The previous thread was over five years old and didn’t have any hugely important information, so I decided to make a new thread for, hands-down, my favorite SNK fighting game.
Universal character stuff:
:snka: Light attack
:snkb: Medium attack
:snka: + :snkb: Heavy attack
:snkc: Kick
:r: + :snkc: Forward-moving kick, knocks down and moves forward for almost all characters
:df: + :snkc: Sweep
Hold :snkd: Meditate, which lowers your rage gauge in exchange for moving the needle above your life gauge forward, both of which are discussed later.
:l: + :snkd: Hop in place. Avoids throws and low attacks.
:d: + :snkd: Lie down. Avoids throws and high attacks.
:r: + :snkd: hop forward. If you’re next to your opponent when you perform this you will hop to his opposite side. Avoids lows, but IIRC doesn’t avoid throws.
:db: + :snkd: roll backwards. Note that these aren’t your usual-style SNK rolls, you can be hit during almost all of it, as well as being thrown out of them.
:df: + :snkd: roll forward. See above.
:qcb: :r: + :snkd: Sword parry. If this catches a weapon attack (kicks and unarmed attacks don’t count), your opponent will be stunned for a second. In addition, if you perform this successfully while unarmed, you will disarm your opponent. Classy.
:snkb: :snkc: universal overhead. These are really useful in this game, they’re fast, knock down, and often evade lows.
:df: + :snkb: + :snkc: (when opponent is down) light pursuit attack. Tack on damage when you’re next to a fallen opponent.
:uf: + :snkb: + :snkc: heavy pursuit attack. Since these are risky, they’re usually only used after specific attacks or combos (for example, Yoshitora’s :qcf: + :snkb: )
:l: or :r: + :snkc: :snkd: Grab. These work a bit differently than most games; the grab attack stuns them and pushes them forward or backward, and then every character has a canned followup they can use by pressing any slash button, or if they’re fast enough they can use another followup.
Rage Gauge:
The gauge at the bottom of the screen is your rage gauge. Whenever you get hit, this gauge increases. When it reaches maximum, your moves do much more damage, and the properties for some of your special moves change. In addition, every character has a super move performed with :qcb: + :snkc: :snkd: which disarms your opponent if it hits them, in addition to dealing lots of damage.
:snka: :snkb: :snkc: Rage explosion. This carries two advantages: one, it can be done during hitstun and knocks your opponent back, getting you out of combos, Guilty Gear style. Secondly, you get a full rage gauge. However, this carries a stiff penalty: if you perform this move, your rage gauge will be gone for the rest of the match after it empties.
:snkb: :snkc: :snkd: State of Nothingness. To perform this move, you need to meet several requirements: you must have lost a round, and your life gauge must be lower than the little needle above your life gauge. You can move the needle further up your life gauge by meditating, as said earlier. In addition, the more you meditate, the longer State of Nothingness will last. When you enter State of Nothingness, your opponent will move super-slow, and will be trapped in hitstun a LOT longer than usual. During State of Nothingness, if you press :snkb: :snkc: :snkd: again, you will perform an Issen, a super-fast dashing slash that combos off of almost anything, does lots of damage, and ends your State of Nothingness.
Stamina Gauge:
This is located just below your lifebar. When you do attacks, this bar decreases. The stronger the attack, the bigger the decrease. The lower the bar, the less damage you do. It refills when you don’t attack.
Stuff you’ll almost never see in the game:
Press 1P button three times: weapon-discarding taunt.
:l: :r: :df: :d: + 1P button: suicide. You instantly lose the round, but in return your rage gauge increases for the next round.
:qcb: + :snkc: :snkd: : FATALITY. To do this move, you must be raged, and
your opponent must have or be able to perform the State of Nothingness, meaning that he’s lost a round and is low on health. However, this move has a ton of invincibility and dashes forward, kind of like an Issen.
Tier list (in no particular order):
High:
Genjuro
Sogetsu
Suija
Kusaregedo
Rimiruru
Rera
Shizumaru
Ukyo
Basara
Mid:
Yoshitora
Yun-Fei
Nakoruru
Enja
Kazuki
Kyoshiro
Amakusa
Hanzo
Galford
Haomaru
Gaira
Charlotte
Low:
Mina
Tam Tam
For movelists and lots of pretty charts and graphs, check out Kao Megura’s FAQ on gamefaqs.com.