Fighter ID

Light display theme for Ryo Sakazaki
King of Fighters '96, The
Game Series
Tags
crossover
team_elim
world_tour
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Fighter Movelists

Chizuru Kagura
Revolving Heavens
Command Moves
Chizuru gracefully flips the opponent while passing them.

Up Close

Forward

or

Backward

And

D button
Heaven's Way
Special Moves
Clone-spawning Shoryuken-type deal. Light version has the clone uppercut and fading away while the real Chizuru stands still, and Heavy version has the clone stand still while the real Chizuru performs the move.

Dragon Punch Motion

And

Any Punch
Echoing Harp
Special Moves
Chizuru swipes downward with her hand, hitting opponents and also can reflect projectiles. Heavy version has a long startup as she twirls first, but is plus on block

Half-circle Forward

And

Any Punch
Oracle's Decree
Special Moves
Chizuru sends her duplicate forward for a strike. Doing the move with a punch hits upward, doing it with a kick hits downward.

Quarter Circle Back

And

Any Punch

or

Any Kick
Heavenly Oracle's Decree
Special Moves
During Oracle's Decree
The duplicate follows up with another strike before fading. Must use the same button that was used during Oracle's Decree.

Quarter Circle Back

And

Any Punch

or

Any Kick
Rules of Zen
Super Moves
Chizuru hits with a large energy blast around her hand, and if the opponent is hit, they'll be unable to use special moves for a brief time.

Quarter Circle Back

Half-circle Forward

And

Any Punch
Rustling Wind Bruiser
Super Moves
Chizuru sends out a duplicate to saunter forward while flailing its arms in a circular motion. Chizuru can move and attack while the duplicate is out, but can't use specials or supers.

Quarter Circle Back

Quarter Circle Back

And

Any Kick

Clark Steel
Death Lake Drive
Throw Moves
Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.

Air Only

Up Close

Backward

or

Down

or

Forward

And

C button

or

D button
Frankensteiner
Special Moves
Command throw with an extremely long whiff animation, owing to the elaborate nature of the frankensteiner. If not followed up with Flash Elbow, Clark will spread his arms and exclaim "HEY."

Up Close

Half-circle Forward

And

B button
Flashing Elbow
Special Moves
During Frankensteiner
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Super Argentine Backbreaker
Special Moves
Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.

Up Close

Half-circle Forward

And

D button
Napalm Stretch
Special Moves
Clark leaps up at a high angle in a cool pose. He locks up with the opponent and spins to the ground, slamming them. This move is in reference to Kinnikuman Soldier's technique of the same name.

Dragon Punch Motion

And

Any Punch
Flashing Elbow
Special Moves
During Napalm Stretch
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Rolling Cradler
Special Moves
Clark dashes forward with a grab attempt, then rolls backwards across the ground with his opponent in tow. Relegated to a Mount Tackle followup after the invention of that move.

Half-circle Forward

And

Any Punch
Flashing Elbow
Special Moves
During Rolling Cradler
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Vulcan Punch
Special Moves
Rapid punches at an upward angle.

Mash

Any Punch
Ultra Argentine Backbreaker
Desperation Moves
Three successive Super Argentine Backbreakers are performed with different finishers over the years. 94-95: After the third drop, Clark ends with a shoulder buster. 96-98: Normally ends with a Death Valley Bomb. SDM version ends with "Clark Spark," Clark's take on Kinnikuman's Muscle Spark finisher.

Up Close

Half-circle Back

Half-circle Back

And

C button

Geese Howard
Katate Nage
Throw Moves
After holding the opponent up by their throat, Geese slams them behind.

Up Close

Forward

or

Backward

And

C button
Shinkuu Nage
Throw Moves
Geese's signature backwards toss, with circular arm-rotation flourish.

Up Close

Forward

or

Backward

And

D button
Shippu Ken
Special Moves
An angled air fireball. Some have said Geese used this technique to save himself from his apparent falling death at the end of Fatal Fury. Maybe that's a joke?

Air Only

Quarter Circle Back

And

Any Punch
Hisho Nichirin Zan
Special Moves
Geese rises into the air then slashes downwards. Like Terry's Power Dunk.

Dragon Punch Motion

And

Any Punch
Atemi Nage
Special Moves
@term=bbtn@ vs jump attacks, @term=dbtn@ vs high attacks.

Half-circle Forward

And

B button

or

D button
Reppu Ken
Special Moves
Traditionally the weak version produces a single Reppu Ken; in the hard version Geese combines two for a larger Double Reppu Ken.

Quarter Circle Forward

And

Any Punch
Raising Storm
Desperation Moves
Geese thrusts his hands to the floor, erecting a cage of energy about himself.

Down Backward

Half-circle Back

Down Forward

And

Any Punch

Iori Yagami

Wolfgang Krauser
Kaiser Driver '91
Throw Moves
A high overhead press followed by a turn and piledriver.

Up Close

Forward

or

Backward

And

D button
Kaiser Suplex
Special Moves
A throw consisting of a backflip, landing opponent's-head-first.

Up Close

Half-circle Back

Forward

And

C button
Kaiser Dual Sobat
Special Moves
Krauser hops forward and performs a spinning double-kick.

Half-circle Forward

And

Any Kick
Blitz Ball
Special Moves
Krauser throws a fireball high with @term=anypunch@ or low with @term=anykick@.

Quarter Circle Back

And

Any Punch

or

Any Kick
Leg Tomahawk
Special Moves
Krauser leaps forward in a broad arc, swinging his leg.

Quarter Circle Forward

And

Any Kick
Kaiser Wave
Super Moves
Krauser charges with arms outstretched, then unleashes a massive wave of energy.

Forward

Half-circle Forward

And

Any Punch