Movelist of K9999



Light Kick
Strong Kick
Heat Mode
Light Punch
Strong Punch
Not Used
Taunt

: Press both A and B buttons
: Press both X and Y buttons

etc ...

- DM needs 1 power stock
- SDM needs 2 power stocks
- HSDM needs 3 power stocks
- Super Cancel into another special move requires 1 power stock
- Super Attack Cancel requires 1 extra power stock (added to the power stocks the hyper move takes, i.e to cancel Warero into Tsuki DM, you will need 2 power stocks, to cancel into Sheer Power! SDM, you will need 3 power stocks. Super Cancelable Moves only accept DMs & SDMs, i.e you cannot cancel into HSDM)






Heat Mode ?

Official SNK Playmore explanation : By pushing the Heat Button when not making attacks or being hit, the player character flashes red and Heat Mode activates. The character's attack strength rises substantially, but life energy, conversely, decreases gradually. Using this when opponents are defenseless or off guard has a devastating effect.

Super Cancel Mode
The main new feature of this version. Clark has now access by default to the NW Super Cancel Mode. You receive full power at the first round, and you can cancel special moves into other special moves, but each cancel uses 1 power stock. Performing a super cancel will result in Clark flashing in white. Here are the cancels I decided to include, they are not all from Neowave since Gatling isn't even in that game.

Warero (any version) -> Acchi He Ittero
Warero (any version) -> Break !
Acchi He Ittero
(any version) -> Warero
Acchi He Ittero
(any version) -> Break !

Example of a nice juggle combo using 3 power stocks : Warero (strong) ->> Warero (light) ->> Break! (light) -> Tsuki DM

Notes
Super Cancel != Super Attack Cancel. >:P
Super Cancel = special move -> CANCEL -> special move
Super Attack Cancel = special move -> CANCEL -> hyper move

 



The decriptions for each move are based on my personal experience of KOF. I will try to give you some hints & advices in order to use this character the way he is in KOF. I think this can also apply to M.U.G.E.N . If you need more informations on how to use K9999, combos, strategies & other KOF-related mind games, I would recommend you to check out the FAQs like on GameFaqs for example.

Emergency Evasion (Roll) :
This is the classic roll using KOF'98 standards. Note that you are vulnerable to any throw while rolling so don't perform it too much, especially against grapplers.

Knockdown Attack :
This move is a bit slow to pull out but has an acceptable range. I don't recommend using it since K9999 has better basic moves than this one.

Guard Cancel Evasion :
while guarding (requires 1 power stock)
Very useful if you know your opponent will perform a combo which last hit has a slow recovery time (roll before opponent executes last hit[s] of his combo). Another function of this move is to avoid block damage, like while guarding K9999's SDM for example.

Guard Cancel Attack : while guarding (requires 1 power stock)
This is a useful tool when you want to get your opponent fly away, in order to escape from a combo, from block damage / guard crush or from being cornered. Use with caution though : if opponent lands a late air hit and if you perform the Guard Cancel Attack, you will miss opponent 95 % of the time (because p2 will have enough time to block the G.C.A).

Guard Cancel Attack Evasion :
during any basic move (requires 1 power stock)
This is a feature introduced in KOF 2002 in order to punish people who rely too much on the Guard Cancel Attack.
Indeed, perform the Guard Cancel Attack Evasion during any basic move if you think your opponent will try to G.C.A you. In the case of a success, you will get up while opponent is still in his G.C.A motion, and here you go for a damaging punishment.





Get Lost ! : or +
(close to opponent)
Nothing much to say about this throw.

Quit Playing ! : or + (close to opponent)
This throw inverses player sides.



Acchi He Ittero (Get Out My Sight !) : or

A 5/6 hit projectile type move, K9999 launches some sort of dust waves at a short range. X version is very fast and has a short recovery time while Y version has both longer startup & recovery times. It negates projectiles, can be useful to press opponent and/or to make block damage easily.

Warero (Split !) : or
An anti-air type move. K9999 creates a flame located on the top part of this body. The X version is fast and can be used lately while Y version has a longer startup time and needs to be pulled off early, but makes 2 hits. Note that the gethit opponent velocities varies depending of the version. This move protects his body from being attacked by air type moves and it negates projectiles.

Break ! : or
The new KOF'02 move. K9999 hops forward and throws a flame, similar to the Split! one. The A version makes K9999 hops forward on a short horizontal range, and makes the opponent fall in all situations. The B version makes K9999 jumps on a long horizontal distance, and does not make opponent fall if hit while standing (therefore, this version is comboable). Both versions can be used without fear since K9999 is very well protected by the flame. A version is mostly used as an anti-air while B version is best used to avoid ground projectiles and after pressing opponent with a close standing strong punch. Also note that the B version is an overhead attack.




Tsuki (Moon) :
or
K9999 creates a moon all over his body. Directly taken from Tetsuo (Akira). This is a very useful DM since it has huge range, it comes out (almost) instantly and will counter almost everything (even projectile supers like Haoshokoken). Be careful though since the recovery time is quite large.

You Get Lost Too ! (Shotgun)
: or
K9999's arm morphs into a shotgun and shoots at enemy.The main feature of this DM is to counter projectiles and attacking far opponents. It is a 5 hit DM which can evolve into a 9 hit DM if you're far enough from the opponent. The first shots will display a fire/smoke effect on the opponent that is different from the one used in KOF, just because I thought that the one I use fits better.

- Another new DM has been introduced as well, I'm just not giving info about it to keep the mystery =P





Power Is Losing Control ........ UWAAAAH ! :
The most famous KOF SDM. In a pure Akira style, K9999 will unleash all of his arm power towards opponent. This is a fullscreen range SDM which negates projectiles. Note that the command used in KOF can hardly be used under M.U.G.E.N because of the 4 button press (for keyboard users of course, other ones won't have problems).

Out Of My Way ! :
Directly taken from the Akira OVA. K9999 will release a psychic wave of a good range. Note that as the move takes 40/50 % of the screen, I tried to balance the move : this SDM isn't comboable & K9999 remains stuck in his release position for quite some time.

Tsuki (Moon) :
K9999 creates a moon all over his body. Directly taken from Tetsuo (Akira). This is a very useful DM since it has huge range, it comes out (almost) instantly and will counter almost everything (even projectile supers like Haoshokoken). Be careful though since the recovery time is quite large.

You Get Lost Too ! (Shotgun)
:
K9999's arm morphs into the same shotgun as the DM version and shoots like a machine gun. Same properties, K9999 just takes his time before last hit, so be careful is opponent blocked :P.




Kaere ... ! :
(in air)
K9999 will raise in air, then his cape gets out, announcing the start of the HSDM. This is a 15 hit fullscreen move that negates projectiles. Just like Orochi's SDM, you can guard it at a cost of huge block damage. Note that you can hit him when he is going upwards but K9999 becomes invincible to anything when his cape gets out.
 




K9999 has some interesting combos. If you're a KOF player, you already know about them, and since he now has KOF Neowave Super Cancel mode, you will find some nice new combos, and also new free juggles coming from those cancels ;). You can find them out by yourself, else check them out in FAQs, the CMD file, the AI ...