------------------------------------------------------------- Heh. Owners of the US versions of KoF (for the Neo*Geo and Neo CD) had to enter a code to get the blood back, not to mention Mai's altered animation frames. ^_^; Since this is an import game, it's all in there, so no code is needed. ========================================================================= 7. REVISION HISTORY ========================================================================= v1.0 Moves list and basic gameplay sections. Lots more to do. v1.1 Added the rest of the FAQ and other secrets/etc. v1.2 Minor corrections/changes; fixed method to get the bosses. v1.3 Minor corrections/fixed Goro's Heaven Drop (now the Earth Mover, but I believe either name is correct). Changed the combos in the GAME ENGINE section, added Goro's double-hit, as well as Joe's Double Bakuretsuken attack. Also corrected the method to use rapid button press attacks. v1.4 Now found at the GameFAQs FAQ archive, too. v1.5 Various corrections made, as well as corrections concerning the invincibility of Kyo Kusanagi's Orochi-nagi. v1.6 The FAQ's movelist has been entirely written, and other sections have been changed accordingly. The Japanese names were taken from the KoF '95 manual and from my KoF '97 FAQ. ========================================================================= 8. AUTHOR'S NOTE ========================================================================= This FAQ is designed specifically for the Sega Saturn version of the King of Fighters '95, so not everything in this FAQ can be applied to other versions of KoF. Please note that this was written to be used on the IMPORT version of this game. Anyone who wants to buy this game should know that the Saturn won't play this game unless it's been modified to accept Japanese CDs and cartridges. Also, because the prepackaged ROM cart is needed for the game to play, normal converters like the Game Shark and Pro Action Replay won't work because they have to be plugged into the back, where the ROM cart goes. Certain mail-order companies like NCS will modify your Saturn for a small fee, or you could also try contacting specialty game stores. Those of you adventurous ones could try to modify the Saturn yourself, but you'll need to know how to disassemble the Saturn and have an understanding of soldering if you plan to make the modification permanent. Check out my homepage at: www.geocities.com/Tokyo/Pagoda/4610/ Anyone who has any comments, suggestions, questions or corrections can e-mail me at: kmegura@yahoo.com. I would like to thank: Charles Mac Donald <cgfm2@hooked.net> - For modifying his Saturn so that I could play this game. Joe Palanca <jgpalanca@aol.com> - Information on mid-air supers and some other various info. was taken from his King of Fighters '95 Arcade FAQ. As a final note, people may notice some inconsistencies between the number of hits certain desperations like the Ya-Otome and HyakuRetsu Binta inflict, and the number I listed in each character's special moves section. Since you can't actually count the number of hits, I counted the number of segments in the Power Gauge caused by one of the above moves (there are 22 segments when the bar is full), and then used repeated Weak Punches to fill the bar. I then subtracted the number of punches from 22 (which I also determined using Weak Punches) and got my answers, which are for the most part, correct. Anyone who comes up with a better way to count the number of hits (or who actually takes the time to figure it out frame by frame), can e-mail their findings to me (please). The King of Fighters '95 is a great game and an excellent translation. If you can track a copy down, you owe it to yourself to get a copy of this game. :) Unpublished work Copyright 1995-1998 Kao Megura