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Yes, I dedicated my time to make entire movelists from the King of fighters, cause I want to see them in this game. admittedly. So, here it is


TEAM JAPAN[]

Kyo[]

Name: Kyo Kusanagi

Series : King Of fighters

First appearance: King of Fighters 94’

JP VA: Masahiro Nonaka

Fandub VA: Reuben Langdon


https://www.behindthevoiceactors.com/Reuben-Langdon/

Theme: Esaka Continues…

( https://m.youtube.com/watch?v=ACW36lBGvsY)

5A (114 Shiki • Aragami) A flaming hook punch and rekka starter. Another flaming hook punch


(128 Shiki • Konokizu) A flaming uppercut after the flaming hook punch.


(127 Shiki • Yanosabi) A flaming downward elbow after the flaming uppercut.


(125 Shiki • Nanase ) A forward kick that blows back w/ soft knockdown

4A: Kyo will elbow the opponent with his outer arm. Very good for close range hit confirms as it hits mid..

5B: Performs a side kick with his inner leg

Does a backfist motion towards the opponents facial area.


Performs a roundhouse kick, jumping slightly off of the ground in place.

( Goufu You)- Kyo’s signature axe kick kick

Crouching

2A: Crouching punch attack

2B: A crouching uppercut.

2C: The usual fighting ga!e sweep kick.


5C: A powerful shoulder attack .


DP:100 Shiki Oniyaki: Kyo performs a flaming, rising, spinning, back hand punch.

Air

j.A- A jumping knee attack .

j.B- A very useful air-to-air kick

j.C- a downward axe handle .


Specials

236A/B: 108 Shiki: Yamibarai

A ground fireball that can be hoped over.

236C: The EX version goes faster than the A and B version, and will overrule most fireballs.

214A/B: 75 Shiki • Kai

A double kick move that launches for combo followups.

214C: EX: the EX version is used in a similar way, and launches even higher.

Specials 236B+C: Ura 108 Shiki • Orochinagi (Both Ground and air)

(can be charged, can't be charged in the air) A flaming fierce swipe. The flames cover horizontally a half-screen distance.


Resonance 236B+C: Ura 111 Shiki : Ama no Murakumo

Kyo steals Iori's lines as he tosses out a small flame that travels horizontally across the screen. If it hits, pillars rise from the ground hitting the opponent ten times.

214B+C: 182 Shiki 

Kyo performs a fierce elbow attack with a fiery uppercut. Kyo advances towards the opponent close to half-screen distance.

Resonance 214B+C: Ura 1127 Shiki • Yaegaki 

Kyo performs a fierce hook punch that travels towards the opponent a quarter screen distance, then follows up with more punches then finishes with a fiery uppercut.

Astral Heat- Saishuu Kessen Hiougi "Totsuka”


After Kyo hits the opponent with a charged up flame jab, the screen turns dark while a flame is lit coming from.Kyo's hand. He then streaks and the entire screen is bathed in harsh flames and afterwards the opponent is face down on the floor, with fire scorched marks around them.

Sources https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Kyo_Kusanagi http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Kyo#Move_List https://dreamcancel.com/wiki/index.php/NESTS_Kyo_(XIII)


Benimaru[]

Name: Benimaru Nikaido

Series: King Of Fighters

First Appearance: King of Fighters 94’ Japanese Voice Actor: Monster Maezuka

Fandub voice : Robbie Daymond

(https://www.behindthevoiceactors.com/Robbie-Daymond/)


Theme: Yappari Esaka

(https://www.youtube.com/watch?v=yKC_QFcgRMY)

5A: A short ranged but swift jab


a great standing poking kick Decent ranged horizontal punch .


A jumping round kick aimed at the opponent's mid-section. .

5B: A short ranged sweeping round kick.


A side kick that aims at the opponents mid-section. ( aka his jack knife kick)


a leaping kick, it points up diagonally a bit.

5C- Doing a small jump, Benimaru does his signature Dhalsim like diagonal drill kick.

DP- Super Inazuma Kick Benimaru's lightning flash kick.

crouching 2A- The typical low light kick. .

2B-crouching hook.

2C. A short ranged sweeping round kick..

Air

j.a- A down angled elbow which has a very short range. .

j.b-Benimaru thrusts his knees slightly in the air. .

j.C- A jumping hook punch.

inputs

236A/B- Raijinken Benimaru's electric fist ball. points downward diagonally in the air

236C- Same animation, but the enemy is stunned and is followed up by his flash kick.

214A/B- Benimaru Collider -This instant command throw causes the opponent to drop to their knees and fall causing a hard knockdown. 214C-Even though it outputs less damage than the normal version, Benimaru is able to follow up and hit the opponent while they are falling.

236A+B- Raikkoken - A much larger and intense version of his Raijiken lightning fist ball.

214A+B- Rolling Thunder- -A globe of lightning quickly bursts and surrounds Benimaru briefly.

Resonance 236A+B- Gene'i Hurricane -Benimaru releases lightening shadow versions of himself that rush towards the opponent full screen ranbu style delivering 6 hits

Resonance 214A+B- Raiouken -Benimaru zaps the opponent with a very large and fast snake-like lightning strike.

Astral Heat

Benimaru does his Super Inazuma Kick which sends the opponent higher in the air than normal. And then discharges electricity towards the sky, creating massive storm clouds. A Massive Lightning bolt struck the opponent, bringing them back down to the surface.

Sources https://dreamcancel.com/wiki/index.php/Benimaru_Nikaido_(XIII) http://wiki.shoryuken.com/Benimaru_Nikaido_(KoF_%2798_UM)

Daimon[]

Name: Goro Daimon

Series: King of Fighters

First Appearance: King of Fighters 94’

Jp. VA: Masakui Usui

Fandub VA: Richard Epcar


(https://www.behindthevoiceactors.com/Richard-Epcar/)

Theme- Goodbye Esaka


(https://www.youtube.com/watch?v=VsaKw1WgXNw)

5A -

Goro steps forward slightly with a fast palm thrust at shoulder height -A quick jab to the gut

Goro pokes out his foot aiming to his opponents shins

Somewhat of a fierce, slow push looking attack that hits at a shoulder height.

5B

A quick backfist to the midscreen that is neutral on block.

A close ranged knee attack that is special & super cancel-able.

Long range vertical range anti air.

Also, not some of Goro’s neutrals have super armor to them.

5C A big palm slap to the opponent's stomach

DP: Instead of a normal DP. It’s actually a dodge roll, a mechanic often used in KOF. like in its source material, grants invulnerability to both physical attacks and projectiles. Which helps Goro go in. But can be punished if over used, and doesn't work on super. It also has a range on how far Goro can go.


Crouching

2A- A great low palm thrust that has a small amount of less range

2B- Goro crouches and pokes his foot out hitting the opponent's toes.

2C- a horizontal crouching punch that can be combined into his grabs


Air

j.A- Goro punches down at a 50 degree angle at a short range

j.B- A deep knee that hits in-between an almost 30-40 degree angle.

j.C-Goro looks like hes diving off a platform to hit you with both of his elbows


Specials

236A- Jiraishin Goro's earthquake. With two hands raised about his head, Goro slams the ground with great force and, if the opponent is blocking high, then he will fall to the ground

236B- Tenchigaeshi Goro picks up his opponent and slams him or her to one side, picks them up again and throws them into the air.

236B- EX Tenchigaeshi >Does more damage and instead of being thrown into the air, he threw to the ground.

214A- Osotageri Goro's command throw. Has one or two frames of invincibility but basically (much like Clark's Frankensteiner ) Goro performs a judo trip on his opponents; it'll catch the opponent, if they don't escape.

214B- Kumotsukaminage

Goro's standard anti-air. He reaches into the sky with one hand outstretched. Used well with predicted jumps (due to it's slow startup you have to use it preemptively 214C- Ex Kumosukaminage much faster meaning you don't have to use it preemptively.

236B+C- Jigoku Gokurakuotoshi Picks up the opponent, slams them from side to side violently several times before throwing them into the sky. Resonance has him do one last palm strike before hitting the ground.

214B+C-Kyouten DouchiGoro's counter move DM. He raises his hands like he's doing an Earthquake and, if any physical attack hits Goro during this time, he'll throw them into the air and slam the ground like his Earthquake. The Resonance version is more akin to its Kof 14 version. Where Goro opens his eyes before slamming his hands into the ground and does more damage

Astral Heat: Goro tosses the opponent in the air, like in his counter move. But instead of the earthquake effect, the palm strikes the opponent's face into the ground. cracking the earth to the point it created a volcanic eruption in the distance.

sources https://dreamcancel.com/wiki/index.php/Goro_Daimon_(XIII)


K' Team[]

K'[]

Name: K’ (Real name Unknown)

Series- King of Fighters

First appearance- King of Fighters 99’

JP VA: Yuki Matsuda

Fandub VA: Chris Hackney


(https://www.behindthevoiceactors.com/Chris-Hackney/)

Theme: KDD - 0063 (https://m.youtube.com/watch?v=YIbZgecFGkg)

5A -K’ leans forward very slowly with his fist outstretched.

-.Actually, despite looking like a low kick it's actually aimed mid

-lunges forward to punch the opponent.

-A 2 hit close uppercut

-A somewhat awkward roundhouse kick aimed at a high angle.

5B -A typical standing punch

-kicks his opponents shins in.

