I know this probably wouldn't have been possible because of techical limitations, but regardless I wanted to at least humor the idea. If Terry somehow did end up with two teammates, I could see them being KOF's Iori Yagami and Samurai Shodown's Nakoruru.
Works Cited
The trailer starts off with the Smash invitation, and the following text:
The trailer then cuts to various SNK characters trying to grab the invitation only to fail, but then suddnely Nakoruru and Iori manage to grab theirsexcept Iori accidentally burns the one he grabbed so he steals the US Sports Team's invitation...which makes it turn out there were actually three invitations that several fighters (Kyo, Ryo, Haohmaru, Andy, Joe and Geese) all tried to grab at once, the last of which goes to the Legendary Hungry Wolf himself...
"Hey, c'mon!"
Terry
Faces the Fury!
The trailer then cuts to a snippet of Terry's gameplay, which seems normal until Iori takes the stage.
Iori
Burns Some Muscle!
The trailer then cuts to a snippet of gameplay for Iori, after which Nakoruru eventually shows up.
Nakoruru
Enters the Shodown!
After a bit of Nakoruru gameplay, the trailer then focuses on all three newcomers at once in various situations, ending with their Final Smash, Triple Wolf.
Team SNK
in the Ultmate Dream Match!
-20XX-
YOU ARE CORDIALLY
INVITED TO SMASH.
DON'T BE LATE.
YOU ARE CORDIALLY
INVITED TO SMASH.
DON'T BE LATE.
The trailer then cuts to various SNK characters trying to grab the invitation only to fail, but then suddnely Nakoruru and Iori manage to grab theirs
"Hey, c'mon!"
Terry
Faces the Fury!
The trailer then cuts to a snippet of Terry's gameplay, which seems normal until Iori takes the stage.
Iori
Burns Some Muscle!
The trailer then cuts to a snippet of gameplay for Iori, after which Nakoruru eventually shows up.
Nakoruru
Enters the Shodown!
After a bit of Nakoruru gameplay, the trailer then focuses on all three newcomers at once in various situations, ending with their Final Smash, Triple Wolf.
Team SNK
in the Ultmate Dream Match!
SUPER SMASH BROS. ULTIMATE x SNK
In the King of Fighters series, you fight with a team of 3 characters, although you can only use one of your team members at a time. Whenever the fighter you're currently playing as is K.O.'d, you then switch to another one while the fighter who K.O.'d you regains a small portion of their health.
In Smash, you'd be fighting on a team of three of SNK's most beloved characters; Terry Bogard, Iori Yagami and Nakoruru. Similar to the Pokémon Trainer's three Pokémon, you can choose which character to start a match as on the character select screen. However, unlike the Pokémon Trainer's three Pokémon, you can't really switch between fighters on the fly; just like in KOF, your characters only switch when the one you're playing as is K.O.'d.
Of course, you don't have to stick to the 3-man team setup. When you have them available, you can go to the Options menu and choose whether to have them in a single slot or in their own slots, similar to the Echo Fighter toggle.
Regardless of which option you choose, their Final Smash is collectively the same: Triple Wolf. Terry activates it with a Triple Geyser, Iori activates it by slashing the enemy multiple times (Kin 1211 Shiki) and Nakoruru activates it by commanding Mamahaha to rush forward. If the hit connects, three opponents are taken into a cutscene where Nakoruru dives towards one opponent, Iori attacks another with a pillar of purple fire (Ura 316 Shiki • Saika), and Terry uses Power Dunk on the last one, finishing with Terry unleashing Buster Wolf on all three of them.
Terry's moveset would be mostly the same, except the regular Buster Wolf is his only Super Special Move; each member of Team SNK only gets one Super Special Move, which I'll go over in the moveset details.
However, one thing I'll be changing about Terry in this case is his alt selection.
In Smash, you'd be fighting on a team of three of SNK's most beloved characters; Terry Bogard, Iori Yagami and Nakoruru. Similar to the Pokémon Trainer's three Pokémon, you can choose which character to start a match as on the character select screen. However, unlike the Pokémon Trainer's three Pokémon, you can't really switch between fighters on the fly; just like in KOF, your characters only switch when the one you're playing as is K.O.'d.
Of course, you don't have to stick to the 3-man team setup. When you have them available, you can go to the Options menu and choose whether to have them in a single slot or in their own slots, similar to the Echo Fighter toggle.
