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Home » Sega Saturn » King Of Fighters '96 » King Of Fighters '96 FAQ
Submitted by System on 13/03/2006, 06:02. Print file.
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____ ______________ ___________ ______ __
| | | | |/ /*/ __ |/ /
/ / / / __ / _______/ / / Dream Teams '96
_ _/_ _/\ _ \__/_ /__/ _/_________/ ____ /__/| _____/ ___ ____ ____
| |/ | | \| |/ ___|// _ \| __|| __| |/ ___| |_| |_ _| __| _ \/ __|
| The only known way to play as the bosses is to change the dip
switches (for a cart, this means having a modified system). See
below.
CD Code -> Press and Hold Start, then press Up + B, Right + C, Left + A, and
Down + D

============================================================================
DIP SWITCH SETTINGS :

1-1 Sprite Debug: This one lets you examine all of the specific
animations for any given character. You have to hold down
start to control anything about the sprite onscreen. The setup
is like this:
Joystick - controls placement onscreen
A - cycles to next animation routine
B - cycles to previous animation routine
C - next character
D - previous character
The palette is locked down to that of player 1.
1-2 Coordinate Frames: During play, you will see little "frames" around
the characters. These dictate the characters' "hit areas," and
is actually pretty useful for getting down a character's range.
1-3 Stop Timer: Self-explanatory, but also leaves some funky hex
coordinates just above the power meters. BIG BONUS! Activates the
boss code if turned on before the character select screen appears.
2-2 Data Menu: This one's FUN. With some REALLY minor tinkering, you can
COMPLETELY change how player 1 moves. Word of warning... do NOT
choose "SAVE DATA" or "LOAD DATA" from the menu. It will corrupt
your card and you'll have to reformat it.
1-5 Debug Info: Just a bunch of coordinates in hexadecimal below the life
meters. I can't figure out what purpose it serves, if any.
1-6 Stuck in the Red: Both characters are invulnerable, but are treated
as if their life meters are in the red. Ie. supers can be done at
any time, without charging up. If you charge up to do a super, you'll
get the SDM.
1-7 Nothing (?)
1-8 Glitch: Weird shadows over the whole screen.
2-1 Edit Menu II: More editable parameters, but I haven't finished playing
with this one. I did notice there's one option for adjusting the AI.
2-2 CPU Takes Over: The CPU takes control of human-controlled characters.
2-3 Human Invulnerability: You're invincible, the CPU is not. 'Nuff said.
2-4 Nothing (?)
2-5 Frame Information: A column of hex coordinates for every action that
the computer takes. Very strange.
2-6 Menu: No idea, wasn't able to do anything with it.
2-7 Control CPU: Turn this on when fighting the CPU and suddenly the 2P
controller can control the CPU. This is a bit odd, as the damage
P1 inflicts on P2 will show up on P1s life meter. Also, charging up
raises your opponents power meter, but actually reflects your own
power. Kind of interesting, but not too useful.
2-8 Nothing (?)

============================================================================
BASIC PLAYER MOVEMENT :

----------------------------------------------------------------------------
Key :
u = Up, d = Down, l = Left, r = Right, f = Forward, b = Back
A = A button, B = B button, C = C button, D = D button
P = Punch, K = Kick, A/B = A or B, B*B = B then B again
x2 = do movement twice, AB = A & B together, ! = POW special
QCF = quarter circle forward, QCB = quarter circle back
HCF = half circle forward, HCB = half circle back
jump = jump then perform move
close = must be close to opponent
hold = charge for two seconds
----------------------------------------------------------------------------
General Movements :
CD = Knockdown blow
ABC = Charge up
AB = Roll backward
f + AB = Roll forward
AB while blocking & in MAX = Roll backward
f + AB while blocking & in MAX = Roll forward
AB when knocked down = Instant recovery...roll backwards
AB or d + A/B when being thrown = Hold break (against normal throws)
f, f = Dash forward (hold to keep going)
b, b = Defensive evasion
f, f, ub, f/df = Run back (hold to keep going)
Jump while dashing or QCFuf or QCBub = Hyper Jump
tap d then u = Hyper Jump
hold u = Normal Jump
tap u = Hop
d, tap u or dash, tap u = Hyper Hop
AB after air block = reverse jump back to original position
hold bk while jumping = air block
BC = taunt
d + ABC = Team Assist
bk + AB = instant recovery from taunt
ABCD = cancel for moves that are noted below
After a certain amount of attacks to a blocking enemy will result in
a guard crush
BCD = Dodge (for Goro & Clark only)