-a very high priority anti air kick.

5C: K kicks the dirt in front of him with his hands in his pockets.

DP: Crow Bites K' does a rising uppercut with flames coming out at the end of his glove, launching the opponent into the air. --A/B/C- followup


After launching them into the air, K' hits the opponent with a near upside down kick to the floor.

Crouching 2A- Crouching punch

2B- Crouching Heavy Punch

2C - K's sweep kick. its fast, but has short range

Air

j.A- A steep angled, but short ranged jump attack, K' sticks his "Fire Fist" out below him.

j.B- A tiger knee pose while in the air

j.C- Jumping overhead kick.

Specials

236A/B- Ein Trigger


K' creates a circle of fire in front of his body. Counts as a fireball, but does not actually travel anywhere.

--A command- Second Shell

After K' forms the flame in his right hand, he kicks high into the air, making flames come out at the top of his boot launching the opponent into the air. -- B command- Second Shoot

Kicks the circle of fire vertically, creating a very high priority anti air kick

-- C command- Black Out K’s main teleportation move.Can be used to get away from an opponent trying to space you in the corner, but overall pretty risky to use.

236C- Ex Black Out


same as before, but startup invulnerability so it can be used as a "safe" reversal. Beware, it isn't fully invulnerable and you could get thrown.

214A/B- Minute Spike


K' performs a flying kick that travels up to 3/4 of the screen depending on if you use A or B.

214C- EX Minute Spike


Comes out faster and travels nearly the full screen, and gives the biggest damage increase of any of K's EX moves.

236B+C- Heat Drive


After creating a fireball in his hand, K' charges forward to punch through the opponent. Can be charged if the punch button is held, and becomes unblockable if held long enough.

Resonance 236B+C- Hyper chain drive

K' punches the ground to make a volcano of flames rise from below him.

214B+C- Chain Drive


K’ tosses his flame imbued sunglasses toward his opponent and, if it hits, he quickly dashes forward, elbowing them in the gut. Time stops for a brief moment while K' takes his time to put his shades back on then proceeds to do a long combo consisting of multiple hits before he knocks them to the ground with a One Inch attack.' . This move can pierce through super armor, making K’ an ideal Anti-Blitztank and Anti-Yang unit.

Resonance 214B+C- EX Chain Drive.


Does more hits (23), ends the combo with a Heat Drive.

Astral Heat: K’ lunges forward and grabs the opponent by the face and throws them to the ground. Not letting go, he proceeds to use his Hyper Chain Drive. And exerts do much energy that it creates a fiery explosion that could be seen miles away. As the explosion dissipates the opponent's silhouette is found in the center of the crater. With K’ performing one of his victory poses with the glasses lenses glowing an orange color (or whatever color the lenses are)

sources

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/K%27 https://dreamcancel.com/wiki/index.php/K%27_(XIII)

Maxima[]

Name: Maxima

Series: King of Fighters

First appearance : King of Fighters 99’

Jp VA- Katsuyuki Konishi

Fandub VA- Steve Blum (https://www.behindthevoiceactors.com/Steve-Blum/)

theme- KD-0079 (https://m.youtube.com/watch?v=qJxQX7Bhmzw)

5A

A standard jab that takes advantage of Maxima's tall stature.

-A long reaching kick that makes for a good and speedy poke, something Maxima doesn't sport many of.

-A reeling standing punch that has auto-guard frames. - shoves his foot out. It's slow but it also has auto-guard frames.

-Maxima performs a very tall up-forward punch.

5B


Maxima stomps their feet


-Basically the same as the start of 5A -2 hit punch


-Maxima knees the opponent


-Maxima does a very large drop kick

5C


Maxima clasps his hands together and swings like he's trying to hit a volleyball.

Crouching

2A: Maxima crouches and jabs.


2B: Maxima does a crouching kick that hits low. .

2C: A very long range sweep.

Air


j. A: Maxima does a fast but very stubby knee.


j. B: Maxima stretches his limbs out in a body slam.


j. C: Maxima stomps in the air for a ridiculously deep jump-in, if slow, kick.

DP Maxima Press

A deadly command grab that rockets the opponent into the corner.

Specials

236A/B- Vapor Cannon Maxima slams his fist forward with a Vapor powered punch.

236C- EX Vapor Cannon Is fast, hits twice and has an auto-guard. Will wall-bounce on hit for possible follow-up.

214A/B- Blitz Cannon

Maxima rockets into the air for an anti-air grab. Will hard knockdown on hit.

214C- EX Blitz Cannon Has full auto-guard on startup.

236A+B- Double Vapor Cannon

Exactly as described. Maxima uses both arms. Does a bunch of damage, and has auto-guard startup. Resonance: Like before, but Maxima steps in for additional hits. Does even more damage.

214B+C- Atomic Laser

Maxima shoots a laser out of his chest. A bit slow, but can combo after a few things.


Resonance: A faster laser with invulnerable frames. Can be used to punish projectiles and combo after more things.

Astral Heat- MX-III CIWS Launcher

After putting an explosive on the opponent, Maxima tosses them into the air and chest laser's them as they are falling. And activates the explosive. cool guys don't look at explosions clichè.

Sources https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Maxima


Kula[]

Name: Kula Diamond

Series: King Of Fighters

First appearance: King of Fighters 2000

Jp VA: Yumi Kakazu

Fandub VA: Wendee Lee (https://www.behindthevoiceactors.com/Wendee-Lee) Theme: Diamond Dust (https://m.youtube.com/watch?v=fLGr7XQ6PNM)

5A -A quick ice stab-

does a kick with great horizontal range.

-a quick spin kick.

- a kick that Reaches somewhat far, but isn't very well suited as an anti-air despite its looks

-an ice-shrouded high kick.

5B -Kula rides a frozen Slip n' Slide that hits low while moving her forward half screen with a reduced vulnerable


-Standard quick jab that isn't too useful compared to Standing Light Kick anti-airs hops better, reaches further, and hits crouchers.


-A flying spin kick with slow startup but great range.


-Kula bashes the opponent with ice while flipping over them


-Crows Bite- Kula does a rising uppercut coated in ice.


5C Kula crafts a ball of ice and thrusts it forward.


DP- Counter shell Kula swipes her hand and absorbs normal projectiles before countering with an ice crystal.

Crouching

2A-Silly upward kick

2B-Fast low kick

2C-Kula stabs diagonally upward with solidified hair

Air

j.A-Horizontal air-to-air kick with agile startup.

j.B- her jumping heavy punch that is Kula's main air-to-ground attack for opening up the opponent from a close range.

j.C- A more horizontal air-to-ground attack that reaches out further than Jumping Heavy Punch.


Specials

236A/B- Diamond Breath Kula exhales a frosty breath of ice A Version has fast startup. Knocks down on a hit. . This version is good for canceling out an opponent’s fireballs. B Version has slow startup and cannot be comboed from her normals.

236C- Crumples on hit, allowing for followups.

214A/B- Ray Spin Kula does a ballerina spin that ends in an icy kick A Version spins a good distance forward and is low to the ground. B Version and is much higher.

A command- Ray Spin Stand Kula shoots an ice crystal out of her leg.

B command- Ray Spin Sit Kula does Slider Shoot.

214C- A ‘medium Ray Spin’ that stays low to the ground like B Ray Spin but launches More damaging than regular versions, even on block, and has 7 frames of startup invincibility

236B+C- Diamond Edge Kula creates a huge, diagonal pillar of ice from the ground right in front of her

214B+C- Frozen Arena Kula slides about half screen across the ground, leaving pillars of ice behind her.

Resonance 236B+C- Glacier Ridge Kula chucks three huge pillars of ice that extend almost full-screen, which encases the foe in ice on hit. .

Resonance 214B+C- Freese Execution

Diana flies out of Kula and travels horizontally across the screen. On hit, she launches the opponent and Kula will spew out a screen-filling ice storm rainbow.


Astral Heat

Kula encases her opponent in a large ice cocoon. For an iron maiden effect' Kula sent a barrage of icicles to impale the opponent before rushing in with her scates. Slicing it into, and it exploded. With the opponent falling right behind her.