Regardless of which option you choose, their Final Smash is collectively the same: Triple Wolf. Terry activates it with a Triple Geyser, Iori activates it by slashing the enemy multiple times (Kin 1211 Shiki) and Nakoruru activates it by commanding Mamahaha to rush forward. If the hit connects, three opponents are taken into a cutscene where Nakoruru dives towards one opponent, Iori attacks another with a pillar of purple fire (Ura 316 Shiki • Saika), and Terry uses Power Dunk on the last one, finishing with Terry unleashing Buster Wolf on all three of them.
Terry's moveset would be mostly the same, except the regular Buster Wolf is his only Super Special Move; each member of Team SNK only gets one Super Special Move, which I'll go over in the moveset details.
However, one thing I'll be changing about Terry in this case is his alt selection.
- KOF '94 (default)
- Player 2 (blue)
- Wild Ambition alt (black)
- NEO GEO hat (bright)
- Garou: Mark of the Wolves (alt)
- Garou B (green)
- Garou C (gray)
- Garou D (red)
Intro: Iori, with his back turned, looks towards the opponent and says “I’ll make this quick and easy”
Stance/Idle 1: Iori’s signature fighting stance
Idle 2: Iori leans back and puts his hands in his pockets for a couple seconds
Idle 3: Iori moves his body and arms in a more exaggerated manner for a quick second
Notable Palette Swaps:
Dash: His dash from the games
Damage: His damage animation from the games
Jump: His jump from the games
Crouch: His crouch from the games
Normal Attacks
Jab: Ge Shiki Yumebiki; Iori’s command normal (8%, small knockback)
Forward+A: Iori’s standing heavy punch (9%, OK knockback)
Down+A: Iori’s crouching light kick (4%, small knockback)
Up+A: Iori’s standing heavy punch when next to an opponent (5%, small knockback)
Aerial Attacks
Air+A: Iori’s jumping light punch (6%, small knockback)
Air Forward+A: Iori’s jumping light kick (5%, small knockback)
Air Back + A: Ge-Shiki • Yuriori; Iori kicks the opponent behind himself, which deals a fair amount of shield stun (11%, OK knockback)
Air Up+A: An upward-angled version of Iori’s jumping heavy kick (9%, OK knockback)
Air Down+A: Iori’s jumping heavy punch (10% with a meteor effect)
Dash Attack: 129 Shiki: Akegarasu; Iori hits the opponent with a fast claw attack (7%, small knockback)
Edge Attack: Iori gets up and performs a variation of his crouching heavy kick (10%, OK knockback)
Get-Up Attack: Iori does a sweeping kick with both legs (8% on each side, small knockback)
Smash Attacks
Forward+A: Iori rams the opponent with his shoulders (16%, OK knockback)
Up+A: Iori’s crouching heavy punch (22%, medium knockback)
Down+A: Iori’s crouching heavy kick (21%, medium knockback)
Grab Game
Grab: Iori grabs the opponent’s neck
Pummel: Iori attacks the opponent with purple flames (3%)
Forwards+Throw: Iori moves behind the opponent and throws them (11%, OK knockback)
Down+Throw: Iori throws the opponent towards the ground, bouncing them into the air (6%, small knockback)
Back+Throw: Iori throws the opponent behind himself (11%, OK knockback)
Up+Throw: 212 Shiki Koto Tsuki In; Iori slams the opponent face-first into the ground, then causes an explosion sending the opponent flying upwards (15%, OK knockback)
Special Moves
B : 108 Shiki • Yamibarai; Iori throws out some purple flames that travel along the ground, putting the enemy into a whole second of hitstun (8%, no knockback)
B + Forwards : 127 Shiki • Aoibana; Iori punches the opponent up to three times, with the last one being an overhead leaping punch that deals considerable shield damage (15%, OK knockback)
B + Backwards : Kuzekaze; Iori puts his hands above his head. Should an opponent hit him, Iori grabs them and tosses them backward (alternately, he does this immediately when close enough to an opponent). This move deals no damage but does have a set knockback depending on the opponent’s current damage %.
B + Up : 100 Shiki • Oniyaki; Iori jumps up high and spins while wrapped in flames, dealing a single hit (13%, OK knockback)
B + Down : 311 Shiki • Tsumakushi; Iori leaps forward and strikes with a claw attack (12%, OK knockback). Iori can pass through attacks and projectiles during the middle part, but not actual opponents.
