THE KING OF FIGHTERS '96 DISABLED MOVES FAQ v0.2
by Chris MacDonald
for the Arcade and Neo*Geo versions

 Unpublished work Copyright 1999-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                                
 The King of Fighters series is (c) SNK of Japan and SNK Corporation
 of America.


 =================
 TABLE OF CONTENTS
 =================

  - About This FAQ
  - Unused Moves List
  - Can You Help?


 ========================================================================
 ABOUT THIS FAQ
 ========================================================================

 This guide doesn't have movelists or secret codes in it--you should
 refer to my larger KoF '96 FAQ if you're looking for that sort of thing,
 or go to gamefaqs.com and take your pick of the other KoF '96 FAQs they
 have there.  What this FAQ does have is a list of the "unused moves"
 from The King of Fighters '96; these were attacks that were programmed
 into the game, but they could never actually be used in battle, by
 either a human player, or the computer.  Some characters had these
 moves 're-enabled' in later KoFs, like Kasumi's Senkou Nagashi or Mai's
 Hou'ou no Mai.  But others (like Ryo) didn't, and those characters who
 never made it past '96 (say, Mr. Big), never got a chance to get their
 unused moves made usable.

 So how can one know about these moves if you can't use them?  Well, if
 you have a modified Neo*Geo system, or the ROM set and the debug bios
 (not to mention a Neo*Geo emulator), you can use the internal dip
 switches to enable a mode where you can scroll through each character's
 animations--not just seeing each still frame, but actually seeing the
 characters perform their trademark attacks.  Those of you who have the
 required stuff and want to see the moves, keep reading for instructions.
 Please don't ask me about where to find emulators or ROMs--I don't know
 where to get them at, and it's illegal to own ROMs, anyway.
                                                
 If you have the debug bios, you can look through the list yourself--I
 think that the best way to do it is to turn on switches 1-1, 1-2, 1-3,
 1-8, and 2-1.  1-1 is the one that makes the animation select enabled,
 but the others (I don't know which ones), also freeze the time, so that
 you can spend your time browsing.  Then go into the game, start up a
 single vs. match, and pick the character whose animations you're going
 to be looking at (other characters will be discolored since the
 palettes don't match up).  Hold down 1P Start, and once the match
 begins, you can use the 1P buttons to scroll through the characters and
 their animations.  You can also use the controller to move them out of
 the way of all the jargon on screen, if you want.  Have fun!


 ========================================================================
 UNUSED MOVES LIST 
 ========================================================================

 This section lists all the unused moves I've managed to find (not to
 mention stuff that looks suspicious).  I'm sure that there's some stuff
 I might of missed (each character has a lot of animations), but this
 will have to do for now.  I didn't bother to look for unused normal
 attacks since that would require knowing what all that person's attack
 animations look like--I just tried to spot the noticable stuff, and
 stuff I hadn't remembered seeing before in '96.

 Anyway, here are the moves:

 KYO KUSANAGI
  - Kyo gets two moves; one looks similar to Shingo's Nie Togi or
    Kyo-1's Aoki, in which Kyo quickly performs a turning three-part
    rising shoulder-blow attack.  His other move is his Saishuu Kessen
    Ougi "Mu Shiki" (S)DM which he gets in '97.  I don't think he has
    his follow-up taunt, though (at least, I didn't hear the voice
    for it).

 BENIMARU NIKAIDO
  - Benimaru gets 3 moves; his mid-air Flying Drill spin kick, the
    Jackknife Kick (which, in this game, appears to be a follow-up to
    the Benimaru Corridor throw), and the (S)DM Elec-Trigger.

 GORO DAIMON
  - Goro gets three moves as well; his running Ura Nage throw, the Nekko
    Gaeshi counter, and the (S)DM Arashi no Yama multi-part throws.  I
    can actually see why SNK didn't enable these moves in '96; he would
    have been way too powerful with them (since he also has the BCD
    dodge in '96 as well)!

