Uploaded February 2025 | Updated September 2026, 3 weeks ago
This is a playthrough using Sagat in the SNES version of Super Street Fighter II (American version). Read on below for more information...
Sagat is the 3rd boss of the game, and he is a regular playable character.
===== SSF2 SAGAT MOVES =====
Key: U = Up; D = Down; B = Back; F = Forward; QCF = Quarter Circle Forward; UF = diagonal Up-Forward; DP = Dragon Punch motion; P = any Punch; K = any Kick
SPECIAL MOVES
- High Tiger Shot: QCF + P
- Low Tiger Shot: QCF + K
- Tiger Uppercut: DP + P
- Tiger Knee: QCF, UF + K
===== ABOUT SAGAT =====
Famous Muay Thai fighter who got defeated by Ryu in Street Fighter 1 and has been pretty mad ever since. Works for M.Bison and is one of the main antagonists of Ryu. Also has a blatant disregard for height genetics, and his eye-patch switches to his other eye every time he turns around in the 2D Street Fighter games.
===== ADDITIONAL INFORMATION =====
- Being the 3rd boss, he'll always appear as the 11th opponent when the player plays through Arcade Mode.
- Being a set boss character in Arcade Mode, you get to have a mirror match against him if you select him as your character to play as.
- If you play as Sagat using the default Jab colour palette in single-player mode and reach CPU Sagat, CPU Sagat will be allocated the Strong colour palette.
- The bosses and E.Honda are the only characters who do not have a unique 'backwards' walking animation in the SF2 series.
- He is the only SFII boss who did not get his name switched/changed outside of Japan.
===== ABOUT SNES SSF2 =====
This is regarded as one of the best games on the SNES, and with good reason. The game did not generate as much hype in comparison to the prequel SFIIT did (because everyone wanted and got to play as the bosses), but nevertheless it was still extremely popular.
The game comes in a 32 Megabit cartridge, and those with a good eye for graphics and are familiar with the Arcade version of the game can tell that the storage was somewhat scarce... for example, a lot of the character endings are missing images/parts; in the intro Ryu is missing a lot of frames of animations; there isn't even a voice for the "Round [x]" and "Fight" before a fight starts. Despite these downsides, the game is very complete for the SNES' standards.
===== USA/EUR/JPN AUDIO DIFFERENCES =====
It should be noted that audio-wise, there are differences between the different region versions of the game. They are as follows:
- In the USA version, they added the announcer voices for the names of the winning characters in 2-Player matches, for example "Cammy Wins". Just like in the Arcade version. The extra memory required to store these extra voices resulted in the BGM music quality having to be slightly lowered for most of the tracks to the point where some instruments sound different. And you can tell this difference if you listen and compare the versions.
- In the Japanese version, there are no announcer voices for the winning character's names in 2-Player matches. The announcer just says "You Win" for every winning character. Therefore this means that some of the music BGM themes are of a slightly higher quality and sound better.
- In the European version, it follows the Japanese version. However some of the instruments in the music have been improved, particularly the drum beats.
- Regarding Cammy, in the Japanese version her anti-air and spinning drill special moves have her saying "Cannon Spike" and "Spiral Arrow" (sounds like "Sign 'Em Out") respectively. In the other versions these special moves have her saying "Thrust Kick" and "Cannon Drill" instead.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:46 - Regular fights
05:43 - Bonus Stage 1
06:21 - Regular fights
12:10 - Bonus Stage 2
12:45 - Regular fights
16:31 - vs. Balrog
18:31 - Bonus Stage 3
19:07 - vs. Vega
21:36 - vs. Sagat
23:16 - vs. M.Bison
25:11 - Ending & Ranking
This is a playthrough using Sagat in the SNES version of Super Street Fighter II (American version). Read on below for more information...
Sagat is the 3rd boss of the game, and he is a regular playable character.
===== SSF2 SAGAT MOVES =====
Key: U = Up; D = Down; B = Back; F = Forward; QCF = Quarter Circle Forward; UF = diagonal Up-Forward; DP = Dragon Punch motion; P = any Punch; K = any Kick
SPECIAL MOVES
- High Tiger Shot: QCF + P
- Low Tiger Shot: QCF + K
- Tiger Uppercut: DP + P
- Tiger Knee: QCF, UF + K
===== ABOUT SAGAT =====
Famous Muay Thai fighter who got defeated by Ryu in Street Fighter 1 and has been pretty mad ever since. Works for M.Bison and is one of the main antagonists of Ryu. Also has a blatant disregard for height genetics, and his eye-patch switches to his other eye every time he turns around in the 2D Street Fighter games.
===== ADDITIONAL INFORMATION =====
- Being the 3rd boss, he'll always appear as the 11th opponent when the player plays through Arcade Mode.
- Being a set boss character in Arcade Mode, you get to have a mirror match against him if you select him as your character to play as.
- If you play as Sagat using the default Jab colour palette in single-player mode and reach CPU Sagat, CPU Sagat will be allocated the Strong colour palette.
- The bosses and E.Honda are the only characters who do not have a unique 'backwards' walking animation in the SF2 series.
- He is the only SFII boss who did not get his name switched/changed outside of Japan.
===== ABOUT SNES SSF2 =====
This is regarded as one of the best games on the SNES, and with good reason. The game did not generate as much hype in comparison to the prequel SFIIT did (because everyone wanted and got to play as the bosses), but nevertheless it was still extremely popular.