Gimmick: Command Inputs (while facing right)
1: Iori stands firm and says “Are you afraid of me?”
2: Iori puts his hands on his hips, bends over and says “It’s useless!”
1+2: Iori lights a flame and says “Begone!”
Winposes
1: Iori’s iconic laugh
2: Iori puts his hands in his pockets, bends over towards the camera and says “Die as you are!”
3: Iori turns his back towards the camera, points to the sky and says “You’ll remember me each time you look at the moon…”
Applause: Iori begrudgingly claps for the winner
Icon: The “F” in the KOF logo
Boxing Ring Title: Flame of the End
Star K.O.: https://youtu.be/c6b5iVAXPuE?t=271
Victory Music: Spring of This World
Kirby Hat: Iori’s hair
Stance/Idle 1: Iori’s signature fighting stance
Idle 2: Iori leans back and puts his hands in his pockets for a couple seconds
Idle 3: Iori moves his body and arms in a more exaggerated manner for a quick second
Notable Palette Swaps:
- Iori (default)
- Alt. (purple)
- Heavy Punch (brown)
- KOF13 alt 1 (green)
- KOF 13 alt 2 (blue)
- Kyo Kusanagi (black)
- Geese Howard (white)
- Miss X (alt)
Dash: His dash from the games
Damage: His damage animation from the games
Jump: His jump from the games
Crouch: His crouch from the games
Normal Attacks
Jab: Ge Shiki Yumebiki; Iori’s command normal (8%, small knockback)
Forward+A: Iori’s standing heavy punch (9%, OK knockback)
Down+A: Iori’s crouching light kick (4%, small knockback)
Up+A: Iori’s standing heavy punch when next to an opponent (5%, small knockback)
Aerial Attacks
Air+A: Iori’s jumping light punch (6%, small knockback)
Air Forward+A: Iori’s jumping light kick (5%, small knockback)
Air Back + A: Ge-Shiki • Yuriori; Iori kicks the opponent behind himself, which deals a fair amount of shield stun (11%, OK knockback)
Air Up+A: An upward-angled version of Iori’s jumping heavy kick (9%, OK knockback)
Air Down+A: Iori’s jumping heavy punch (10% with a meteor effect)
Dash Attack: 129 Shiki: Akegarasu; Iori hits the opponent with a fast claw attack (7%, small knockback)
Edge Attack: Iori gets up and performs a variation of his crouching heavy kick (10%, OK knockback)
Get-Up Attack: Iori does a sweeping kick with both legs (8% on each side, small knockback)
Smash Attacks
Forward+A: Iori rams the opponent with his shoulders (16%, OK knockback)
Up+A: Iori’s crouching heavy punch (22%, medium knockback)
Down+A: Iori’s crouching heavy kick (21%, medium knockback)
Grab Game
Grab: Iori grabs the opponent’s neck
Pummel: Iori attacks the opponent with purple flames (3%)
Forwards+Throw: Iori moves behind the opponent and throws them (11%, OK knockback)
Down+Throw: Iori throws the opponent towards the ground, bouncing them into the air (6%, small knockback)
Back+Throw: Iori throws the opponent behind himself (11%, OK knockback)
Up+Throw: 212 Shiki Koto Tsuki In; Iori slams the opponent face-first into the ground, then causes an explosion sending the opponent flying upwards (15%, OK knockback)
Special Moves
B : 108 Shiki • Yamibarai; Iori throws out some purple flames that travel along the ground, putting the enemy into a whole second of hitstun (8%, no knockback)
B + Forwards : 127 Shiki • Aoibana; Iori punches the opponent up to three times, with the last one being an overhead leaping punch that deals considerable shield damage (15%, OK knockback)
B + Backwards : Kuzekaze; Iori puts his hands above his head. Should an opponent hit him, Iori grabs them and tosses them backward (alternately, he does this immediately when close enough to an opponent). This move deals no damage but does have a set knockback depending on the opponent’s current damage %.
B + Up : 100 Shiki • Oniyaki; Iori jumps up high and spins while wrapped in flames, dealing a single hit (13%, OK knockback)
B + Down : 311 Shiki • Tsumakushi; Iori leaps forward and strikes with a claw attack (12%, OK knockback). Iori can pass through attacks and projectiles during the middle part, but not actual opponents.