Sources https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Kula_Diamond

Elizabeth team[]

Elizabeth[]

Name: Elisabeth Branchtorche
Series: King of Fighters
First appearance: King of Fighters XI
Jp. VA: Koyoko Oshima
Fandub VA: Caitlin Glass
(https://www.behindthevoiceactors.com/Caitlin-Glass/
Theme- Each Promise
(https://soundcloud.com/user-488700316/king-of-fighters-xiii-ost-each-promise-theme-of-elizabeth-team)
5A
Elisabeth does a quick chopping attack with her left arm.
-does a mocking kick to the shins.
-thrusts forward with a striking palm attack with her left arm.
-a sparkling striking attack with her left palm
-does a thrusting kick into the air.
5B
-Elisabeth does a thrusting spin kick
-a swiping attack with her Riding Crop that creates a streak of light.
-slides forwards in one swift motion, leaving a trail of light behind her.
-slides backwards in one swift motion, leaving a trail of light in front of her.
5C
Elisabeth juts her left leg doing a strong diagonal kick in the air.
Crouching
2A - Elisabeth does a quick crouching kick.
2B-Elisabeth propels herself slightly to do a tripping kick.
2C-Elisabeth does a jutting upwards palm attack.
Air
j.A-Elisabeth does a lounging knee in the air.
j.B-Elisabeth does a downward strike with her palm.
j.C-Elisabeth does a jumping kick that looks very similar to a shoto's jumping roundhouse
DP
Elisabeth disappears momentarily before reappearing a set distance a ways with an uppercut
Specials
236A/B-Mistral
Elisabeth grabs the opponent and launches them into the air in a pillar of light.
236C- The EX version of Mistral has increased range
214A/B Reverie-Geler 
Elisabeth does a taunting expression leaving herself open for a strike, only to vanish in a sparkle of light and reappear behind the opponent.
214C- This works on high, mid, and low attacks.When successfully triggered the opponent's attack is cancelled and they are momentarily in hit stun animation. Against jumping attacks, the opponent is automatically brought to the ground, their attack is cancelled, and they are momentarily in hit stun animation. In either case, you are guaranteed a back turn combo punish.
236B+C- Noble Blanc
Elisabeth steps forward and emits a large sphere of light from her hands.
Resonance- has faster start up and travels towards the opponent but will stop traveling as soon as it reaches the opponent.
214B+C- Grand Rafale
Elisabeth does an uppercut and launches the opponent in a pillar of light before she spikes them to the ground with her palm.
Resonance:  Etoile Filanto
Elisabeth disappears only to reappear emitting rays of light from her body.
Astral Heat
Elisabeth starts with a lunging strike with her Riding Crop, and follows up with Grand Rafale. As the opponent is in the air, Elizabeth gathers light around her Riding crop, to the point it turns into a rapier of light. Perfectly timing as her opponent reaches line of sight, Elisabeth strikes with a dashing stab. The mark on where the opponent was struck was shown on them and explodes. The screen is filled with blue rose petals, with Elisabeth's crop back to normal, and her holding a blue rose.
(not something she has normally, but i think it be a neat touch)

Source: https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIII/Elisabeth_Branctorche

Shen[]

Name: Shen Woo
Series: King of Fighters
First Appearance: King of Fighters 2003
JP VA: Kouji Sutsu
Fandub VA: Travis Willingham
(https://www.behindthevoiceactors.com/Travis-Willingham/)
Theme: Splendid Evil
(https://www.youtube.com/watch?v=4F95_61TFPw)
5A
-A boot aimed at the lower mid-section
-quick, nice ranged jab
-Shen attacks a little below shoulder level which makes this move hit crouching opponents, while still being high enough to control the hop space in front of him or serve as an anti-air
-An inward body blow aimed around an opponent's lower torso.
5B
-Swinging punch that lunges forward.
-Two-parter starting with his double hand overhead then swinging back upwards launches the opponent for a low juggle
-Sort of a high knee aimed at the chin. I
-A sort of a round kick that's aimed at the midsection.
5C
Fast shoulder shove that can even be used to stop incoming hops because of its fat sized and great horizontal ranged hitbox
DP- A straight  big boot boot to the opponents stomach.
Crouching
2A- This fast crouching kick is only chainable into other normals
2B- anti-air standing uppercut
2C- Low-hitting, cancelable sweep kick.
Air
j.A- A kick that points upward around a 50 to 60 degree angle.
j.B- A jumping punch that's pointed down at around 60 to 70 degree. 
j.C- A pretty cool long ranged kick that has 60 degree angle with a decent sized hitbox too.
Special
236A/B- Tenrenken
Lunges forward with a sliding grounded uppercut.
236C- has blockstring potential.
214A- Danken
A slow command grab smack with a standard KOF command grab range (which is fairly short-reaching as opposed to a Street Fighter '360' range) that combos off any of Shen's cancelable normals,
214B- Danken Reflector
A projectile deflector (Shen does not actually reflect the projectile back at the opponent) that will make Shen smack aside any fireball unfortunate enough to head into his hand.
214C
grab's throw range is increased compared to the normal version.
236B+C- Tatsu Gekikan
- A fiery dash punch will power through most any attack.
Resonance: Even faster to start, still an enormous moving hitbox, and even more damaging.
214B+C- Bakuten
Causes Shen Woo to explode and glow yellow like a super saiyan. Increases damage buff for only 10 seconds. But cant use other Distortions
Resonance 214B+C- Tensho Bakushingeki 
Shen glides across the screen and activates an upwards punch sending a blast upwards.
Astral Heat-
Like in Tensho Bakushingeki, Shen glides across the screen and activates an upwards punch sending a blast upwards. But he pursues the opponent and  sends them back down in an explosive punch. With a meteor effect.
sources (sometimes i forget to put these)
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Shen
https://dreamcancel.com/wiki/index.php/Shen_Woo_(XIII)


Duo Lon[]

Name: Duo Lon
Series: King of Fighters
First appearance: King of Fighters 2003
Jp. Va: Tsunehiro Marou
Fandub VA: Jason Liebrecht
(https://www.behindthevoiceactors.com/Jason-Liebrecht/)
Theme: Queen
(https://m.youtube.com/watch?v=cva0mN0ZGno)
5A
-Short range low kick
-Quick finger strike
-palm performed with both hands
-A violent knee attack that moves Duo Lon forward slightly
-Duo Lon turns his back to the screen while performing a crescent kick.
5B
-Duo Lon's arm lengthens 1/3 the screen's length
-Hits twice while pulling the opponent in closer to Duo Lon.
-Duo Lon sticks his leg into the ground and his foot pops out after auto-targeting the opponent's location.
5C
A double force palm aimed for the waist.
Crouching
2A- A fast crouching finger strike
2B- Duo Lon sticks his leg into the ground and his foot pops out after auto-targeting the opponent's location.
2C-Duo Lon stands up while performing an open-palm uppercut.
Air
j.A- Jumping finger strike, identical to Standing/Crouching A command
j.B- A mostly horizontal palm strike with a slight downward angle.
j.C-A beefy downward kick at a 45 degree angle.
specials
236A/B- Shakijuuryuu
Duo Lon's 'rekka' or three-part attack.
236C-Himoukyaku: Mae 
Duo Lon's forward 'teleport' and the key to fast grounded crossups.
214A/B-Himoukyaku: Ushiro 
A backward dash traveling somewhere around 1/2 the screen away from the opponent.
214C- A short length, quick and invulnerable teleport with a vulnerable recovery period, albeit a short one
236B+C- Hiden: Genmubakkoshikon
Duo Lon slides low to the ground and moves forward about 2/3 the screen's length, causing a smoky skull to pop out from the opponent on hit.
Resonance- Hiden: Juonshikonsou
An instant command grab Neomax where Duo Lon disappears with the opponent before letting loose a graveyard of skeletal heads at the opponent.
214B+C- Hiden: Genmubakkoshikon 
Invulnerable on startup, and much faster overall. The opponent is blown up with a multitude of foggy skulls.
Resonance: Slower startup, but skulls do more damage.
Astral heat:
Duo Lon stuns the opponent and creates a large beam of dark energy, that takes the form of a skeletal knight which the knight drops its large sword on the opponent.
sources
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Duo_Lon



Team Yagami[]

Iori[]

Name: Iori Yagami
Series: King of Fighters
First Appearance: King Of Fighters 95’
Japanese VA- Kunihiko Yasui
Fandub VA: Brad Swaile (Death Note fans will know why)
(https://www.behindthevoiceactors.com/Brad-Swaile/)
Theme- Arashi No Saxophone 2
(https://m.youtube.com/watch?v=zs367MXPtMw)
5A
-A punch aimed at the stomach
-A kick aimed at the mid section.
-Scratching attack, goes a good distance. 
-Same as the other version except he's using his other hand
-High kick, good vertical reach so it can be used to stuff jump-ins,
5B
-A short, quick ranged punch to the midsection
-This is a useful fast close punch that he has kept in previous years and remains useful in this game.
-A very quick forward kick to the midsection
- A kick aimed for the toes
-Pretty much the same scratching swipe as past years.
5C
A quick shoulder tackle.
Crouching
2A-A quick crouching kick,
2B-a diagonal upward hook
2C-Another upward claw attack,
Air
j.A-A long ranged pointed flying kick that has a hitbox in the 3 o'clock range.
j.B- This jumping punch has a hitbox pointed at 5 o'clock.
j.C-Kind of a downward swinging forearm punch that which hitbox is located a little before 6 o'clock.
DP- Nueuchi
- An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two
Specials
236A-Akegarasu
-Forward claw slash attack, chips guard very well
236B- Yamibarai
-Iori throws out a purple sparkling flame that skims the floor.
236C- EX Yamibarai
-Upon hit, it freezes them for 3 to 4 seconds (up to 7 hits) which makes them completely open to any combos you desire.
214A- Shogetsu
- A double claw attack that juggles the opponent
214B- Koto Tsuki
- Iori dashes at the opponent then grabs them, knocks them down, and blasts when purple flames.
214C- Kuzukaze
- a throw in which Iori grabs the opponent, then swings them around which causing them to be stunned for a short period of time.
Distortions
236B+C- Maiden Masher
-Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash
Resonance 236B+C- Ya Otome 
-Iori rushes forward at a fast speed then summons a flurry of punches and scratches, then finishes them off with a small explosive blast.
214B+C- Yamisogi = - Iori slashes the air twice then blasts the opponent in the same fire blast
Resonance 214B+C- Homurahotgoi 
-Flames cover Iori's hands, the background turns blood red, and leaps towards his opponent mushing their head into the floor while a bright fire pillar engulfs them both.
Astral Heat- Yatagarasu
After a kick that sends the opponent ¾ of the screen, Iori drags his hand on the ground then proceeds to do a huge claw slash to his opponent with a bloody, shadowy background.
sources
https://dreamcancel.com/wiki/index.php/Classic_Iori_(XIII)
https://dreamcancel.com/wiki/index.php/Iori_Yagami_(XIII)


