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King of Fighters '94, The Series
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Fighter Movelists
Zan-ei Ken
Andy dashes at his foe, elbow first.
Shouryuu Dan
Andy's rather unorthodox dragon punch type move.
Hishou Ken
A small burst of energy flicked out at his foe.
Lucky Vision
Dashing teleport.
Deathbound
Lucky calls a basketball from offscreen, bouncing it off the ground at an angle.
Atomic Drop
Lift the opponent and drop them rear-first onto the knee.
Buster Tomahawk
An airborne hook punch.
Screw Body Press
Brian goes spinning through the air, hitting multiple times.
Rocket Tackle
Anti-air shoulder attack.
Hyper Tackle
Cross-screen shoulder charge.
Brian Tornado
Multi-hit spinning body torpedo.
Brian Hammer
Two-handed overhand blow, begins a series of chain attacks.
Tiger Driver
Brian Hammer >>
A sitting powerbomb from Brian Hammer
Double Hammer
Brian Hammer >>
Upwards hammerblow from Brian Hammer
Big Bang Tackle
Three hyper tackles in a row, back and forth. Reminiscent of Buffaloman's Hurrican Mixer finisher, from Kinnikuman.
American Super Nova
Brian leaps to catch an airborne opponent, subjecting them to a series of holds and bombs.
Nage-panashi German
A partial german suplex in which the opponent is released and thrown backwards. Clark lies on the ground leisurely for a moment, afterwards.
Fisherman Buster
A variant of the brainbuster technique.
Death Lake Drive
Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.
Stomping
Somewhat exaggerated low kick.
Frankensteiner
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."
Flashing Elbow
Frankensteiner >>
An elbow drop followup to most of Clark's grappling techniques.
Super Argentine Backbreaker
Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.
Flashing Elbow
Super Argentine Backbreaker >>
An elbow drop followup to most of Clark's grappling techniques.
Napalm Stretch
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.
Flashing Elbow
Napalm Stretch >>
An elbow drop followup to most of Clark's grappling techniques.
Super Arabian Burglary Backbreaker
Clark dashes forward with a grab attempt. He then turns around and dumps the opponent back-first onto his knee.
Flashing Elbow
Super Arabian Burglary Backbreaker >>
An elbow drop followup to most of Clark's grappling techniques.
Rolling Cradler
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.
Flashing Elbow
Rolling Cradler >>
An elbow drop followup to most of Clark's grappling techniques.
Vulcan Punch
Rapid punches at an upward angle.
Ultra Argentine Backbreaker
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.
Running Three
Clark poses with his arms in a V-shape, shouts "RUNNING THREEAGHH" and dashes forward. He lifts his opponent on his shoulders and performs a running powerbomb. In the SDM version, they are subjected to a series of three bombs.
Reverse Stomach Buster
Repeated gut punches. Throws opponent behind afterwards.
Rock Crush
Overhead punch.
Dancing Beat
D!'s @term=dbtn@ throw from 1994, now a command throw with no whiff animation.
Shadow
D! throws a few punches and poses. This enhances his next special move, often adding extra hits.
Soul Flower
A ground pound.
Ducking Combination
A quick dash forward into attack. Followup @term=qcb@+@term=abtn@ is an overhead, @term=qcb@+@term=cbtn@ is a low.
Blast Upper
D! uppercuts, creating a spray of force.
R. S. D.
Advancing punch with whirlwind effect.
D. Crazy
Boxing autocombo.
D. Magnum
A single big punch, hold button to delay.
Lead Belcher
Heidern slams his enemy to the ground then stabs them with his hand.
Backstabbing
A quick low slide behind the opponent and a sharp jab at their back.
Critical Drive
Grab in the air and drag to the ground.
Shooter Narnagel
A forward rolling knee-kick that hits twice (second hit is an overhead).
Storm Bringer
A command grab where Heidern drains the very life from the opponent, adding it to his own.
Cross Cutter
An X-shaped projectile of cutting power.
Neck Rolling
A high acrobatic leap at the opponent, Heidern grabs their neck and quickly spins causing massive blood loss.