The game comes in a 32 Megabit cartridge, and those with a good eye for graphics and are familiar with the Arcade version of the game can tell that the storage was somewhat scarce... for example, a lot of the character endings are missing images/parts; in the intro Ryu is missing a lot of frames of animations; there isn't even a voice for the "Round [x]" and "Fight" before a fight starts. Despite these downsides, the game is very complete for the SNES' standards.
===== USA/EUR/JPN AUDIO DIFFERENCES =====
It should be noted that audio-wise, there are differences between the different region versions of the game. They are as follows:
- In the USA version, they added the announcer voices for the names of the winning characters in 2-Player matches, for example "Cammy Wins". Just like in the Arcade version. The extra memory required to store these extra voices resulted in the BGM music quality having to be slightly lowered for most of the tracks to the point where some instruments sound different. And you can tell this difference if you listen and compare the versions.
- In the Japanese version, there are no announcer voices for the winning character's names in 2-Player matches. The announcer just says "You Win" for every winning character. Therefore this means that some of the music BGM themes are of a slightly higher quality and sound better.
- In the European version, it follows the Japanese version. However some of the instruments in the music have been improved, particularly the drum beats.
- Regarding Cammy, in the Japanese version her anti-air and spinning drill special moves have her saying "Cannon Spike" and "Spiral Arrow" (sounds like "Sign 'Em Out") respectively. In the other versions these special moves have her saying "Thrust Kick" and "Cannon Drill" instead.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:46 - Regular fights
05:43 - Bonus Stage 1
06:21 - Regular fights
12:10 - Bonus Stage 2
12:45 - Regular fights
16:31 - vs. Balrog
18:31 - Bonus Stage 3
19:07 - vs. Vega
21:36 - vs. Sagat
23:16 - vs. M.Bison
25:11 - Ending & Ranking
![Super Street Fighter II X [Arcade] - OLD Balrog
This is a play-through using Old Balrog (the previous SSFII version of him) in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
Old/SSFII Balrog (boxer) is a another version of the regular Balrog. He is a hidden playable character.
NOTE: 1 Continue used deliberately to avoid CPU Akuma at the end.
HOW TO SELECT OLD/SSFII BALROG
On the character select screen, select Balrog with any button, and immediately input Right, Left, Left, Right and then press LP or LP + LK.
If youve done it correctly youll hear Balrogs voice and his portrait colours will change into his original ones.
MOVELIST
Key: B = Back; F = Forward; D = Down; U = Up; 3P = all 3 Punches together; 3K = all 3 Kicks together
THROW
Head Crasher: when close, F + MP/HP or B + MP/HP
SPECIAL MOVES
Dash Straight: charge B, then F + P
Dash Upper: charge B, then F + K
Turn Punch: hold 3P or 3K, then release
Buffalo Headbutt: charge D, then U + P
OLD/SSFII BALROG DIFFERENCES
As this is the old SSFII version of him, it means that he does not the Super Combo gauge, which of course means that he does not have the Crazy Buffalo moves. Special moves-wise, he doesnt have the Dash Low punches.
Regarding other differences, one of the these is that his Dash Straight special move hits crouching opponents... the new version of him doesnt. This gives Old Balrog a significant advantage regarding this move.
ABOUT BALROG
Probably the most famous fighting game boxer (in a non-boxing-focused game of course)... back in SFII:WW he was clearly designed to reference Mike Tyson, and the chance of a potential lawsuit from him is the reason on why Capcom USA switched around the names of 3 of the bosses.
In comparison to his WW, CE and HF appearances, the SSFII version of him gained a load of new animation/normals for his crouching and jumping attacks, making him a more rounded-out and flexible character. A new special move is also added in the form of the Buffalo Headbutt, which is a great anti-air with invincibility properties at start-up that allows him to escape/dodge projectiles. For SSFIIX/SSFIIT, he gains two new low dash punches, as well as a Super Combo.
Its also interesting on how his new SSFII/SSFIIX in-gameplay animations/spritework kind of doesnt match his old spritework.
OTHER INFORMATION / TRIVIA
Old Balrog has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Balrog.
The second unique colour palette is made specially for SSFIIX/SSF2T.
There is no instance in the game where the CPU is in control of Old Balrog.
Being the 1st boss, hell always appear as the 9th opponent when the player plays through single player mode.
Being a set boss character in single-player mode, you get to have a mirror match against him if you select him as your character to play as.
When Balrog is controlled by the CPU, his Turn Punch is slightly different when the CPU does it.
His character select and lifebar icon has him in a yellow top for some reason.
The bosses and E.Honda are the only characters who do not have a unique backwards walking animation in the SF2 series.
He is known as M.Bison in Japan.
To determine him, fighting game players refer to him as boxer.
Capcom have implied that Mike from SF1 is not him.
In the SNES and Genesis ports of the game, in his ending sequence, the two ladies are not in the second picture where he is sitting with the bags of cash.
In the SNES port of the game, in his ending sequence, it does not have the first picture where he has his arm in the air.
E-Sports interview with Mike Tyson regarding Balrog/M.Bison: https://www.espn.com/video/clip/_/id/27115013
CHAPTERS
00:00 - Intro, Title, Character Select
00:46 - Regular fights
14:01 - vs. Balrog
15:27 - vs. Vega
17:45 - vs. Sagat
18:37 - Lose, Result, Continue
19:00 - vs. Sagat
20:47 - vs. M.Bison
22:18 - Ending
22:56 - BONUS 1: special credits/staff when no Rounds lost
24:15 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Balrog](https://i.ytimg.com/vi/PN2ue8JNtek/mqdefault.jpg)
![Guilty Gear X [DC] - play as Robo-Ky
This is a playthrough using Robo-Ky in the Dreamcast version of Guilty Gear X. Read on below for more information...