Mature[]

Name: Mature
Series: King of Fighters
First Appearance: King of Fighters 94’
Jp. VA: Hiroko Tsuji
Fandub VA: Stephanie Young
(https://www.behindthevoiceactors.com/Stephanie-Young/)
Theme: Tranquilizer
(https://www.youtube.com/watch?v=HKpXS7IoicQ)
5A
-Mature does a light forward chop towards the opponents face.
-A forward side kick
-Mature will turn and do a chopping attack towards the opponents mid section while moving forward.
-A high spin kick.
-Performs a double sidekick.
5B- Death Row
With each input, Mature will perform a painful slashing motion to damage the opponent and she will do this up to three times.
5C
Mature will spin around and whip her leg in an upwards motion.
DP- Despair
Mature will flip into the air towards the opponent and perform a swiping claw attack as she lands back onto the ground.
Crouching
2A- Chops at the opponents legs
2B- Mature uses her outer arm to smack the opponent.
2C- A generic sweep motion
Jumping
j.A- Mature performs a downward angled swipe using her nails.
j.B- performs a jumping side kick
j.C- Mature swipes her hand forward downwards, chopping at the opponent as she descends from the air.
specials
236A/B- Metal Massacre
Mature will run towards her opponent and perform a turning slash motion towards the opponent mid section.
236C- does four hits and does quite a bit more damage. Comes out faster and still causes Mature to travel towards her opponent.
214A/B-  Ebony Tears
Mature will reel backwards little and then swipe her hands downwards to create a rather large projectile that travels forward.
214C- Mature will launch a projectile that will hit the opponent three times while traveling around the same speed as the normal version of the projectile.
Distortions
235B+C- Nocturnal Lights
Mature will perform four painful swipes while traveling forward.
Resonance- This version of the move will cause Mature to perform extra slashes and do a lot more damage
214B+C- Heaven's Gate 
Mature will taunt the opponent a little before performing a quick dash forward. When Mature connects with the opponent during the dash, she will grab the opponent with one arm, take them towards the wall and violently slam them into it, much like Rugal did with his Gigantic Press.
Resonance 214B+C- Awakening Blood
Mature will  disappear off of the screen briefly, will then summon a red stream of Orochi energy to slam downwards toward the opponent to destroy them.
Astral Heat- Iron Maiden
Mature slashes quickly at a 3/4ths screen distance horizontally towards the opponent to slash the opponent repeatedly with her lipstick. in perspective in the mirror, she puts on said lipstick with the opponent stuck in the background. As the mirror closes, they explode.
sources
https://dreamcancel.com/wiki/index.php/Mature_(XIII)


Vice []

Name: Vice
Series: King of Fighters
First Appearance: King of Fighters 96’
Jp.VA: Masae Yumi
Fandub VA: Jessica Straus
(https://www.behindthevoiceactors.com/Jessica-Straus/)
Theme: Stormy Saxophone 5
(https://www.youtube.com/watch?v=vwqpjLfmjeQ)
5A
-Typical standing jab
-Standing high punch
-Kick with good horizontal range.
-Knee attack with decent range.
5B
-An elbow to the stomach,
-Heavy punch attack reaches far out horizontally
-High kick with good range
5C
Heavy punch attack reaches far out horizontally
Crouching
2A
A quick crouching kick
2B
A crouching elbow strike
2C
Crouching sweep kick which causes a soft knockdown on hit
Jumping
j.A
Air kick attack with good horizontal range
j.B
A downward angled air punch
j.C-
Upward angled air kick with good horizontal range.
DP- Splash
Vice leaps forward and grabs any grounded opponent and slams them to the ground.
specials
236A- Decide
Vice swipes her arm forward. If it connects with the opponent, she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo
236B- Gore Fest
Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.
236C- EX Gore Fest
The range when she grabs is extended to about a character length.
214A/B- Mayhem
Vice does a charging shoulder tackle that knocks the opponent in the air.
214C- EX Mayhem
Has invincibility frames till startup, but is slower.
Distortions
236B+C- Negative Gain
Command grab where Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.
Resonance- After the last slam, she stomps on the opponents gut 3 times before making a huge red skull come out of the ground from under the opponent.
214B+C- Overkill
Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent.
Resonance- Obscura
Vice leaps forward and does an air grab, slamming the opponent into the ground (again)
Astral Heat-Awakening Blood
After kicking the opponent, Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over.
Sources
https://dreamcancel.com/wiki/index.php/Vice_(XIII)
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Vice


Single Characters[]

Ash[]

Name: Ash Crimson
Series: King Of Fighters 
First appearance- KOF 2003
Jp. VA: Sanosuke Taneshiro
Fandub VA: Dan Jeannotte
(https://www.behindthevoiceactors.com/Dan-Jeannotte/)
Theme: Second Joker
(https://soundcloud.com/the-crazy-fan-of-games/the-second-joker)
5A
A quick slap attack. 
A simple standing kick attack that is aimed low.
Thrust punch which has good range.
Heavy kick, good range but it is slow.
5B
Upward punch attack it's more vertical than horizontal.
Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent.
Heavy low kick
5C
A hard thrust punch attack with great reach.
DP- Nivose
Ash somersaults up into the air with green flames coming out near his feet.
Crouching
2A-A quick crouching kick.
2B-A crouch uppercut.
2C- Crouching kick. It can knock standing opponents down
Jumping
j.A-Jump light kick
j.B-Jumping light punch.
j.C-Ash sticks his left leg out further than the rest of his body.
Specials
236A- Ventose
Ash makes flaming green crescent then throws it at the opponent. The weak version shoots one crescent.
236B- Genee
Ash blows a kiss that makes a green flame appear in the opponent's position.
236C- EX Ventose
Shoots two separate crescent blades very fast. 
214A/B- Germinal Caprice
Ash dashes forward and tackles the opponent while covered in flames.
214C- EX Germinal Caprice
Does more hits and juggles the opponent into the air for a follow-up.
Distortions
236B+C: Nuviose
Ash does three Nivose's in a row.somersaults up into the air with green flames coming out near his feet.
Resonance- Thermidor
Ash makes a giant green energy ball then propels it towards his opponent.
214B+C- Sans Culotte
Green flames shoot from the ground around Ash causing him to glow a green aura.
Resonance- Germinal
Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him.
Astral Heat
Fructidor (has to be close) 
Ash grabs the opponent and laughs while he engulfs them in purple flames and then it ends with the flames exploding launching the opponent far into the air.


Sources:

https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIII/Ash_Crimson

Whip[]

Name: Whip (Real Name- Seirah)
Series: King Of Fighters
First appearance- King of Fighters 99’
Jp. VA- Shiho Kikuchi
Fandub VA- Michelle Ruff
(https://www.behindthevoiceactors.com/Michelle-Ruff/)
Theme- W.W.III (XIV version)
(https://www.youtube.com/watch?v=8GktZ5cKjac)
5A
is a good ranged low slash towards the opponent
a forward thrust kick
a round kick that is aimed at the opponent's head
2 hit diagonal slash 
Whip turning around to hit the opponent with the handle of her whip.
5B - Whip Shot
Whip horizontally throwing lashes in front of her. The range of the lashes are at a half screen distance and is used 5 times
5C
Whip thrusts the handle of her Whip towards the opponent
Crouching
2A-Whip crouches to slash the whip in front of her.
2B- uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot.
2C- Whip from a starting crouching position stands up while twirling her dagger.
Jumping
j.A- Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock.
j.B-Whip throws out two horizontal jumping side kicks at the opponent.
j.C-Whip uses her whip to slash at a downward angle below the opponent
DP- Hook Shot
Whip jumps & swings across the screen towards the opponent with a kick.
Specials
236A/B- Strength Shot A "Superior"
Whip cracks her whip twice towards the opponent.
236C-  if hit, she catches the opponent, then jumps in air to divekick them.
214A/B-Strength Shot B "Strength"
Whip slashes her whip horizontally twice towards the opponent at a half screen distance.
214C- If hit, the opponent is quickly dragged in and stunned momentarily.
Distortions
236B+C-Sonic Slaughter “ Code KW”
Whip slashes around her repeatedly, then knocks the opponent away at a full screen distance.
Resonance-Strength Shot C "Victory"
Whip slashes her whip horizontally twice towards the opponent at a half screen distance. If hit, the opponent is tripped by the whip, dragged toward Whip, then stomped repeatedly on the back of the head.
214B+C- Forbidden Calls "Code”
Whip launches her whip toward the opponent (with a lance tip) to pierce & grab them. She reels the opponent near her, then slams the opponent around her multiple times causing them to land face down, at the corner of the screen.
Resonance-Super Blackhawk 
Whip fires a single shot from her magnum revolver.
Astral Heat- Whip lashes the opponent with her whip and grabs them by the legs and hangs them upside down. She pulls out her revolver, slams the opponent and shoots the opponent in the forehead. The impact of the shot leaves the characters as black silhouettes on a red background like Yagami’s move.
Sources
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Whip

