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New screenpack is here:
8 Available characters:
1) Kyo
2) Shingo
3) Ryu
4) Shiki
5) Marisa
6) Kaede
In Arcade Mode
7) Boss: Ryougi and Mima
The King of Fighters 2002 UM:
Knockdown Attack - y+b or z
GC Knockdown Attack - y+b or z while guarding
Roll - x+a
GC Roll - x+a while guarding(Requires 1 Power Bar)
Quick Roll - x+a while attack hitting(Requires 1 Power Bar)
Safe Fall Recovery - x+a when nearing ground while falling
Maximum Mode - a+y(Requires 1 Power Bar)
Quick Max - a+y while attack hitting(Requires 2 Power Bars)
The King of Fighters 98:
Run(ADV)
Back Step - B, B
Knockdown Attack - y+b or z
GC Knockdown Attack - y+b or z while guarding
Roll(ADV) - x+a
GC Roll - x+a while guarding(Requires 1 Power Bar)
Maximum Mode(ADV) - x+a+y(Requires 1 Power Bar)
Safe Fall Recovery - x+a when nearing ground while falling
Street Fighter 3: 3rd Strike:
Super Jump
Tap Down then Up-Back, Up, or Up-Forward. This increases your jump distance by quite a bit. Great for cross up and punishment situations from across the screen.
Dash
Tap Forward, Forward or Back, Back quickly. Great for changing position quickly. Also great for applying pressure after a knockdown.
Quick Standing
Tap Down just as you reach the ground after a knockdown. Causes you to roll backwards just after you hit the ground. Good for avoiding wake up attacks. Be careful in the corner though, as Quick Standing's recovery is vulnerable to attack.
Universal Overhead
By pressing Y+B you will perform an overhead attack that must be blocked high. They have a very short hit. Universal Overheads work best when performed as a meaty attack.
Parry
To parry high attacks press Forward just before the attack hits, to parry low attacks press Down just before the attack hits, and to parry in the air press Forward just before the attack hits. You can parry any attack that isn't a throw. After parrying an attack you leave your opponent sort of frozen for a bit, giving you a pretty hefty frame advantage to counterattack.
EX Special Attacks
To perform an EX Special Attack you must press two of the attack buttons(X+Y or A+B) as opposed to one. It takes roughly half one bar of your super meter to perform. An EX move usually adds an extra hit or two to the regular, or does more damage. Not even attack has an EX counterpart. The EX attacks will be listed in each character's section
Super Meter
have access to all of their super moves. Each characters gets two stocks of meter. Each super move takes on stock of meter to perform. This allows combos and options that weren't available in Street Fighter Three(such as Urien being able to finish an Aegis Reflector combo with a super).
Melty Blood Actress Again Current Code: A, B, and C correspond to weak, medium, and heavy attacks respectively.
The X button functions as shield, which is a parry mechanism. Specifics of the X button vary with the Moon style.
236X/j.236X (After successful Shield): Launching counter hit follow up. Can be guarded if timed right. (Full moon only)
214X (Can be done while blocking): Shield Bunker. (All moons, though Half has a unique Shield Bunker when done while blocking.)
The Y button (labeled "QA" ("Quick Action") in game config) is the in-game macro button which outputs different button combinations depending on the direction held (regardless of the character's state). Does not do anything on diagonals.
5E: Acts as A+B+C.
[Ground Only] Activate Heat or Blood Heat (Crescent), Circuit Charge or Active Blood Heat (Full).
[Ground/Air] (while blocking/being hit) Circuit Spark (Crescent, Full; Half in a special case).
4/6E: Acts as A+X (resulting in 4/6A+X)
Throw/Air Throw and Throw Tech .
2E: Acts as A+B. Results in 2A+B.
Dodge and Air Dodge (Crescent, Half).
Touhou Hisoutensoku:
A = Physical Attack
[A] = Charged Physical Attack
B = Weak Projectile
[B] = Charged Weak projectile
C = Strong Projectile
[C] = Charged Strong projectile
X = Dash/8-Way Flight
A+B = Toggle Card
B+C = Use Card
The Last Blade 2:
X = Light Slash
Y = Hard Slash
A = Kick
B = Deflect/Repel/Parry AND Ground/Air Recovery
AB = Throw
YA = Overhead/Unblockable
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