Robo-Ky is a hidden mode character in the game, meaning that he is an unlockable playable character.
HOW TO UNLOCK ROBO-KY
Robo-Ky is obtained through the use of a special gameplay option mode. This option mode is called the GG Mode, which needs to be unlocked. Here are the steps:
1) To unlock GG Mode: Either reach Level 100 in Survival Mode; OR beat Arcade Mode with every character. If you go the way of the latter, you can do it on any difficulty and you can use as many continues as you want.
2) Now go into the Option mode, go to Game Option and you will see the GGMode setting. Enable this.
3) Now simply start a game and choose Ky Kiske. He will be Robo-Ky whenever GG Mode is enabled.
ROBO-KY MOVES
Key: P = Punch; K = Kick; S = Slash; HS = Heavy slash; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion
COMMAND NORMALS
- Elbow: F + P
- Slide Kick: F + K
- Horizontal: F + HS
SPECIAL MOVES
- Stun Edge: QCF + S
- Aerial Edge: in the air, QCF + S or HS
- Ray Divider: QCF + HS
- Vapour Thrust: DP + S
- Air Vapour Thrust: in the air, DP + S or HS
- Impala Hunt: QCF + K
- Reverse Crescent: QCB + K
OVERDRIVES (requires half Tension gauge)
- Ride the Lightning: HCB, F + HS
- Rising Lightning: DP + HS
INSTANT (requires full Tension gauge)
- Rising Force: P + K + S + HS to activate, QCF x 2 + HS to execute
GAME TRIVIA
He is the only character in the game to become someone different when GG Mode is enabled.
Many of his moves are different to regular Kys ones.
He is the precursor to the proper Robo-Ky characters in the future games.
He is not referenced to nor implied as Robo-Ky at all in the game.
If you beat the game with him, youll get regular Kys ending image.
In the fanbase/community, he can sometimes be known as Gear Ky or Orochi Ky.
CHAPTERS
00:00 - Intro, Title, Character Select, Bio
01:08 - Regular fights
21:42 - vs. Testament (penultimate boss)
23:46 - vs. Dizzy (final boss)
25:58 - Ending image and staff credits
29:11 - Name entry
29:22 - BONUS 1: Time Up Draw pose
29:36 - BONUS 2: Time Up lose pose Guilty Gear X [DC] - play as Robo-Ky](https://i.ytimg.com/vi/Q3XoJvpxQiQ/mqdefault.jpg)
![Kaiser Knuckle (JPN) [Arcade] - play as General
This is a playthrough of single-player mode using General in the Arcade game Kaiser Knuckle. Read on below for more information...
General is the hidden true final boss in this game. He is a non-selectable character.
For demonstrations of his other things see the BONUS timestamps in the Chapters section below.
ABOUT GENERAL
General is the commander of a space station in orbit, and is the sponsor of The Kaiser Knuckle tournament. His reasons for holding the competition is a mystery.
GAMEPLAY BOSS PROPERTIES
As General is an unplayable boss character, he will of course have moves that are extremely powerful, fast and have high priority; and/or be performed via unorthodox command inputs. Some of these include:
- A super-fast low sliding sweep that travels a large distance and hits multiple times if blocked.
- His three Special moves are his Normals, performed via simultaneous 2-button presses (which would give a regular character the strength 4 and strength 5 Normal punches/kicks).
- His two aura attack special moves instantly come out without delay and inflicts high damage.
TECHNICAL/ADDITIONAL INFORMATION
- On the character select screen, when General is highlighted, his icon on the wheel is of Gekkou.
- In single-player mode, after he is selected and begins the game, he uses Marcos prologue story. You will only see this in the Japanese version of the game (the version I am playing in the video).
- After he loses a match, on the losing screen when his body moves up, it turns into and uses Marcos body sprite, but keeping his color palette which makes it looked glitched. This fault occurs because General is never supposed to appear on the losing screen. You can see this starting around 24:26 in the video.
- When playing as the General, on the VS screen, before it enters the fight screen, he will crash and reset the game because he has no entrance routine programmed in. You can see this starting around 26:29. This is because he isnt meant to appear on the VS screen. You must skip/bypass the VS screen to progress. What is interesting is that the first part of the routine has been made (where he gets up from sitting).
- He only has the one colour palette we see in the video.
- Despite being an unplayable character, he operates perfectly on the Continue screens.
- His Super Punch, Extreme Punch and Extreme Kick (which are his Normals by pressing two attack buttons together) are his Special Moves!
- On Marcos stage/background, when the area to the right is broken and accessed, General appears on a TV monitor in this area.
- On the hidden final stage against General, the player General enters the fight screen in the same way as the CPU General!
TRIVIA
- Generals aura special moves could have been inspired by M. Bisons hand auras from SFII.
- In the game, in the invite text of the prologue, the world Knuckle is spelled as Knucle.
- The USA version of the game is known as Global Champion. As well as the title text, the title screen is also different in it.
- Kazuya, Lihua and Liza had their character select/versus screen portrait/icon images changed/edited in the non-Japanese versions of the game.