Angel[]

Name:Angel
Series:King Of Fighters
First appearance: 2000
Jp.VA- Mayumi Shintani
Fandub VA-GK Bowes
(https://www.behindthevoiceactors.com/GK-Bowes/)
theme-QT★@ngel
(https://www.youtube.com/watch?v=QCM3mREODJM)
5A
Angel does a quick punch, short range and very fast
Angel does a quick low kick, 
Angel does a quick left hook, 
Angel raises her knee into the air to hit the opponent in the face
Angel does an elbow attack hitting the opponent in the face
5B
Angel steps forward and swings her left leg forward to hit the opponent in the shins, 
Angel raises her right leg high into the air to hit the opponent on the head
Angel does a high kick to her opponent hitting them twice
5C
Angel does a quick thrust punch with her right arm
DP- Mad Murder Roulette
Angel grabs her opponent by the head then does a twirl kick knocking them high into the air
Crouching
2A-Angel does a quick punch while crouching.
2B-Angel does a quick low (low) kick.
2C-Angel does an uppercut attack knocking the opponent high into the air.
Jumping
j.A- Simple punch
j.B- Jumping knee strike
j.C-Angel jumps and does an elbow drop
Specials
236A/B- Red Sky of Yaponesia
Angel quickly dashes towards her opponent (about 80% of the screen) then puts them in a submission hold knocking them to the ground, but can be blocked
236C- Comes out Faster and does more damage.
214A- Reppun Kamui
Angel stomps the ground making energy float up from below her then she punches the opponent in the stomach
214B- Crown Under Sky 
Angel swings her right arm (right hook) uppercutting the opponent into the air
214C- State of Haze
Angel swings both her legs in a cartwheel like fashion and hits the opponent three times (once with one leg, then two more times with the other)
Distortions
236B+C- Loyalty Test For Liberalists 
Angel dashes toward her opponent and when she hits them she does a combo (mostly consisting of Unchained Moves) ending with a uppercut knocking the opponent away.
Resonance-Blue Monday Counter 
Angel’s counter stance. Even though she is positioned with her knee to air, this is a full body counter.
When activated, she grabs the opponent, slams them to the ground, and ends with an elbow drop to the chest.
214B+C-Winds Fairground (counter)
Angel lifts her leg into the air doing a pose, if the opponent does a regular attack while she is posing she will grab them then hit them in the chest a couple times with the last hit knocking them away.
Resonance- Blue Monday Parade
Angel lifts her leg into the air doing a pose, if the opponent does a regular air attack while she is posing she will grab them out of the air and slam them to the ground.
Astral Heat- Survivor's Banquet 
Angel poses then says "Can you taste The Angel's extraordinary skill?" then background changes to an actual wrestling ring and Angel repels off the ropes, after the second dash she stops where the opponent is downed. Angel then performs The Rock's famous "People's Elbow".

Sources
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Angel
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Angel

Vanessa[]

Name: Vanessa
Series: King of Fighters
First appearance: King of Fighters 99’ Evolution
Jp.VA- Mayumi Hata
Fandub VA- Siobhan Flynn
(https://www.behindthevoiceactors.com/Siobhan-Flynn/)
Theme- Undercover
(https://www.youtube.com/watch?v=zIS14PpDZcI)
5A
a right jab 
A left jab
high aiming jabs
A leaning punch that hits twice and is cancel-able
A forward punch that moves Vanessa forward slightly
5B- Machine Gun Puncher
Vanessa delivers several hooks to the opponents face ending in an uppercut that knocks the opponent half-screen away.
5C
Vanessa slides low into opponent's legs
Crouching
2A-a jab that hits low
2B- is a right uppercut that can be used as an anti-air
2C- hits low and sweeps the opponent. 
Jumping
j. A- is a short range punch that has a sharp downward angle.
j. B- is a jumping right downward hook
j.C-Left downward hook
DP- Forbidden Eagle
A special double uppercut that creates two wave projectiles from her fist.
Specials
236A- Dash Puncher
low sliding uppercut.
236B- Puncher Vision (forward) 
Vanessa slides and dashes towards the opponent.
A- Upper- low sliding uppercut.
B- Straight-a short uppercut with a straight fierce punch
C- Weaving- Cancels to her weaving stance
236C- A faster version of her dash puncher
214A- Parrying Puncher
Vanessa swings a powerful hook aimed at the opponents head.
214B- Puncher Vision (Backwards)
This is the back dash version of Puncher Vision (forward).
A- Upper
B- Straight
C- Weave
214C- Has her do all Upper,straight, weave and parrying Puncher at once.
Distortions
236B+C- Crazy Puncher 
A rush ranbu super that ends in her st. C animation which knocks the opponent to the other side of the screen for a hard knockdown.
Resonance-Crazy Puncher 
This is a stronger damage version of her ranbu super.
214B+C- Champion Puncher
Vanessa gives the opponent 3 strong hooks ending in an uppercut that knocks the opponent in the air where they land a half screen distance away.
Resonance- Has faster startup, and Vanessa does a lounging jab before the opponent hits the ground
Astral Heat- Gaia Gear
Vanessa throws 2 punches; one to the opponent's gut (that levitates them vertically slightly), then a straight and powerful fierce punch combined with a wind projectile that wall bounces the opponent. The opponent lands near Vanessa either in front or behind her depend on the screen positioning.
Source
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Vanessa

Rock[]

Name: Rock Howard
Series: King of Fighters
First Appearance: Garou: Mark of the Wolves
Jp. VA- Yuuma Uchida
Fandub VA- Edward Bosco
(https://www.behindthevoiceactors.com/Edward-Bosco/
Theme- Emergence
(https://m.youtube.com/watch?v=ubvaqSNwh94
5A
Standard jab by all means, whiffs on crouchers except large characters
A kick that doesn’t hit low, despite animation.
Horizontal punch that can be used as a ground poke. 
A knee attack that is aimed at the opponent’s jaw
A side kick aimed at the opponents head
5B
A kick that hits twice
A standard knee aimed at the jaw
a wind up Axe kick
5C 
Rock does a standard Shoulder tackle
DP- Crack counter
Rock raises his shoulder to cover his head, if he connects, he does an attack similar to Terry’s Crack Shoot. Despite the animation, If the attack hits any part of rock, it connects
Crouching
2A- A crouching jab
2B- A fast crouching kick
2C- Rock stands up and does an uppercut
Jumping
j.A- A judo style kick
j.B- A downward punch. Like a clock hitting 4
j.C- a Downward kick also hitting 4 o clock
Specials
236A-Hard Edge
dashes towards the opponent then does an overhead punch
236B- Rage Run
Rock does a quick short dash with an elbow attack
236C- EX Rage Run
follows up with a punch that causes wall bounce
214A/B- Reppuken
A projectile that moves across the ground
214C- Double Reppuken
Rock fires 2 Reppukens simultaneously
Distortions
236B+C- Shining Knuckle
Rock winds up his arm, claws his face (does a jojo pose) and charges in with an energy knuckle.
Resonance- Travels farther and does more damage. can pierce super armor.
214B+C- Raging Storm
Rock slams his hands into the ground and creates a tornado of energy
Resonance- Has a wider hitbox, does more damage, and is multi hit
Astral Heat- Neo Deadly Rave
After punching the opponent, Rock proceeds to do a ranbo style attack, with an artwork in the background (like Noel) showcasing angels of each attack. before cuts to rock charging up and firing a beam of energy

Sources: https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Rock_Howard


Fatal Fury Team[]

Terry []


Name: Terry Bogard
Series: King of Fighters
First Appearance: Fatal Fury
Jp.VA- Satoshi Hashimoto
Fandub VA- Joe Brogie
(https://www.behindthevoiceactors.com/Joe-Brogie/)
Theme- Kurikiton (Smash Remix)
(https://www.youtube.com/watch?v=yhFMIngS2PI)

5A
A quick jab.
A sidekick with good reach.
A straight punch with good range and good speed
Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout 2.)
A close-range punch that hits twice.

5B
Terry spins around and hits the opponent with the back of his knuckle
An uppercut with good vertical reach.
Terry delivers a kick aimed at his opponent's face.

5C
A shoulder charge.

DP- Rising Tackle
Terry flips upside down and flies straight up while spinning around like a top.

Crouching

2A- A crouching jab

2B-A quick, crouching kick.

2C-A crouching kicks that knocks down standing opponents.

Jumping

j.A- A quick, downward punch.

j.B- A strong punch aimed downward.

j.C- A judo like kick

Specials

236A- Power Wave
Terry slams the ground with his fist, producing a wave of energy

236B- Burn Knuckle
Terry flies forward with his burning fist outstretched.

236C- EX Power Wave
Travels full-screen, but slowly. Hits three times.

214A/B- Crack Shoot
Terry flips forward with his leg coming down on his opponent.

214C- EX Crack Shoot
Comes out faster and is an overhead. Creates a floor bounce.

Distortions
236B+C- Buster Wolf
Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away.
Resonance- version does more damage and goes through projectiles.

214B+C- Power Geyser
Terry slams the ground with his fist, creating an angled geyser of energy.
Resonance- Creates three geysers (although Terry still only hits the ground once). It comes out much quicker

Astral Finish- Triple Wolf
Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. He follows by jumping into the air and doing his Power Dunk. He says “Here’s the big one!” before finishing it off with a stronger Buster Wolf.