 TERRY BOGARD
  - Terry gets his Back Knuckle command attack and (S)DM High Angle
    Geyser.

 ANDY BOGARD
  - Andy gets the (S)DM Hishou Ryuusei Ken.

 JOE HIGASHI
  - Joe gets the (S)DM Bakuretsu Hurricane Tiger Kakato in this one.

 RYO SAKAZAKI
  - Ryo gets 2 brand new moves; a funky elbow rush that can be seen
    from frames AA to AD, and a new (S)DM in which he throws multiple
    Ko'ou Kens and Haou Shoukou Kens (this can be seen in frames B4
    through C5).  This was apparently dropped in '97 for his Tenchi
    Haou Ken, which I've always been unimpressed by--shame on SNK for
    removing such a neat DM!

 ROBERT GARCIA
  - Robert gets his Ryuu Zanshou flip kick, and his (S)DM Muei Shippuu
    Juudan Kyaku.

 YURI SAKAZAKI
  - Yuri gets her (S)DM Hien Rekkou (multiple uppercuts) in this one.

 LEONA
  - Leona gets her two (S)DMs in this one--the Rebel Spark (where she
    rushes forward and stabs her enemy, then explodes them) and
    the Gravity Storm (uses kick attacks to knock them up in the air).

 RALF JONES
  - Ralf gets the (S)DM Galactica Phantom in this one, and the animation
    looks somewhat different as well (his arm is at a more upwards
    angle).

 CLARK
  - Clark gets the (S)DM Running Three.

 ATHENA ASAMIYA
  - She gets her Phoenix Fang Arrow (S)DM.

 SIE KENSOU
  - Sie gets a whole bunch of stuff; the Ryuu Renda command throw, his
    Senki Hakkei (S)DM (the one where he makes a big ball of light),
    and his Niku Man o Kuu (S)DM.

 CHIN GENTSAI
  - Chin gets his Gou'en Shourai (S)DM in this one.

 KIM KAPHWAN
  - Kim gets his Hou'ou Tenbu Kyaku (S)DM.

 CHANG KOEHAN
  - Chang gets his Tekkyuu Dai Assatsu (S)DM (the bellyflop) and
    his Hiki Nige sliding attack.

 CHOI BOUNGE
  - Choi gets his (S)DM Hou'ou Kyaku, and it looks like the ending is
    something other than a flip kick.  He might have his Hien Senpuu
    Sashi in there (where he rolls, and leaps forward if you press P),
    but it could just be other animations, I'm not certain.  One weird
    thing was that his spinning animation with his hands together (which
    shows up normally in one of his winposes and his Hou'ou Kyaku) was
    also shown with his Tatsumaki Shippuu Zan (the rising spinning
    tornado slash), and not just the other moves in which it normally
    belongs.  Could just be the way the frames are listed, I dunno.

 KASUMI TODO
  - Kasumi gets her multi-part Senkou Nagashi attack (from '99), and a
    new (S)DM in which she does a bunch of punches and kicks, sort of
    like a AoF Team-style Ryuuko Ranbu.  Okay, so I like her '99 (S)DM
    better (the Shingan Kuzu Otoshi), but it still sucks that you never
    got to use this one in '96.

 MAI SHIRANUI
  - Mai gets a lot of stuff in '96--her Hakuro no Mai spinning fan
    attack, the (S)DM Hou'ou no Mai (spins in mid-air surrounded by
    flame), and the (S)DM Mizudori no Mai (throws three fans).

 KING
  - King gets no new attacks, not even the Silent Flash.  Weird.
    Either I missed something, or SNK really likes keeping her
    underpowered.

 IORI YAGAMI
  - Iori gets his (S)DM Ya Sakazuki (the stun fireball), although it
    looks a little different--no columns of purple lightning, just some
    clouds of purple fire.  He doesn't seem to have the 'profile' pose
    you see at the start of the move, either (the one that also appeared
    in the Saturn version of KoF '96, when the game was loading up the
    characters)--he apparently just does the ABC 'power charge' pose,
    then throws the stun fireball.