There is a rumored dodge that may just be a glitch in certain versions, that
if you hold down-back and AB at the right moment, fireballs will go
through your character. The character doesn't actually dodge, but
the fireballs pass through harmlessly. Hasn't been tried with other
attacks yet.
Some moves, such as Chan's Breaking Iron Ball and Kasumi's Snow Peak Punch
have an autoguard.
Characters with Triangle Jump : Mai Shiranui, Athena Asamiya, Choi Bounge
Multi-hit moves :
Normal punches, kicks, and CD attacks can be made into multiple hit
moves by cancelling them into special attacks. This can be done at
anytime. (i.e. Do the following : d, neutral, CD, HCF + C, repeat
HCF + C continuously)

============================================================================
TEAMS AND THEIR SPECIAL MOVES :

CHARACTER INFO :
Name of Character
Quotable description (from manual)
Style of Fighting
1st Round Opening Pose (not all characters have this)
Opening Pose
Opening Pose vs. certain characters (not all characters have this)
Taunt Pose
First Round Win Pose
Second Round Win Pose
Third Round Win Pose
Pose when Loss due to time
Pose when Draw (if fighter is still standing; if none, it's same as
Loss to time pose)
Pose when character is left alone (not all characters have this)
Sayings after fight's over
Example Combo to try
Possible Bug or Interesting Move Note (not all characters have this)
Move List
Japanese Name (English Name) - How to perform move
Note : All POW special moves that use the QCB, HCF motion can be done with
HCF x2. The same goes for QCF, HCB. They can be done with HCB x2.
They can also be reduced to d, HCF/HCB motions.

+++JAPAN'S STRONGEST FIGHTERS+(Hero Team)+++++++++++++++++++++++++++++++++++

* KYO KUSANAGI *
"The Burning Young Noble"
Style : Magatama
Opening : Raises hand, brings it down and says, "Ikuze!" (Let's go!)
vs. Iori : Looks away saying, "Doushite mo yaru no ka?" (Are you sure you
want to do this?)
Taunt : Waves finger at opponent saying, "Nani kusubutten da?" (You're
smoking, aren't you?)
Poses : - Raises fist in victory saying, "Ore no...kachi da!" (This is my...
victory!)
- Raises finger, turns to enemy and says, "Anta ja moe ne." (You've
been burned, eh?"
- Blows out flaming finger saying, "Heh heh, moetarou." (Heh heh,
you're burned.)
Loss to Time : Wipes mouth then faces away from opponent.
Draw : Covers mouth with fist.
Sayings : - Eat my flames of fury, wimp. Grovel before the Kusanagis.
- Stop moping around and butch up, you weenie!
- Wow! Back to the gym for you. You're really pathetic.
Example Combo : Jump C, close Stand C, Wild Bite, Nine Wounds, Type 75
Modify, Jump CD
Bug vs. King : Counter King's CD attack with his Shiki Nue Tumi. He will
block the attack, but his crushing move will not connect. The hit
counter increases continually until you actually hit her.