Sources
https://dreamcancel.com/wiki/index.php/Terry_Bogard_(XIII) 

Andy[]

When theres Terry, Theres Andy
Name: Andy Bogard
Series: King of Fighter
First appearance: Fatal Fury
Jp VA: Keiichi Namba
Fandub VA: Stephen Fu
(https://www.behindthevoiceactors.com/Stephen-Fu/)
Theme: Sun Shine Glory
(https://m.youtube.com/watch?v=VZjZYlTqolg)
5A
-Quick palm-strike
-A short kick with decent range
-A strong punch with great range
-A roundhouse kick
5B
-Downward elbow strike
-Strong kick aimed upwards.
-Andy leans forward slightly delivering a long-range palm-strike
5C
Andy leans forward slightly delivering a long-range palm-strike
Crouching
2A-A crouching short punch
2B-A crouching punch aimed forward
2C-A crouching kick that knocks down standing opponents
Jumping
j.A-Short palm-strike aimed downward.
j.B- A overhead jumping kick that is aimed forward
j.C- A strong kick aimed downward
DP - Shoryudan
Andy leaps upwards, spinning his arms around him.
236A/B- Hishoken
Andy throws out a full-screen fireball. A version recovers faster, B version travels faster.
236C- Ex Hishoken
faster, more damaging, knocks down on it and beats normals projectiles
214A- Kuuhaden
Andy kicks through the air in an arc
214B- Zaneiken
Andy dashes forward, delivering an elbow strike.
214C- Ex Zaneiken
does more damage, as well as traveling faster and farther.
Distortions
236B+C-Gekihishoken 
Andy creates a giant energy ball with one hand, which hits multiple times, and then strikes it with the other hand knocking the opponent down.
Resonance 236B+C- Dam Breaker Punch
Andy hits the opponent with 4 stylish punches to launch the opponent in the air
214B+C- Chorrepadan
Andy sails through the air in an arc, on fire.
Resonance- More hits, more damage
Astral Heat- Cho Shin Soku Zaneiken 
Andy dashes forward (almost full screen) at incredible speed with an elbow strike. If it connects, the screen goes black and the music goes silent. Seconds later, the opponent is slammed against the corner of the screen by Andy who did a charging elbow strike.

Sources: https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIII/Andy_Bogard

https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Andy_Bogard


Joe[]

Name: Joe Higashi
Series: King Of Fighters
First appearance: Fatal Fury
Jp VA: Nobuyuki Hiyama
Fandub VA: Joe Zieja
(https://www.behindthevoiceactors.com/Joe-Zieja/)
Theme- Wild Street
(https://www.youtube.com/watch?v=eCwzdl2q6Ho
5A
A nice, quick jab to the chin
slightly toe pointed front kick that aims at the opponents mid-section. Good range, good for poking
An elbow hook
A thrusting knee attack
5B
A punch that has great range
Tiger Knee-Joe jumps forwards attacking with his knee hitting twice
Golden Heel-A jumping axe kick
5C
A side kick
DP- Thrust kick
A flying middle kick that advances horizontally.
Crouching
2A- A quick elbow
2B- A neutral positioning low kick.
2C- A sweep that can be canceled on whiff and on hit.
Jumping
j.A-A short ranged jumping knee
j.B-  hits over head.The punch points downward
j.C-This kick has a downward angle
Specials
236A/B- Hurricane Upper
Joe throws an uppercut that sends a hurricane projectile across the screen.
236C- EX Hurricane Upper
Throws 3 Hurricane Uppers in quick succession.
214A/B- Bakuretsuken
Throws a series of rapid punches that can be followed up with a finisher.
214C- EX Bakuretsuken
Moves forwards while performing Bakuretsuken
Distortions
236B+C- Screw Upper
Creates a large hurricane just in front of Joe.
Resonance-Travels to the edge of the screen eliminating fireballs in its path.
214B+C- Screw Straight
Horizontal version of Screw Upper. Can be used to punish fireballs.
Resonance: Hurricane Tiger Heel
A ranbu style attack performing Bakuretsuken > Hurricane Upper > Tiger Kick > Ougon no Kakato.
Astral Heat
Joe winds up his punch, which moves at the speed of an actual hurricane and hits the opponent with an uppercut. If connected ,Joe accelerates his fist uppercutting the opponent into orbit with gushes of wind around them. And from afar the opponent lands on the moon, unlike Makoto, the impact cracks it and makes an image of Joe’s smile

Sources: https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIII/Joe_Higashi

Woman's Team[]

Mai[]

Name: Mai Shiranui
Series: King Of Fighters
First Appearance: Fatal Fury 2
Jp. VA- Ami Koshimizi
Fandub VA- Faye Mata
(https://www.behindthevoiceactors.com/Faye-Mata/)
Theme- Destiny
( https://m.youtube.com/watch?v=tavydJ74xYg
5A
A quick standing horizontal poke
A very fast over the head forward swing with her fan
A very fast over the head forward swing with her fan.
Mai faces towards the screen leans back and does a sidekick upward at a 20 degree angle
5B
Mai leans back and tilts slightly giving a quick kick to the chest/head area
Mai faces away from the screen leans back and does a sidekick upward at a 35 degree angle.
Mai will automatically jump the 3rd time this is pushed
Mai does a double knee downwards
5C
Mai spins around and whips her opponent
Crouching
2A- A standard quick poke to the shins
2B- A very meaty crouch back-elbow attack that is perfect for jump canceling out of.
2C- Of course, the standard sweep attack.
Jumping
j.A- Quick poke with her fan angled 45 degrees downwards.
j.B- A very quick over-the-head forward fan swing (somewhat similar to her s.C) except she's jumping of course, and her body is tucked in.
j.C- A very standard, ninja-like (martial arts like) air kick angled 45 degrees.
DP-Musasabi No Mai 
Sends Mai shooting upwards.
Specials
236A+B- Kachosen
Mai's trademark fan toss. It functions like a typical fireball and the recovery time is minimal.
236C- Very fast projectile that causes a soft knock down.
214A+B- Ryuuenbu
Mai whips around hitting the opponent with her "tail". It's basically a flaming version of her s.CD with a rather large hitbox
214C- Juggles and can easily lead to big damage, especially in the corner.
Distortions
236B+C-Shiranui-Ryu Ougi: Kunochi
Mai rockets off the wall behind her and attacks the opponent from every direction. Then proceeds to grab the opponent with her legs and deliver an izuna drop. While at the end striking a model like pose for the camera.
Resonance- Faster startup and izuna drop does more damage
214B+C-Chou Hissatsu Shinobi Baichi ( can be done in the air)
Another trademark move for Mai. Her whole body engulfs in flame as she does the cartwheel forward into the leaning elbow.
Resonance- Kagerou no Mai
Mai does a hand symbol with her fans away, while her body is surrounded by fire. makes a good anti air.
Astral Heat-Kunoichi no Mai
Mai does Musasabi No Mai and springs quickly to the wall and quickly dives towards the opponent.If her dive connects, she'll proceed to dive in multiple directions (Mai actually spells out a Chinese/Kanji character) finally landing, does a pose point to the screen with her fan and the opponent explodes leaving the kanji "woman" (onna) burning in flames.
Sources
https://dreamcancel.com/wiki/index.php/Mai_Shiranui_(XIII)
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Mai_Shiranui

King[]

Name: King
Series: King of Fighters
First Appearance: Art of Fighting
Jp. VA- Harumi Ikoma
Fandub VA- Kari Wahlgren 
(Was originally planning Brittany Cox, but Kari fits her more)
(https://www.behindthevoiceactors.com/Kari-Wahlgren/)
Theme- Who is Queen
(https://www.youtube.com/watch?v=0ECFFKDzgp8)
5A
A standard jab attack
A straight punch which has very fast start-up
A high angled kick
A long-range, cancelable sobat
5B
A two-hit angled kick
Runs forward and does four kicks, can be pressed repeatedly (Like Akihiko’s 5B)
5C
A spin kick to the midsection
DP- Tornado Kick
King does her iconic whirlwind kick forward.
Crouching
2A- A crouching low kick
2B-A crouching uppercut, can be used as a pseudo anti-air
2C- Slide kick
King's slide kick moves her forward on the ground for a low hitting kick.
Jumping
j.A- A jumping back kick aimed upwards
j.B- A jumping downwards angled kick, that can crossup
j.C- An aerial spinning heel kick that arcs downwards
Specials
236A+B- Venom Strike
King's projectile. A standard fireball on the ground.
236C- Double Strike
Double Strike shoots two venom strikes, where the second one reaches further than the first.
214A+B- Trap Shot
King will do a back-flip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times.
236C- Surprise Rose
King hits the opponent twice on her way up, and then kicks them on the way down
Distortions
236B+C- Illusion Dance
King flips back dramatically then leaps forward to deliver a barrage of punches & kicks. It ends with King kicking the opponent in the face in the middle of the air.
Resonance- King leaps towards the opponent at 3/4th screen distance
214B+C- Silent Flash
King does a backflip kick, then rockets straight upward with a second kick.
Resonance- Has faster start-up, more invincibility, and more damaging
Astral Heat
King yet again backflip kicks the opponent into the air. then jumps and delivers a flurry of kicks before Kicking the opponent back down. She then prepares one oast kick that hits them right on the center of their back. The impact not only shattered the floor, but also created a large cracking sound. indicating that the opponent's spine was broken.
Sources
https://dreamcancel.com/wiki/index.php/King_(XIII)
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/King
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/King