- In the non-Japanese versions of the game, the doctor/ambulance guy who runs in after a match is removed.
- In the non-Japanese versions of the game, the character prologues have been removed.
ABOUT KAISER KNUCKLE
Kaiser Knuckle is a game released in 1994, where the structure of the roster is somewhat loosely based on Street Fighter II: The World Warrior - and that is with 9 selectable characters and 3 unplayable bosses. Because of this structure, General is a character that sort of reminds me of M. Bison in a way... only in terms of him being in a soldiers uniform and the whole army getup.
CHAPTERS
00:00 - Intro, Title, Character Select
01:08 - Prologue
01:28 - Regular fights
16:23 - vs. Gonzalez
18:44 - vs. Azteca
20:33 - vs. General
23:12 - Staff/credits
24:09 - Name entry
24:26 - BONUS 1: General on losing screen and Game Over screen
25:02 - BONUS 2: General on Continue screen and continuing
25:25 - BONUS 3: General time over poses and special Draw Continue screen
26:28 - BONUS 4: General crashing the VS screen Kaiser Knuckle (JPN) [Arcade] - play as General](https://i.ytimg.com/vi/QAxWQlBsGBc/mqdefault.jpg)
![Super Street Fighter II [Arcade] - play as Vega
This is a playthrough using Vega (claw) in the Arcade version of Super Street Fighter II: The New Challengers. Read on below for more information...
Vega is the 2nd of 4 bosses in this game, and he is a regular playable character.
NOTE: Continues used in this playthrough, some losses cut out to save time and to keep file sizes low.
ABOUT VEGA
Probably the most famous fighting game narcissist... his design is most certainly unique - a combination of a matador and a ninja. In comparison to his WW, CE and HF appearances, he gained a whole load of new normals and two new special moves for SSF2. He really developed as a far more rounded-out and flexible character to the point that he was almost like an entirely new character.
GAMEPLAY
Vega may be one of the fastest and long-ranged characters in the game, but to balance this out, his damage output has always been generally lower when compared to most of the other characters in the game.
SPECIAL MOVES
Rolling Crystal Flash: charge B, then F + P
Sky High Claw: charge D, then UB or U or UF + P , during attack, can also P
Barcelona Attack: charge D, then UB or U or UF + K, after wall:
..........Claw Wing: P
..........Suplex: when close to opponent, F or B or D or U + P
Double Backflip: 3P
Single Backflip: 3K
ADDITIONAL INFORMATION / TRIVIA
Being the 2nd boss, hell always appear as the 10th opponent when the player plays through Arcade Mode.
Being a set boss character in Arcade Mode, you get to have a mirror match against him if you select him as your character to play as.
The bosses and E.Honda are the only characters who do not have a unique backwards walking animation in the SF2 series.
He is known as Balrog in Japan.
To determine him, fighting game players refer to him as claw.
If he blocks enough times, his claw will be detached.
In SSF2 and SSF2T, even when he is on his own background (Spain), he does not climb the fence when performing his Barcelona Attack. This also means that a CPU-controlled Vega has to use the side wall Barcelona Attack as well.
If the player plays through the game as Vega in his default colour palette (Jab), when you reach CPU Vega, the CPU Vega will use the second (Strong/CE) colour instead. This means that there is no instance where the CPU Vega can use any other colour palette besides the Default (WW) and Strong (CE) colours.
In gameplay, his claw switches to his other arm when he switches sides. This is due to the functionality of 2D sprite management (unless another complete set of unique sprites are created with his claw on his other arm for facing one way).
Regarding his ending sequence, the image of him holding the mask (the first picture) was not in the SNES port. Also in the SNES port, the second picture of his face and the leaping Vega wasnt a whole picture - they were separate items where it first shows Vegas face, then the leaping Vega would scroll in.
ABOUT ARCADE SSFII
As the previous games World Warrior, Champion Edition and Hyper Fighting ran on the CPS-1 hardware with the same base, SSFII was the first proper rebuild or refresh of the game, running on the CPS-II hardware. Almost everything besides the gameplay character sprites has been redrawn, and the character portrait and icon images are completely new. Many of the ending images are also new and/or have been redrawn. The bosses receive proper endings. The superior sound hardware is evident in the new music, voices and sound effects (although some may prefer the previous three games sounds of course).
The most significant new feature is the addition of the four new characters Cammy, Feilong, Deejay and T.Hawk, which of course also brings along four new stages/backgrounds and BGMs.
The gameplay speed reverts back to the CE-esque speed after the fast pace of the previous game Hyper Fighting. This resulted in some complaints of SSF2 being too slow, in which the next game in the series rectified.
TIMESTAMPS
00:00 - Intro, Title & Character Select
00:42 - Regular fights and Bonus Rounds 1 and 2
18:42 - vs. Balrog (lose)
20:54 - Vega as loser & Continue screen
21:11 - vs. Balrog and Bonus Round 3
22:57 - vs. Vega
24:29 - vs. Sagat
26:31 - vs. M.Bison
28:00 - Ending
28:45 - Credits 1, Rounds lost but no Continues used
30:15 - Credits 2, no Rounds lost Super Street Fighter II [Arcade] - play as Vega](https://i.ytimg.com/vi/QiHlN8DSANE/mqdefault.jpg)
![Tekken 3 [Arcade] - play as Ogre II / True Ogre
This is a playthrough using Ogre II / True Ogre in the Arcade version of Tekken 3. Read on below for more information...