Gimmick: Command Inputs (while facing right)
- 108 Shiki • Yamibarai: ↓→ + attack
- 127 Shiki • Aoibana: ↓← (three times) + attack
- Kuzakaze: →↓←→ + attack
- 100 Shiki • Oniyaki: →↓ + attack
- 311 Shiki • Tsumakushi: →→ + attack
- Ura 108 Shiki Ya Sakazuki: ↓←↓→ + attack; Iori throws a slow-moving projectile that leaves enemies paralyzed for about 3 seconds (20%, medium knockback)
1: Iori stands firm and says “Are you afraid of me?”
2: Iori puts his hands on his hips, bends over and says “It’s useless!”
1+2: Iori lights a flame and says “Begone!”
Winposes
1: Iori’s iconic laugh
2: Iori puts his hands in his pockets, bends over towards the camera and says “Die as you are!”
3: Iori turns his back towards the camera, points to the sky and says “You’ll remember me each time you look at the moon…”
Applause: Iori begrudgingly claps for the winner
Icon: The “F” in the KOF logo
Boxing Ring Title: Flame of the End
Star K.O.: https://youtu.be/c6b5iVAXPuE?t=271
Victory Music: Spring of This World
Kirby Hat: Iori’s hair
Intro: Nakoruru lets Mamahaha off her shoulder and says “Let’s go, Mamahaha!”
Stance/Idle 1: Nakoruru’s signature fighting stance
Idle 2: Mamahaha flies onto Nakoruru’s shoulder for a bit
Idle 3: Nakoruru lowers her hand for a bit
Notable Palette Swaps:
Dash: Her dash from the games
Damage: Her damage animation from the games
Jump: Her jump from the games
Crouch: Her crouch from the games
Normal Attacks
Jab: Nakoruru’s 3-slash combo (8%, small knockback)
Forward+A: Nakoruru performs a roundhouse kick in front of herself (7%, small knockback)
Down+A: Nakoruru’s crouching light kick (5%, small knockback)
Up+A: Nakoruru slashes upward (6%, small knockback)
Aerial Attacks
Air+A: Nakoruru quickly slices inwards (5%, small knockback)
Air Forward+A: Nakoruru kicks forward in mid-air (8%, OK knockback)
Air Back + A: Nakoruru slashes upward behind herself (10%, OK knockback)
Air Up+A: Nakoruru slashes upward in front of herself (7%, small knockback)
Air Down+A: Nakoruru kicks downward in mid-air (11% with a meteor effect, OK knockback)
Dash Attack: Nakoruru slashes forward as she moves forward (6%, small knockback)
Edge Attack: Nakoruru thrusts forward as she pulls back up to the stage (7%, small knockback)
Get-Up Attack: Nakoruru sweep-slashes outwards as he gets back up (5%, small knockback)
Smash Attacks
Forward+A: Nakoruru performs a two-part slash, similar to Link’s forward smash (12% each hit, OK knockback)
Up+A: Nakoruru rolls backwards as she slashes in a full circle around herself (17%, OK knockback)
Down+A: Nakoruru slashes on both sides of herself (13% on each side, OK knockback)
Grab Game
Grab: Nakoruru reaches her open hand out
Pummel: Nakoruru knees the opponent (1%)
Forwards+Throw: Nakoruru shoves the opponent away (6%, small knockback)
Down+Throw: Nakoruru rolls forward and stabs the grounded enemy, forcing them into the ground (9%)
Back+Throw: Nakoruru drags the opponent behind herself, then quickly slashes them from behind (8%, OK knockback)
Up+Throw: Nakoruru jumps up and throws her enemy onto the ground (10%, OK knockback)
Special Moves
B : Amube Yatoro; Nakoruru commands Mamahaha to attack the opponent by diving diagonally downwards (13%, OK knockback). Mamahaha can’t pick up items, and she needs to recharge for a bit (signified by her flying closer to Nakoruru) before she can dive again (signified by her flying slightly above Nakoruru).