Moves :
Hatsu Gane - close, f/b + C
Issetsu Seoi Nage - close, f/b + D
100 Shiki Oniyaki (Type 100 Burning Demon) - f, d, df + P
707 KomaHoFuri (Type 707 R.E.D. Kick) - b, d, db + K
212 Shiki Kototuki You (Type 212 Moon of Koto the Positive) - HCB + K
75 Shiki Kai (Type 75 Modify) - QCF + K*K
114 Shiki Ara Kami (Type 114 Wild Bite) - QCF + A
During Shiki Ara Kami
128 Shiki Kono Kizu (Type 128 Nine Wounds) - QCF + P
During Shiki Ara Kami or Shiki Kono Kizu
127 Shiki Yano Sabi (Type 127 Eight Rust) - HCB + P
During Shiki Kono Kizu, Shiki Yano Sabi, or after Shiki Ara Kami
125 Shiki Nana Se (Type 125 Seven Chance) - K
During Shiki Yano Sabi or after Shiki Ara Kami
Ge-Shiki Migiri Ugachi (Extra Type Digging Stone Pavement) - P
115 Shiki Doku Kami (Type 115 Poison Gnaw Fest) - QCF + C
During Shiki Doku Kami
401 Shiki Tumi Yomi (Type 401 Compose Sin) - HCB + P
During Shiki Tumi Yomi
402 Shiki Batu Yomi (Type 402 Compose Retribution) - f + P
910 Shiki Nue Tumi (Type 910 Snipping Nue) - QCB + P (reversal attack)
!Hi-ougi Ura 108 Shiki Orochinagi
(The Hidden Secrets Reverse Type 108 Mowing Serpent) -
QCB, HCF + P (hold P to delay attack)
----------------------------------------------------------------------------
* BENIMARU NIKAIDO *
"The Human Lightning Bolt"
Style : Muy Thai (Thai Kick-boxing)
Opening : Hugs himself then adjusts hair.
Taunt : Turns around with back toward player and flexes, saying, "Yare,
yare." (Oh, well.)
Poses : - With back toward player, turns and points a finger to player and
says, "Sankyuu." (Thank you.)
- Blows a kiss saying, "Airabyu." (I love you.)
- Raises hand and brings it down, as a bolt of lightning goes through
him.
Loss to Time : Puts hand over face and shakes head.
Sayings : - If you can't win elegantly, you can't win at all, stumble buns!
- So fighting can't be cool? Aesthetics are indispensable!
- There aren't enough compliments to pralse (sic) my beautiful
fighting!
Example Combo : Crouch B x2, close Stand B, Vacuum Kick (D)/Benimaru Koreda
Bug vs. Clark (Cart only) : Koreda, Crouch B, Stand B, Koreda, repeat

Moves :
(Catch and Shoot) - close, f/b + C
(Front Suplex) - close, f/b + D
(Spinning Knee Drop) - jump, close, f/b/d + C/D
Raijin Ken (Lightning Fist) - QCF + P
Kuuchuu Raigin Ken (Air Lightning Fist) - jump, QCF + P
Shinku Katategoma (Vacuum Kick) - HCB + K
Super Inazuma Kick (Super Lighting Kick) - f, d, df + K
Iai-geri (Iaido Kick) - QCF + K
Handou San-dan-geri (Reactionary Triple Kick) - b, d, db + K
Benimaru Koreda Crunch - close, HCF + C
!Raikoken (Heaven Blast Flash) - QCF x2 + P
----------------------------------------------------------------------------
* GORO DAIMON *
"The Stainless-Steel Macho Man"
Style : Judo
Opening : Stands shoulder width apart and clasps hands together.
Taunt : Raises open palms grunting a challenge.
Poses : - Raises fist in victory grunting as thunder echoes.
- Steps around throwing head back and flexing as he roars.
- Makes a fist and gives a lopsided grin.
Loss to Time : Drops to one knee and lowers head in disgrace.
Draw : Stands back with one arm in front at waist level and the other behind
at stomach level.
Sayings : - I read you like an open grade school reader, pal!
- Fighting is all instincts. Instincts and steel muscles.
- If you have what it takes, try one more time!
Example Combo : Standing close C, Super Ousotogari
Bug vs. Mr. Big : Use Earth Mover, juggle with jumping CD or Cloud Tosser
Athena in Twilight Zone : Do the Heaven-to-Hell Drop as Athena starts her
Shining Crystal Bit

Moves :
Juji Shime (close) - close, f/b + C
Tsukamitatakitsuke (far) - close, f/b + C
Okuriashibarai - close, f/b + D
Jirai Shin (Mine Layer) - f, d, df + P (C fakes, A lays)
Chou Ukemi (Super Tumble) - QCB + K (does not strike)
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  1. King Of Fighters '96 FAQ by System on 13/03/2006, 06:02
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