Yuri[]

Name- Yuri Sakazaki
Series- King of Fighters
First appearance- Art of Fighting
Jp. VA- Kaori Horie
Fandub VA- Deva Marie
(https://www.behindthevoiceactors.com/Deva-Marie-Gregory/)
Theme- Diet (XI version)
(https://www.youtube.com/watch?v=mIbIak544o4)
5A
Yuri does a quick elbow strike
Yuri does a roundhouse kick.
A short, upward kick
Yuri does an uppercut
5B
A quick jab
A standing low elbow strike
Yuri does a stiff, straight punch.
Yuri’s classic butt slap that counts as an overhead.
5C
Yuri does a slap with VERY short range.
Crouching
2A-Yuri performs a crouching jab.
2B-performs a low kick
2C- Yuri punches upward.
Jumping
j.A-A downward angled punch.
j.B- An aerial upward kick
j.C- Aerial kick with fantastic range.
DP- Yuri Chou Upper
Yuri's version of the dragon punch
Specials
236A- Ko-Ou Ken
a fireball extending a bit past her fist.
236B- Saiha
Yuri performs a fireblast pointed diagonally towards above her head, pointed at 2 o'clock.
(Aerial) 236A/B- Raiouken
Yuri's fireball travels at a downward angle of almost 40 to 60 degrees.
236C- Chou Saiha
It's basically a super version of Saiha.
214A/B- Houyoku
Yuri’s Demon Flip, back from KOF XIII.
A command- Yuri Raijin Kyaku
Her dive kick but out of her Demon Flip.
B Command- Raiou Ken 
Raiou Ken but during Houyoku.
214C-Ex Houyoku
Yuri will flip right in front of the foe no matter how far she is unless she is too close, where she will instead flip right over them. And all the follow ups get  a damage buff.
Distortions
236B+C- Hien Hohou Kyaku 
Yuri’s Ranbu super where she kicks the opponent’s face in…..alot
Resonance
Does a ton more damage and more invincibility.
214B+C- Haoh Shoukou Ken
Kyokugen Karate staple, Yuri throws a massive fireball toward the foe.
Resonance- Chou! Ryuuko Ranbu 
A multi-hit super (butt slap included) that ends in a powerful uppercut. With Yuri posing for the camera as her opponent lands
Astral Heat- Haoh Raiouken 
Yuri backflips in the air to release a Raiouken  nuke that does massive damage.
Sources
https://dreamcancel.com/wiki/index.php/Yuri_Sakazaki_(XIII)
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Yuri_Sakazaki


Art of Fighting Team[]

Ryo[]

Name: Ryo Sakazaki
Series: King of Fighters
First appearance: Art of Fighting
Jp. VA:  Masaki Usui
Fandub VA- Kyle Hebert
(https://www.behindthevoiceactors.com/Kyle-Hebert/
Theme: After a long Absence
(https://m.youtube.com/watch?v=h11gqUr-3T0
5A
A safe and neutral positioning jab
ranged hook
Looks like a low kick, but it hits mid.
quick uppercut to the chin.
5B
Zanretsuken
Ryo performs a volley of punches, while remaining stationary. If any of the punches connect to the opponent, Ryo will enter a full punching animation that will lead to an uppercut, causing the opponent to reel upwards into the air.
5C
A karate chop.
Crouching
2A- A quick crouching jab
2B- A low poking kick
2C- A wide ranged sweep
jumping
j.A- A short ranged jumping elbow
j.B- A short range jumping knee
j.C- A long ranged flying kick that is aimed at a diagonal angle
DP- Koho
A traditional dragon punch.
Specials
236A- Kohken
A short ranged projectile that functions as a flash punch so to speak.
236B- Jodanuke 
Ryo's parry is a very useful defensive and offensive tool which can help him negate mid and overhead attacks
236C- EX Kohken
Ryo will launch his projectile very quickly while traveling forward. Does generous amount of damage on hit, covers a lot of distance and can be a very powerful pressure tool. This version of Kohken will cause a knockdown on hit.
214A- Gedanuke 
Similar to his standing parry but counters/absorbs low attacks with mid attacks from a crouching opponent or ground skimming projectiles
214B- Hienshippukyaku
Ryo leaps forward into the air to perform a spinning kick onto his opponent.
214C- Ex Hienshippukyaku
Ryo travels further and faster, hitting the opponent (even while they are crouching) twice for extra damage
Distortions
236B+C- Ryukohranbu 
Ryo will perform a ranbu super move. Ryo will rush towards his opponent. When he connects with the opponent, he will perform a barrage of attacks, ending the combo with his Koho.
Resonance-Tenchihahoken
Ryo will power himself up and perform a devastating punch attack to the opponents mid section, sending them reeling backwards for a hard knockdown.
214B+C- Haohshokohken
Ryo will hurl a wide projectile towards his opponent.
Resonance- The projectile will travel forward very quickly which is good for punishing and overriding the opponents projectile.
Astral heat - Ryo with an elbow and following with a 2-hit uppercut then follows up with a powerful punch to the opponent's midsection, which lifts them off their feet and then follows up by delivering a Koho to their chin. The game slows down this part of the sequence to illustrate the force of the move, which is enough to crush the opponent's jaw. Ryo then follows through, blasting the opponent into the air from the force of the uppercut. with paint bushtrails for each blow in front of a white background.
Sources
(Yes ,i used the metsu shoryuken) 
https://streetfighter.fandom.com/wiki/Metsu_Shoryuken
https://dreamcancel.com/wiki/index.php/Ryo_Sakazaki_(XIII)


Robert[]

Name- Robert Garcia
Series: King Of Fighters
First Appearance- Art of Fighting
Jp. VA- Kazuhiro Inage
Fandub VA- Eric Vale
(https://www.behindthevoiceactors.com/Eric-Vale/
Theme- Dragon, Tiger, And Swallow
(https://m.youtube.com/watch?v=4A6uC1V9wSE
5A
A shoulder height quick jab
A fairly high sidekick
A high angled kick
A double axe kick that has a fairly high height.
5B
Geneikyaku 
A standing flurry of kicks that does 16 hits (but not much damage,)
Upper 
When canceled from another normal, the first hit is cancel-able. By itself it launches the enemy HIGH into the air, just above the character's lifebars.
Robert will automatically jump on command
Hienryujinkyaku
Robert stops mid-air and flies down at an angle pointed in between 4 and 5 o'clock.
5C
A simple mid kick
Crouching
2A- Swift low jab with good range
2B- Fast low light kick
2C- His patented sweep from past games
Jumping
j.A- A fairly deep jump kick
j.B- A downward angled punch
j.C- a kick pointed horizontally
DP- Ryuga
A firefisted dragon punch 
Specials
236A/B- Ryugekiken
Robert throws a fireball at shoulder height towards the opponent.
236C- Ex Ryugekiken
gives his fireball more speed, two hits, and beat out normal projectiles.
214A- Ryuuren • Gen-ei Kyaku
Robert breaks the opponent's defense then performs the end animation and performs a roundhouse kick
214B-Hienshippukyaku
Robert flies towards his opponent with his foot on fire,
214C- EX Hienshippukyaku
travels much faster and farther, and backflips back after impact.
Distortions
236B+C- Ryuukoh ranbu
Robert dashes towards the opponent, unleashing a fury of fast punches and kicks ending with him adjusting his vest, then a dragon punch to the opponent into the air.
Resonance- Mu-Ei Senpuu Ryuu Zanshou 
Robert launches the opponent in the air with a kick, then does a bunch of kicks, then finishes with a flip kick.
214B+C- Haohshokoken
Robert throws a huge fireball at the opponent
Resonance- Faster, hits 5 times, more damaging, hard knockdown
Astral Heat- Hien-shippuu-ryujin-kyak 
Robert jumps backwards in the air then performs a flaming flying kick that connects to the opponent on the ground, then drags them towards the end of the screen.
Sources
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Robert_Garcia
https://dreamcancel.com/wiki/index.php/Robert_Garcia_(XIII)

Takuma[]