B + Forwards : Annu Mutsube; Nakoruru thrusts forward a good distance, hitting the enemy four times (3% each hit, OK knockback)
B + Backwards : Rera Mutsube; Nakoruru thrusts diagonally forward at an upward angle, this time with only a single hit (9%, OK knockback)
B + Up : Cling to Mamahaha; Nakoruru grabs onto Mamahaha’s talons and flies through the air; on the ground, she can only move left or right, but in the air she only moves up. From there, she can perform one of three actions:
B + Down : Kamui Rimuse; Nakoruru flings her coat downward (7%, small knockback), which can reflect projectiles
Gimmick: Command Inputs (while facing right)
Taunts
1: Nakoruru takes a deep breath before getting back into fighting position
2: Nakoruru twirls herself and her kodachi before striking a pose
1+2: Nakoruru bows her head once
Winposes
1: “Thank you, Mamahaha” Nakoruru perches Mamahaha onto her shoulder
2: “This is nature’s punishment!” Nakoruru twirls before striking a pose
3: “Sayo…nara” Nakoruru wraps herself in her cloak
Applause: Nakoruru claps for the winner
Icon: The “F” in the KOF logo
Boxing Ring Title: Mother Nature’s Guardian
Star K.O.: “Gomen’nasaaaaiii…!”
Victory Music: Masaru Battle
Kirby Hat: Nakoruru’s hair and bow
Stance/Idle 1: Nakoruru’s signature fighting stance
Idle 2: Mamahaha flies onto Nakoruru’s shoulder for a bit
Idle 3: Nakoruru lowers her hand for a bit
Notable Palette Swaps:
- Default
- Spring (green)
- Summer (pink)
- Autumn (yellow)
- Winter (silver)
- Haohmaru (white)
- Galford (blue)
- Kamui Kotan High School Uniform (alt.)
Dash: Her dash from the games
Damage: Her damage animation from the games
Jump: Her jump from the games
Crouch: Her crouch from the games
Normal Attacks
Jab: Nakoruru’s 3-slash combo (8%, small knockback)
Forward+A: Nakoruru performs a roundhouse kick in front of herself (7%, small knockback)
Down+A: Nakoruru’s crouching light kick (5%, small knockback)
Up+A: Nakoruru slashes upward (6%, small knockback)
Aerial Attacks
Air+A: Nakoruru quickly slices inwards (5%, small knockback)
Air Forward+A: Nakoruru kicks forward in mid-air (8%, OK knockback)
Air Back + A: Nakoruru slashes upward behind herself (10%, OK knockback)
Air Up+A: Nakoruru slashes upward in front of herself (7%, small knockback)
Air Down+A: Nakoruru kicks downward in mid-air (11% with a meteor effect, OK knockback)
Dash Attack: Nakoruru slashes forward as she moves forward (6%, small knockback)
Edge Attack: Nakoruru thrusts forward as she pulls back up to the stage (7%, small knockback)
Get-Up Attack: Nakoruru sweep-slashes outwards as he gets back up (5%, small knockback)
Smash Attacks
Forward+A: Nakoruru performs a two-part slash, similar to Link’s forward smash (12% each hit, OK knockback)
Up+A: Nakoruru rolls backwards as she slashes in a full circle around herself (17%, OK knockback)
Down+A: Nakoruru slashes on both sides of herself (13% on each side, OK knockback)
Grab Game
Grab: Nakoruru reaches her open hand out
Pummel: Nakoruru knees the opponent (1%)
Forwards+Throw: Nakoruru shoves the opponent away (6%, small knockback)
Down+Throw: Nakoruru rolls forward and stabs the grounded enemy, forcing them into the ground (9%)
Back+Throw: Nakoruru drags the opponent behind herself, then quickly slashes them from behind (8%, OK knockback)
Up+Throw: Nakoruru jumps up and throws her enemy onto the ground (10%, OK knockback)
Special Moves
B : Amube Yatoro; Nakoruru commands Mamahaha to attack the opponent by diving diagonally downwards (13%, OK knockback). Mamahaha can’t pick up items, and she needs to recharge for a bit (signified by her flying closer to Nakoruru) before she can dive again (signified by her flying slightly above Nakoruru).