Ogre II is the final boss of the game, and this is his 2nd form. He is a time-release unlockable playable character.
NOTE: Continues used and some cut out to save time and keep video file size low.
HOW TO SELECT OGRE II
From the games first power on, Ogre II will be selectable in 114 days. Prior to that youll get the ENHANCED OGRE COMING SOON message in 109 days.
OGRE II STORY
The 2nd form of him, called True Ogre, is basically a beast. When in this form he loses the ability to speak and acts like a wild beast, however he also gains the ability to fly and breathe fire. This form of him was eventually defeated by Jin Kazama after Paul Phoenix beat the 1st form of Ogre and left the scene early.
OGRE II GAMEPLAY
Like Ogre I, this guys fighting style is basically an amalgamation of moves from various other Tekken characters... mostly ones from the prequels who are not present in Tekken 3. Such characters include Baek, Wang, Bruce, Jun, Lee, Kazuya, Kunimitsu, Ganryu and Armor King. In the Arcade version here, Anna is among these characters because her actual character/moveset isnt in this version of the game.
Ogre II / True Ogre does have some unique moves of his own however, and these moves include the two fire-breathing moves, a series of tail attacks, a horn attack and a flying swoop move when he gets up from the ground. He loses the Ancient Power move that the 1st form of him has though.
INFORMATION / TRIVIA
In the Arcade version of the game, there is a glitch whereby on the first occasion you get to Ogre II and you lose to him and Continue, youll only fight Ogre II (without fighting Ogre I anymore) if you use subsequent Continues. The glitch here is that despite fighting Ogre II, only Ogre Is music theme will play, meaning that Ogre IIs music theme never plays.
In the Arcade version of the game, he is never referred to as True Ogre unlike in the PS1 version of it.
In the Arcade version of the game, he is reportedly referred to as Enhanced Ogre in the time-release messages.
In single-player mode, if the player uses Heihachi and beats 1st form Ogre, Ogre will absorb Jins power instead of Heihachi to become Ogre II / True Ogre.
Whenever his second form (Ogre II / True Ogre) is in battle, the stage background will always be pitch black except for the ground. The darkness can be removed via third party methods.
He and an advanced version of him appears in the Devil Within mode in the PS2 version of Tekken 5.
In single-player mode, he still fights against himself as the last boss.
CHAPTERS
00:00 - Intro, Title, Character Select
00:36 - Regular fights
06:11 - Lose, Continue Screen, Character Select screen
06:22 - Regular fights
09:31 - vs. Heihachi (sub-boss)
10:38 - vs. Ogre I (penultimate boss)
11:38 - vs. Ogre II / True Ogre (final boss)
12:14 - Congratulations and credits/staff
13:35 - Name entry screen Tekken 3 [Arcade] - play as Ogre II / True Ogre](https://i.ytimg.com/vi/RDrtAdi1Da0/mqdefault.jpg)
![Art of Fighting 1 [Arcade] - King in 1P mode
This is a play-through of 1-player mode using King in the Arcade version of Art Of Fighting 1. Read on below for more information...
King is the 4th enemy character in the 1-player Story Mode. She is a playable character, but she can only be used in 2-player versus matches.
HOW TO SELECT KING
She is available on the character select screen whenever youre in 2-player versus mode.
KING MOVES
Special Moves
Venom Strike: QCF + Kick
Furious Kick: QCB + Kick
Flying Strike: DB, F + Kick
KING GAMEPLAY
She is one of the weaker characters against the CPU opponents, mostly due to her damage output being relatively lower... her jumping kick, which the kick is upwards, doesnt help either. Her Venom Strike comes out fast, but her Flying Strike takes a while to come out.
KING INFORMATION
She does not have a Super nor a Desperation move.
After the Bonus Games, if it shows the Ryo or Robert special move advice commands, you cannot see her demonstrations but can hear her sounds.
In the Bonus Game where you need to perform the Haou Shoukou Ken multiple times, she obviously cannot pass it as she doesnt have the move.
After the Bonus Games, the text box can be blank for certain outcomes and it plays a wrong voice. And when it shows the Robert car scene, the text box is blank and the wrong text is shown at the bottom.
As this is the original version of the game, the game shows the ending after the 3rd Bonus round. You can see this happen in the video with the Ice Pillar Smash and the Haou Shoukou Ken training. This means that John Crawley is her final opponent.
TRIVIA
The debut game of King.
If she is defeated by being knocked out by an opponents Special Move, parts of her costume will be ripped.
When she is knocked down, she has the iconic yell and scream voice.
King has the same birthday date with Mature and Shingo Yabuki.
Some sources speculate that her real name is Claire, but there has been nothing from SNK that suggests this.
She is the only character in the Art of Fighting series to have the same voice actress in all of her game appearances (in her source games and in The King of Fighters games).
THE ORIGINAL GAME
The version of Art of Fighting 1 seen in this video is the original version. As it is the original version, it means that glitches, halts, freezes and crashes can potentially happen when playing as enemy and boss characters in a 1-player game. These problems occur because of the Bonus Games, and there are ways to get round this within the game as you long as you know how. Also, you dont get to fight Mr. Karate when playing as the enemy characters.
ABOUT AOF1
The game features impressively large 2D sprites for its time. The AOF series, with its usage of graphical zooming, music style, sound effects and voices, has always gave you that intense and stylish atmospheric feel in fights.