Name: Takuma Sakazaki
Series: King of Fighters
First appearance: Art of Fighting
Jp. VA: Eji Tsuda
Fandub VA: Dave Mallow
(https://www.behindthevoiceactors.com/Dave-Mallow/
Theme: Training! Mountain Seclusion
(https://www.youtube.com/watch?v=wFn8GkDqVRY
5A
A quick punch attack
A punch aimed towards the stomach
Puts his weight into this straight punch that aims at the chin.
a very stern thrust kick
5B
Zanretsuken
- Takuma does a flurry of rapid punches hitting the opponent
Instead of posing as they fall to the ground, Takuma does a  standard high kick
5C
Does his thrust kick without auto combo
Crouching
2A-Crouching light punch
2B- Crouching low kick
2C- Yes, it's not a sweep kick, it’s an uppercut
Jumping
j.A- Air knee attack
j.B- Strong air punch attack
j.C- A Meaty air kick attack
DP- Hienshippukyaku
Takuma does a flying thrust kick hitting the opponent in the gut
Specials
236A/B- Haohshikouken
Takuma forms a very large energy sphere using both hands, then throws it at his opponent.
236C- Kyoukugen Ko Ou
Takuma makes a Ko Ou Ken energy sphere in his hand, then hits the opponent in the stomach with it.
214A/B- Kyokugen Houken
Takuma grabs his opponent and hits them, breaking their fighting stance for a brief moment.
214C- Kyokugen Kohou
A fire-doused uppercut that has a vertical incline.
Distortions
236B+C- Haohshikouken
Takuma forms a very large energy sphere using both hands.
Resonance- Ryukko Ranbu
Takuma quickly dashes forward and, if he makes contact with the opponent, does an 11 hit combo ending with a thrust kick then a Haohshikouken.
214B+C- Kishin Sanga Geki = qcb~hcf+AC - Takuma dramatically fierce punches the opponent then karate chop strikes them to the ground.
Resonance- Faster startup and more damage
Astral Heat- Built Upper
Takuma does an uppercut flying up into the air taking the opponent with him, then descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up.
Sources
https://dreamcancel.com/wiki/index.php/Mr._Karate_(XIII) 
https://dreamcancel.com/wiki/index.php/Takuma_Sakazaki_(XIII)

Ikkari Warriors Team[]

Leona[]

Name: Leona Heidern
Series: King of Fighters
First Appearance: King of Fighters 96’
Jp. VA- Masae Yumi
Fandub VA- Jennifer Hale (was originally Brianna Knickerbocker)
(https://www.behindthevoiceactors.com/Jennifer-Hale/
Theme- Irregular Mission
(https://m.youtube.com/watch?v=AIR_AufLPLE
5A
A standing straight-forward chop
A forward to downward swipe
(Grand Sabre) - A one-handed forward slash of energy.
(Gliding Buster)-Leona follows up with a backflip slash attack.
(X-Calibur)- A downwards X-shaped energy slash
5B
A kick to the shin,
A high-angled spin kick to the head
Two standing knee strikes to the body
(Strike Arch)- A high-arcing forward overhead kick.
5C
A straight one-handed stab
Crouching
2A- A crouching straight-forward chop
2B- A vertical elbow strike
2C- A full body lunging sweep.
Jumping
j.A- An aerial downward claw strike
j.B- A two-handed cross slash
j.C- A back-turned downwards kick
DP- Moon Slasher 
A circular energy slash performed with her hands
Specials
236A/B- Earring Bakuden
An explosive earring thrown at a downwards arc.
236C- Heart Attack 
Leona takes an earring explosive and sticks it to the foe flashing its coming detonation. However, the enemy will be stunlocked for 3 out of the 7 flashes.
214A- Eye Slasher
Leona retreats a little and throws a boomerang-like projectile. So long as Leona doesn’t get attacked, the projectile will return to her.
214B- Baltic Launcher
Another staple Leona move that has her creating a whirlwind ball in front of her
214C- Leona’s Baltic Launcher now moves forward and does a whopping 12 hits.
Distortions
236B+C(Ground)- Leona Blade
Uses her orochi transformation to channel energy into a massive explosive stab. If the opponent is out of range, Leona performs a swipe instead of the stab
Resonance- Rebel Spark
Leona runs towards the foe and penetrates them with an explosive and then backs up and does a pose before detonating. If her Orochi form is on, let out a feral scream as the earring ignites then explodes.
236B+C(Air)- V-Slasher
A diving, explosive energy slash in the shape of a V.Among all the iconic moves Leona has, V-Slasher is probably the most iconic.
Resonance- EX V-Slasher
Will automatically home in on the opponent.
214B+C- Slash Sabre
Leona does a fast running slash similar to her Grand Saber. On hit it’ll commence a fast back & forth Sabers into a final explosion
Resonance- Awakening
Leona screams as her orochi blood suddenly takes control of her mind. When Leona turns into this mode her stance, movement, Win pose, and animations change for a few seconds.
Astral Heat- Dead End Inferno 
Leona runs toward the opponent, slashing them then kicking them into the air where she then crushes them into the wall and finally Leona turns into her Riot of Blood Mode. If Leona is already in her mode she crushes the foe into the wall twice then returns to normal.
Sources
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Leona_Heidern
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Leona_Heidern
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIII/Leona_Heidern
http://wiki.shoryuken.com/Leona_Heidern_(KoF_%2798_UM)


Ralf[]

Name: Ralf Jones
Series: King of Fighters
First Appearance: King Of Fighters 96’
Jp. VA- Bunshu Shinoya
Fandub VA- Clifford Chapin
(https://www.behindthevoiceactors.com/Clifford-Chapin/
Theme: Smell of GunPowder
(https://m.youtube.com/watch?v=Sxqm3HEwn9g
5A
A quick elbow
A quick jab
A far ranging arm swing
An arcing punch
5B
(Vulcan Punch)
A series of punches that causes a soft knockdown on hit.
(Jet Upper)
Ralf throws out an uppercut that brings one of his arms above his head.
5C
(Ralf kick)
Ralf launches forward and tries to drop kick on the opponent
Crouching
2A- A quick jab
2B-A long range horizontal ground poke.
2C- yet again, another leg sweep. take a shot for how many characters i had here with sweeps.
Jumping
j.A- A quick punch aimed downward
j.B- A kick aimed downward.
j.C- An elbow drop with a good amount of hitstun
DP- Explosive Punch
Ralf pounds the ground, causing a mushroom cloud explosion around him.
Specials
236A/B- Burning Hammer
A quick, explosive punch to the gut
236C- EX Burning Hammer
This version has full-body autoguard, making is work like a counter move. On hit, it puts the opponent in a crumple state.
214A-  Gatling Attack- (Burning Hammer) 
Ralf charges forward with a backhand, and follows up with Burning Hammer 
214A- Gatling Attack- (Jet Upper)
Instead of a burning hammer it follows up with a jet upper
214C- Gatling Attack- (Vulcan Punch & Jet Upper)
follows up with both vulcan punch and jet upper.In addition to being faster and more damaging, the C version ends in a hard knockdown.
Distortions
236B+C- Galactica Phantom
Ralf hits the opponent with an explosive punch. This move can be charged for increased damage (about 4 seconds)
Resonance- EX version does much more damage and travels a bit further.
214B+C- Bareback Vulcan
Ralf tackles the opponent and punches them repeatedly and then sends them off with a big explosion
Resonance- Jet Vulcan
Ralf explodes in a flurry of punches, after which he goes into a "cool down" pose.
Astral Heat- Ralf Super Phalanx 
Ralf slams his fists together and proceeds to give a barrage of punches to the opponent. The opponent staggers as they receive the blows before Ralf finishes them off with one dramatic serious punch that causes a giant explosion. the ending shot shows a First person perspective in front of Ralph, as he was walking away from his opponent.
Sources
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Ralf_Jones
https://dreamcancel.com/wiki/index.php/Ralf_Jones_(XIII)


Clark[]

Name: Clark Steel
Series: King of Fighters
First appearance: King of fighters 96’
Jp.VA: Tomo Kasaya
Fandub VA: SungWon Cho
(https://www.behindthevoiceactors.com/SungWon-Cho/
Theme: Desert Requiem
(https://m.youtube.com/watch?v=pr-_8d4S-ns
5A
A chest-level jab
Clark kicks downward toward the opponent's shin
Clark's double elbow
A long-ranged spinning backfist attack
5B
Clark twists around and attacks with a back kick.
A standing backfist
(Jet Upper)
Carke throws out an uppercut that brings one of his arms above his head.
5C
Clarke does a physics defying dropkick.
Crouching
2A- A crouching jab
2B- A powerful low kick
2C- There’s so many sweeps that I might as well make a character whose moves are just sweeps.
Jumping
j.A- A jumping punch
j.B- A horizontal kick
j.C- A falling elbow attack
DP- Step
Similar to special forward dashes from KOF98, except Clark can cancel his normals into this command dash for a quick mixup. Inputting the command causes Clark to quickly dash forward, during which time he cannot act. Despite this, he’s able to pass through projectiles and aerial and middle attacks, yet is susceptible to crouching attacks.
236A/B- Vulcan Punch
Clark begins a tandem of punches at a 45° angle
236C- A more controlled version that only hits four times and keeps the opponent grounded on hit, allowing an instant grab to link afterwards.
214 A/B- Super Argentine Backbreaker 
Clark's staple command grab. Clark tosses the opponent onto the ground and the opponent is hit with a shoulder stabbing backbreaker.
214C- SAB is followed up with his Flashing Elbow
Distortions
236B+C- Ultra Argentine Backbreaker
Clarke does his SAB 3 Times before tossing the opponent down.
Resonance- Does more damage as an added effect makes a louder bone curshing sound.
214B+C- Running Three
Clark hoist the opponent over his shoulder and runs to the corners (depending on the way he's facing he’ll do an extra one on the corner he was facing beforehand) and does three sideways powerbombs into the corner
Resonance- Has a faster startup, greater range and does more damage
Astral Heat- Ultra Clark Buster (XIV version)
Clark tackles forward for a moderate distance and if it hits, he lifts the opponent into the air and slams them with a falling buster drop. And by that I mean he bends their arm back, exposes their head to downward and piledrives them to the ground head first. Yeah, not flashy, but man does it look painful.
Sources
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Clark
https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_XIV/Clark_Still

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