B + Forwards : Annu Mutsube; Nakoruru thrusts forward a good distance, hitting the enemy four times (3% each hit, OK knockback)
B + Backwards : Rera Mutsube; Nakoruru thrusts diagonally forward at an upward angle, this time with only a single hit (9%, OK knockback)
B + Up : Cling to Mamahaha; Nakoruru grabs onto Mamahaha’s talons and flies through the air; on the ground, she can only move left or right, but in the air she only moves up. From there, she can perform one of three actions:
- Shield button to drop from Mamahaha
- A button and whatever direction to use an aerial attack
- B button to perform Kamui Mutsube, where she dives diagonally downward (10%, OK knockback)
B + Down : Kamui Rimuse; Nakoruru flings her coat downward (7%, small knockback), which can reflect projectiles
Gimmick: Command Inputs (while facing right)
- Amube Yatoro: ↓← + attack
- Annu Mutsube: ←↓ + attack
- Rera Mutsube: ↓→ + attack
- Kamui Rimuse: ←← + attack
- Elelyu Kamui Rimuse: →↓← (twice) + attack; Nakoruru flings her cloak downward three times, finishing with a final upward fling that launches the opponent into the air (25%, medium knockback)
Taunts
1: Nakoruru takes a deep breath before getting back into fighting position
2: Nakoruru twirls herself and her kodachi before striking a pose
1+2: Nakoruru bows her head once
Winposes
1: “Thank you, Mamahaha” Nakoruru perches Mamahaha onto her shoulder
2: “This is nature’s punishment!” Nakoruru twirls before striking a pose
3: “Sayo…nara” Nakoruru wraps herself in her cloak
Applause: Nakoruru claps for the winner
Icon: The “F” in the KOF logo
Boxing Ring Title: Mother Nature’s Guardian
Star K.O.: “Gomen’nasaaaaiii…!”
Victory Music: Masaru Battle
Kirby Hat: Nakoruru’s hair and bow
Super Special Moves are made available when the SNK character you're playing as is at either 100% or below either 100HP or 30% of their maximum HP. Your character can use them as much as they want in this stage, although they can only be used on the ground and they do little shield damage, making them punishable if they whiff.
The stage would be walled off; the walls work as they do in the Real Bout Fatal Fury series, where being at high enough damage causes fighters to break through them and suffer a K.O.
In addition, this stage would be loaded to the brim with cameos (although Mai Shiranui is sadly, once again, absent):
In addition, this stage would be loaded to the brim with cameos (although Mai Shiranui is sadly, once again, absent):
- Andy Bogard & Joe Higashi, Terry's two companions since the original Fatal Fury
- I originally considered having these two be Terry's teammates, since they all form Team Fatal Fury in most KOF games, but I decided on Iori and Nakoruru instead for the sake of more variety
- Richard Meyer, owner of the Pao Pao Cafe
- Duck King, a dancer with a pet chick he named P-Chan
- Tung Fu Rue, Terry and Andy's master (and by extension, master to Jeff Bogard and Geese Howard)
- Geese Howard, arch-nemesis to many SNK characters, especially Terry
- Billy Kane, Geese's right-hand man
- Big Bear, former Geese lackey turned good
- Kim Kaphwan, a taekwando master who strongly believes in justice
- Wolgang Krauser, Geese's half-brother
- Blue Mary, Terry's drinking buddy
- Ryuji Yamazaki, a sadistic criminal who goes under the name "Dark Broker"
- Jin Chonrei, the older of two brothers who seek the fabled Jin Scrools
- Rock Howard, Terry's adoptive son
- Marco Rodriguex (AKA Khushnood Butt), disciple to Ryo Sakazaki
- King of Dinosaurs, a mysterious luchador with a connection to the heroic Tizoc wink wink
- Kyo Kusanagi, Iori's sworn rival and holder of one of the Three Sacred Treasures
- Benimaru Nikaido, Kyo's longtime friend and the most consistent member of any KOF team under the name "Team Hero"
- Goro Daimon, a judo gold medalist who usually belongs to Kyo's team
- Change Koehan & Choi Bounge, two convicts undergoing rehabilitation under Kim Kaphwan
- Rugal, a notorious crime boss who turns the fighters he defeats (like Guile) into living trophies; he and Geese are (in)famous examples of SNK Boss Symdrome
- Leona Heidern, a mysterious girl with connections to Orochi and the Riot of the Blood, just like Iori
- Chizuru Kagura, the last of the Three Sacred Treasure who keeps Kyo and Iori in line