Moon Slasher
Heidern slashes his arm in a moon-like circle.
Killing Bringer
Heidern strikes a pose and if struck launches the opponent into the air and impales them on his arm, sucking their life.
Heidern End
Focusing a blade of energy on his hand, Heidern dashes across the screen to stab his opponent in the gut. They hang suspended for a moment before Heidern exclaims "Go to hell!" and explodes them.
Final Bringer
Heidern leaps at the opponent similar to Neck Rolling, but then executes an improved Storm Bringer.
Tiger Kick
Joe's signature rising energy knee. More horizontal in original Fatal Fury.
Death Heel
A high jumping axe kick.
Hurricane Upper
Joe uppercuts one or two hurricanes at his enemy.
Bakuretsu Ken
Joe flurries punches.
Golden Heel Hurter
Joe leaps forward and snaps his heel down.
Cyclone Break
Spinning cartwheel kick.
Exploding Hurricane Tiger Heel
A lengthy string of attacks with a Tiger Kick into Golden Heel finish.
Lucky Driver
Lucky dives forward before executing a vaulting spin-kick.
Screw Upper
Joe uppercuts out a big red hurricane.
Hell Bound
A geyser of raw basketball force.
Exploding Hurricane Tiger Heel (SDM)
An even lengthier string of attacks with a Tiger Kick into Golden Heel finish and a few hurricane uppers thrown in for good measure.
Dunk Buster
Lucky jumps and tosses the opponent across the screen.
Lucky Crush
Repeated knee strikes.
Death Shoot
Lucky makes a jump shot that comes down at distance determined by button.
Death Heel
A high jumping axe kick.
Cyclone Break
Spinning cartwheel kick.
Death Dunk
Lucky jumps to grab a ball, then rebounds it off the ground.
Lucky Vision
Dashing teleport.
Deathbound
Lucky calls a basketball from offscreen, bouncing it off the ground at an angle.
Lucky Driver
Lucky dives forward before executing a vaulting spin-kick.
Hell Bound
A geyser of raw basketball force.
Rocket Tackle
Anti-air shoulder attack.
Power Dunk
Terry jumps up and dunks his fist down.
Rising Tackle
Terry rises upside down with arms outstretched.
Burning Knuckle
Terry punches forward with his hand ablaze.
Brian Hammer
Two-handed overhand blow, begins a series of chain attacks.
Tiger Driver
Brian Hammer >>
A sitting powerbomb from Brian Hammer
Double Hammer
Brian Hammer >>
Upwards hammerblow from Brian Hammer
Power Wave
Terry punches the ground, sending a wave of energy at his foe.
Power Geyser
Terry punches the ground generating a massive explosion of energy.
Big Bang Tackle
Three hyper tackles in a row, back and forth. Reminiscent of Buffaloman's Hurrican Mixer finisher, from Kinnikuman.
American Super Nova
Brian leaps to catch an airborne opponent, subjecting them to a series of holds and bombs.
Hyper Tackle
Cross-screen shoulder charge.
Brian Tornado
Multi-hit spinning body torpedo.
Bun Nage
Lift and unceremoniously toss backwards.
Bussashi
Straight punch downward.
Bomb Bopper
Yamazaki grabs his foe and gives them an exploding headbutt.
Hydra's Judgment
Yamazaki slashes with a concealed knife.
Flight of Tempering
Sand kick into heavy stomping axe kick.
Sand Scattering
A big kick spraying sand forward. Can be cancelled into Serpent Slash.
Sadomaso
Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.
Serpent Slash
Dangles arm while button is held, then slashes out in a given direction. In some games, holding for an extended period of time causes Yama to slash three times rapidly. @term=dbtn@ cancels.
Double Return
Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.
Drill
A command throw followed by a period where the player can mash. The amount of mashing determine's Yamazaki's action and amount of damage. In many games, continuing to mash after the fact makes Yamazaki laugh hysterically.
Guillotine
A leaping uppercut followed by a downward strike. A successful Yamazaki drags his opponent across the floor before kicking them away.

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FIGHTABASE (v7) | Since 2006