CHAPTERS
00:00 - Intro, Title, Character Select
00:43 - vs. Todo
02:27 - vs. Jack
04:12 - Bonus Stage 1
04:57 - vs. Lee
06:56 - vs. King
10:19 - Bonus Stage 2
11:05 - vs. Micky
12:47 - vs. John
15:08 - Bonus Stage 3
15:53 - Ending
16:12 - BONUS: King in Haoh Shoukou Ken bonus game and ending
17:19 - Staff/Credits Art of Fighting 1 [Arcade] - King in 1P mode](https://i.ytimg.com/vi/Ra_SBu8TLxU/mqdefault.jpg)
![MK3 (proto 13071995) SNES - Motaro playthrough
This is a playthrough using Motaro in a prototype version of Mortal Kombat 3 for the SNES. Read on below for more information...
Motaro is the penultimate boss of the game. In this prototype version of MK3, he is a non-selectable/unplayable character.
MOTARO UNDER HUMAN CONTROL
In this prototype version of the game, if you use unofficial methods to select Motaro as a player character, he is glitched for the most part under human control. You cannot perform any of his proper Normals here, and he does NOT have any special moves, or at least ones that cannot be accessed by the player. This is because the developers have not yet programmed him to have proper human controls unlike in the final version of the game, where he is playable there.
Here under human control, he acts almost exactly like his unplayable self in the Arcade version of the game. However the good thing here is that the majority of what the player can do with him does not glitch or freeze the game. Throwing with him will freeze the game, and Down + [Block] and releasing [Block] will glitch game in different ways (the staple SNES MK2/3 roulette glitch effects). His Running animation hasnt been properly done. He does retain the CPU Motaro weight, meaning that he cannot be swept over or knocked down by a Roundhouse (Back + HK) by the opponent.
Interestingly however, there are some CPU-embedded control when the player controls Motaro, as shown by him using the Teleport at 3:03 when Sindel tries to jump kick him; and at 3:06 he does the horse jump.
ADDITIONAL INFORMATION
In a versus game, if Motaro is selected, the VS screen is automatically bypassed just like in the final version of the game. This may suggest that he was already planned to be a playable character.
In gameplay, he is always locked to The Balcony background/stage unless facing Shao Kahn.
If you beat the game with him, he has an ending, but its messed up and glitched. You can see this in the video.
ABOUT THE PROTOTYPE
This is a an earlier prototype of the game, dated July 13th 1995, 7:24pm. It is clearly unfinished, as it has a lot of differences to the final version of the game. These differences are:
Smoke is already unlocked from the start.
Pressing/holding the Select button depletes the other sides lifebar!
The copyright screen has the build date & time.
The game often lags/slowdown in matches when there is a lot of things going on. And especially against Motaro.
In a 1-player game, during a match, if the other player presses Start to join in, it uses the MK2 style new challenger message.
On the lifebar, the Run meter is coloured yellow.
When switching on the game, it uses the Sculptured Software animated logo from MK2. This was changed to a Midway logo in the final.
Wrong music and Motaros voice used in the Shao Kahn defeated scene.
Some text fonts in different places, such as [name] WINS.
The cheat codes to bring up the hidden option screens from the final game does not work.
On the Choose Your Destiny battle routes, the first match does not correspond to the image of the opponent.
In a 1-player game, lesser number of matches for routes. In the Master route you get 3 normal characters before facing Motaro and Shao Kahn; in the Warrior route you get 1 normal character before the two bosses; and in Novice mode your 1st match is against Shao Kahn.
Shao Kahns fireball cannot be ducked!
Some cheat features already enabled for 2-player matches.
Destiny/route screen automatically progresses into a fight. In the final version, on this screen you had to press Start to progress.
On the Pit 3 background/stage, it has the two lanterns from the Arcade version. They are actually animated to float in the SNES prototype. These were removed in the final version.
When Tournament Mode is accessed (the 16 character battle), you can select Shao Kahns icon on the panels of the character select screen. However this ISNT him, instead its just acts as a Random select for a normal character.
Tournament Mode is incomplete, as it crashes the game once the first character is defeated.
Some minor differences in text spelling in Kano, Kabal, Sektor, and Sub-Zeros intros.
If you beat the opponent twice in a row with perfects, it results in the Double Flawless message, instead of just Flawless Victory.
In the cast screen, it does not show the names of the characters and actors/actresses.
Some Fatalities are reported to be glitchy.
Once you beat the game, it will start over again at the Choose Your Destiny screen, but your character will be Kano.
CHAPTERS
00:00 - Title, Menu, Character Select, Route
00:30 - Regular fights
03:48 - vs. Motaro
04:59 - vs. Shao Kahn
07:00 - Ending (glitched)
07:22 - Cast
08:08 - Staff credits MK3 (proto 13071995) SNES - Motaro playthrough](https://i.ytimg.com/vi/Rv01y-KRGoc/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as P. Jack
This is a playthrough of Arcade Mode using P. Jack in the PS1 version of Tekken 1. Read on below for more information...
Prototype Jack is the sub-boss for Jack in the game. He is an unlockable playable character in the normal version of it.
ABOUT THE BOSS EDITION
To put it simply, this is the normal game as usual but with the major difference being that the bosses icons appear on the character select screens instead of the regular characters. The 2P Play Mode character select screen also has this change whereby it replaces the regular characters texts.
The interesting thing is that the final boss Heihachi replaces the slot of Kazuya... logically you would think that only the sub-bosses would appear here right? Heihachi being present here results in Kunimitsu not appearing on this screen.