 VICE
  - Vice gets Mature's (S)DM Heaven's Gate move (the rushing throw).
    The first time I was looking through her and Mature's animations,
    I didn't realize that they have the same palette for both
    characters, and I thought Mature had a bunch of unused moves (all
    of Vice's, to be exact).  Oops!

 MATURE
  - Mature has a new DM (no SDM version?) where she crouches down,
    jumps up, and does three Despair attacks (the one where she leaps
    in the air and slashes with her hand once while falling) in a row.

 GEESE HOWARD
  - It's hard to tell, but it looks like Geese gets his Raikou Mawashi
    Geri (a forward spin kick) from the Real Bout games, although in
    the animations, he seems to preceed it with a punch.  Far easier to
    spot is his Deadly Rave DM (seemed to be no SDM version), in which
    he dashes forward ala the Jaei Ken, and starts wailing on his
    opponent with a series of punches, then kicks, before he finishes
    with his infamous two-handed fireball attack.

 WOLFGANG KRAUSER
  - Krauser's new move is listed after his Kaiser Wave (S)DM, but there's
    no super flash, so it may just be a special move.  In any case, he
    sort of cartwheels forward like Bob Wilson's Dangerous Wolf, then
    falls down face-first.

 MR. BIG
  - Mr. Big also gets a Ryuuko Ranbu style (S)DM in which he does an
    extended Crazy Drum Jam (the rush punches), then does a Spinning
    Lancer (spins with his pole on his shoulders), then does a new
    animation knocking them up into the air, after which he finishes off
    with the California Romance (uppercut attack).  In the SDM version,
    he has a new animation for the California Romance, where he spins
    repeatedly in the air during his uppercut (like Robert doing the
    uppercut part of his Ryuuko Ranbu where he spins around, although
    Big is aimed diagonally, not vertically).

 CHIZURU KAGURA and GOENITZ
  - Neither of them have any unused moves.  Waah.  Then again, being
    bosses, it's not like they are normally playable anyway. ;)


 ========================================================================
 CAN YOU HELP?
 ========================================================================

 One of the main reasons why I wrote this FAQ is because a few years ago,
 I saw a movie someone had on their webpage in which Kyo was shown doing
 his Mu Shiki DM in KoF '96, on the Ikari stage.  While it could have
 been faked (KoF '97 was out by then), I'm of the opinion that there
 probably really is some way to enable the moves.  I've messed with the
 dip switches in an attempt to see if I could unlock them, but with no
 luck.  So, what I'm wondering is, does anyone out there have experience
 writing trainers for the KoF games?  I don't know the first thing about
 programming, but it couldn't hurt if someone tried to make a trainer
 for '96 and try to see if they could unlock the hidden moves.  If
 anyone knows of a program that already does this that's available on the
 Net, I'd love to hear from ya.

 Actually, as long as I'm writing this, I'm also looking for the kanji
 for Goenitz's moves (they're normally sounded out in Russian, argh!)
 Someone wrote to me a while back with some translation fixes, but he
 never told me where he got the proper meanings from, so I'm still
 searching for answers myself.  If anyone can help, please drop me a
 line at <kmegura@hotmail.com>.

 Well, hope you all found this informative.  Special thanks goes to IorI,
 the MadMan, everyone on the KoF Mailing List, and Deuce (who was the
 one who discovered all this in the first place and informed the KoF
 Mailing List about it--not to mention that his info. was also added to
 Joe Palanca's KoF '96 FAQ, which you can find at www.gamefaqs.com).  A
 big thanks also goes out to Charles MacDonald, for letting me hog his
 computer while I wrote up this FAQ ;)

 Version 0.1 written on 12/10/99.  Updated to v0.2 on 1/11/99.
                                
 Unpublished work Copyright 1999-2001 Chris MacDonald