Note that the sub-bosses icon slot appearances here do not replace/match their regular starting character counterparts (for example Anna would replace Ninas slot), meaning that its not a structured appearance. Instead, they are of the same order as when they are all unlocked in the normal version of the game.
The bosses icons on this screen are not just aesthetical... they actually function and do give you the chosen boss when you select them here. Think of it as the bosses being the main characters this time.
I find it rather interesting because normally the bosses icons are never shown on the character select screen (you normally move the cursor off the side of the screen to select the bosses after theyre unlocked).
BOSS EDITION ADDITIONAL INFORMATION
- If you select a boss this way and use him/her to beat Arcade Mode, it does not unlock their regular counterpart.
- As mentioned earlier, Kunimitsu is the only boss that does not appear on the character screen due to Heihachi appearing.
P. JACK INFORMATION
- HOW TO UNLOCK P. JACK IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Jack. P. Jack will then be available on the character select screen by scrolling off the side of the grid.
ABOUT P. JACK
As a robot character, the regular Jack having an alternative prototype design of him as a personal sub-boss is a clever idea. In Tekken 1 he looks more wacky, particularly his default costume... its like as if he is pieced together with various metal and devices. He has a vastly different conservative look in Tekken 2, of which has now become his staple design as his appearances in TTT1 and TTT2 shows.
GAMEPLAY
He is another derivative of Jack... with one of the extra moves being Pauls hammer & smasher. That, along with one of his throws, I dont actually remember any other gameplay differences between him and regular Jack (there probably is more). Another thing is that his range of attack isnt actually that good, despite looking as if it is.
ABOUT PS1 TEKKEN 1
This version of the game is virtually arcade perfect, even bettering the Arcade version in a lot of ways, such as:
1) The sub-bosses and Heihachi being made to be unlockable playable characters. They are unplayable in the Arcade version.
2) Extra/new and unique moves for the bosses.
3) A new alternative costume for each of the bosses.
4) FMV endings for the regular characters.
5) Offering an excellent Arranged soundtrack.
The minor downside however is that the character portraits on the select screen are static when you select/confirm them, unlike in the Arcade where they had animation. This is probably done to cut loading times.
CHAPTERS
00:00 - Title/Menu & Boss character select screen
00:30 - Regular fights
09:29 - vs. Jack (personal sub-boss)
10:42 - vs. Heihachi
12:21 - Credits
13:29 - Name Entry
13:48 - Time Rankings
14:06 - BONUS: 2P Play Mode character select screen & P. Jack 2P costume Tekken 1 Boss Edition [PS1] - play as P. Jack](https://i.ytimg.com/vi/RwG7Mw9t1_A/mqdefault.jpg)
![Toshinden URA [Saturn] - play as Replicant
This is a playthrough using Repli (Replicant) in the Saturn game Battle Arena Toshinden URA. Read on below for more information...
Repli is the mid-boss and penultimate boss of the game, and he is an unlockable playable character.
HOW TO UNLOCK REPLI & WOLF
On the main title screen where it says Press Start Button, press the following: A, B, Z, X, Y, C.
If youve done it correctly, youll hear a sound. Repli and Wolf will now be available on the character select screen.
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion; BDP = Backwards Dragon Punch motion; HCB = Half Circle Back; [S] = any Slash; [WS] = Weak Slash; [HS] = Heavy Slash; [WK] = Weak Kick; [HK] = Heavy Kick; [K] = any Kick
SPECIAL MOVES
Double Fireball: QCF + [S]
Eiji Helicopter: DP + [S]
Somersault Slice: QCB + [S]
Kayin Helicopter: BDP + [S]
Splits: QCB + [K]
Kneedrop: QCF + [WK]
Rise & Dive Kicks: QCF + [HK]
Slide: DF + [K]
Dive Kick: in the air, QCB + [K]
Somersault Kick: in the air, D, U + [K]
Suicide: dont know
SUPER MOVES
Desperation Move: HCB, HCF + [HS] (requires low life/flashing lifebar)
Overdrive: [Z] + [C] when Overdrive gauge is full/active
Final Technique: dont know, but pressing [Z] + [C] WITHOUT the Overdrive gauge does it (you also need the Easy Special Attacks cheat enabled for this)
ABOUT REPLI
Repli is a robotic copy of Sho Shinjo, created by Ronron. It is meant to be a prototype in a series of battle androids meant for the purpose of law enforcement. However the robot was stolen by Ronrons superior, Wolf. Wolf then reprogrammed it into becoming a ruthless slaying machine, with the goal of creating an army of Replicant androids to use in conquering the world. Repli was eventually defeated by the real Sho Shinjo with minimal fuss.
GAMEPLAY
As a clone character, Repli obviously plays just like Sho... the pair also have identical movelists. The main difference between the two is that Repli has faster speed for some of his movements, Normals, Specials and Supers, meaning that these moves come out faster and have quicker recovery. This probably makes him better than the real Sho.
BONUS FIGHT
Due to beating the game without using Continues has resulted in the hidden boss fight against Sho after the credits. You can see this starting around 29:07 in the video.
ADDITIONAL INFORMATION
Though URA is an abbreviation for Ultimate Revenge Attack, the word Ura also has combat connotations in Japanese.
ABOUT BAT URA
This is the sequel to Toshinden Remix (on the Saturn), and is basically a special version of the original Toshinden 2 (which appeared on the PS1, PC and Arcade), with many differences. These differences include: a different plot that is seen as a side-story; new characters; new CGI; new stage backgrounds, along with new BGMs for the new characters. Even though there are new characters, the drawback is that the original BAT2 characters Gaia, Chaos, Master and Uranus were removed. Toshinden URA [Saturn] - play as Replicant](https://i.ytimg.com/vi/SSLqZTbjd2k/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD M.Bison
This is a play-through using Old M.Bison (the previous SSFII version of him) in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
Old/SSFII M.Bison is a hidden version of the regular Bison. He is a hidden playable character.
NOTE: 1 Continue used.
HOW TO SELECT OLD/SSFII M.BISON
On the character select screen, select M.Bison with any button, and immediately input Down, Up, Up, Down and then press LP or LP + LK.
If youve done it correctly youll hear Bisons voice and his portrait colours will change into his original ones.
OLD/SSFII M.BISON MOVE LIST
THROW
Deadly Throw: when close, F + MP/HP or B + MP/HP
SPECIAL MOVES
Psycho Crusher: charge B, then F + P
Scissor Kick: charge B, then F + K
Head Stomp: charge D, then U + K, if connected, afterwards can guide using F or B
........ Skull Diver: P when being guided after head stomp
Devil Reverse: charge D, then U + P
OLD/SSFII M.BISON DIFFERENCES
As this is the old SSFII version of him, it means that he does not the Super Combo gauge, which of course means that he does not have the Knee Press Nightmare. Regarding Special Moves, he loses the Fake Head Stomp. Regarding normals, he loses the jumping Strong juggle abilities.
ABOUT M.BISON
Probably the most famous fighting game boss character, and the staple Street Fighter villain. He has one of the most unique and distinct fighting styles.
In comparison regarding his previous appearances in WW, CE and HF, he gained a lot of new basics as well as a new Special Move, and even has his own voice in SSF2. In SSFIIX/SSF2T, he has a new Super Combo move and some juggle techniques. He really developed as a much more rounded-out and flexible character in the Super series.
OTHER INFORMATION / TRIVIA
Old Bison has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Bison.
The second unique colour palette is made specially for SSFIIX/SSF2T.
There is no instance in the game where the CPU is in control of Old Bison.
He is the only character who has animation in his portrait image when he is the loser on the Winner/Loser screen.
The Arcade version of SSFIIX/SSFIIT is first game in the SFII series where M.Bisons punch auras no longer flashes. This means that the last game in the SFII series where M.Bison has flashing animation in his punch aura graphics is SSFII.
He is the first character in the Street Fighter series to have a pre-fight intro in the gameplay screen.
The bosses and E.Honda are the only characters who do not have a unique backwards walking animation in the SF2 series.
He is known as Vega in Japan.
CHAPTERS
00:00 - Intro, Title & Character Select
00:48 - Regular fights
09:29 - Lose, Result, Continue
09:53 - Regular Fights
18:11 - vs. Balrog
19:50 - vs. Vega
21:44 - vs. Sagat
23:33 - vs. M.Bison
24:36 - Ending
25:10 - BONUS 1: special credits/staff when no Rounds lost
26:28 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD M.Bison](https://i.ytimg.com/vi/Tab-H3lDvas/mqdefault.jpg)
![Shadow Warriors [3DO] - play as Shadow King
This is a playthrough using Shadow King in the 3DO game Shadow: War of Succession. Read on below for more information...
Shadow King is the end boss of the game, and he is an unlockable playable character.
HOW TO SELECT SHADOW KING
The method of unlocking him is rather unorthodox. Heres how to do it:
1) Play through a single-player game and reach CPU Shadow King. When fighting him, press Play on the other controller to have Player 2 join in.
2) On the character select screen, you will find that Player 2s cursor is on Shadow Kings icon (you normally cannot highlight this icon). Select him. Player 2 is now Shadow King.
Alternatively to make Player 1 Shadow King, get to CPU Shadow on Player 2s side instead, and during the match press Play on Player 1s controller to have Player 1 join in.
SHADOW KING IN SINGLE-PLAYER MODE
You can use Shadow King in the single player mode. Do the above process and use the player Shadow King to defeat the other player. Do NOT have the other player Continue. You will then get to play through the game with Shadow King.
SHADOW KING MOVES
Throw: when close, Back + A
Reverse Kick: Forward + B
Sweep: Back + B
Fireball: Forward, Forward + C
Hurricane Kick: Back + C or hold Back and press C
ADDITIONAL INFORMATION
He cannot block high.
In a 2-player game, if he is defeated, you get to see the other characters (the one who beat him) ending!
He has an ending of his own, meaning that he is meant to be played through a single-player game.
He has an alternative dark colour palette for mirror matches (against CPU Shadow King).
His aesthetics contrast the other characters as he is a cartoon design instead of real human. The same goes for his stage background elements.
There might be a hidden input command to highlight Shadow Kings icon on the character select screen to freely and immediately select him.
I dont know his finishing move(s) if he has any.
The game is known as Shadow Warriors in Japan.
CHAPTERS
00:00 - Intro
01:04 - Menu and Character Select
01:40 - Regular fights
13:30 - Cutscene
14:28 - vs. Shadow King (boss)
15:42 - Ending
16:30 - Staff/credits Shadow Warriors [3DO] - play as Shadow King](https://i.ytimg.com/vi/TiyO1AVg0TI/mqdefault.jpg)