- K', a man who was experimented upon by NESTS, which resulted in his pyrokenesis
- Kula Diamond, a young sweets-loving girl with ice powers; she was initially NESTS' secret weapon and a rival to K'
- Maxima, a Canadian cyborg soldier who defected from NESTS after he saw what their experiments were doing to people
- Ash Crimson, a boy who joins forces with Those from the Past for unknown reasons
- Elisabeth Blanctorche, Ash's childhood friend who seeks to stop him from doing something irreversibly stupid
- Shun'ei, an Amplified Specter who trains under Tung Fu Rue
- Meitenkun, Shun'ei's friend who prefers to nap instead of fighting
- Antonov, an eccentric Russian billionaire who buys the rights to King of Fighters in KOF XIV
- Kukri, a foul-mouthed sandman who once trapped Terry, Iori, and Nakoruru, along with several female fighters, in a strange mansion
- Haohmaru, a Ronin Vagabond who enjoys the thrill of fighting strong opponents; he, being the protagonist of Samurai Shodown, was the intended face of the franchise until Nakoruru exploded in popularity
- Genjuro, Haohmaru's rival who only fights for the pleasure of killing
- Galford, an American ninja who travels with his dog Poppy
- Rimururu, Nakoruru's younger sister who aspires to protect nature just like her;
- Athena Asamiya, a pop singer with psychic powers
- Ralf Jones & Clark Still, two Ikari Warriors who originally looked identical in their original appearance
- Ryo Sakazaki, a martial artist who was thought by Capcom to be a Street Fighter rip-off, hence the existence of Dan Hibiki
- Art of Fighting, where Ryo is the protagonist, was the first fighting game to introduce super moves before Super Street Fighter II Turbo popularized the concept
- Robert Garcia, Ryo's friend who is also the protagonist of Art of Fighting 3
- His family, along with Ken's sponsor the tournaments held in both Capcom vs. SNK games, though Robert himself isn't playable in either installment
- Yuri Sakazaki, Ryo's younger sister who made the leap from damsel in distress back in the first game to a capable fighter in the second
- King, a former bouncer who portrayed herself as a man to protect herself and what she cherishes from the dangers of South Town
- Hibiki Takane, a samurai who looks shy on the surface, but is actually on the verge of descending into madness
- Akari Ichijou, a spoiled young girl hailing from a family of onmyoji
- Marco Rossi, a member of the Penegrine Falcons who stops the exploits of General Morden with the help of his team members
- Fio Germi, another ally of Marco who wishes to fight despite her father's wishes
- Fatal Fury
- Haremar Faith Capoeira School - Song of the Fight (Believers Will Be Saved)
- The Sea Knows
- Kurikinton (Remix)
- Kurikinton (FATAL FURY 2)
- Kuri Kinton Flavor
- Pasta
- A New Poem That the South Thailand Wants to Tell
- Flame Dragon God
- Let's Go to Seoul!
- Tarkun and Kitapy
- The London March
- The Working Matador
- Duck Dub Dub (Duck, You Too)
- Soy Sauce for Geese (FATAL FURY SPECIAL)
- Soy Sauce for Geese (KOF XIV)
- Big Shot!
- 11th Street
- 176th Street
- Sympathy for the Wolves
- Sunrise on the Train
- King of Fighters
- Ne! - KOF '94
- Stormy Saxophone
- DESERT REQUIEM ~Operation02UM~ - KOF 2002 UM
- ESAKA!! - KOF 2002 UM
- KD-0079+ - KOF 2002 UM
- W.W.III - KOF XIV
- Terry115 - KOF 2000
- Street Dancer - KOF XI
- New Order - KOF XIV
- Undercover - KOF 2002 UM
- Diamond Dust - KOF 2002 UM
- Cutting Edge - KOF 2002 UM
- The Second Joker - KOF XIII
- Esaka Continues... - KOF XIII
- Wild Street - KOF XIII
- Tame a Bad Boy - KOF XIII
- KDD-0063 - KOF XIII
- Follow Me - KOF XIV
- Yappari ESAKA - KOF XIV
- Departure from South Town - KOF XIV
- Samurai Shodown
- Misc.
- Theme of SYD - Alpha Mission
- IKARI - KOF XIV
- Forest World - Athena
- Psycho Soldier Theme (Overseas)
- ART of FIGHT
- Art of Fighting Ver.230000000.0 - FATAL FURY SPECIAL
- Diet / Mojo Boogie
- Main Theme from METAL SLUG
- Assault Theme - METAL SLUG 1-3
- Final Attack - METAL SLUG 1-6
- Judgement - METAL SLUG 2
- Blue Water Fangs (The Island of Dr. Moreau) - METAL SLUG 3
- Swordsman of Gekka ~Before Daybreak~
- Akari's Song
- The Moonlight Swordsmen ~Decision at Dawn~
- To The Limit
- This is True Love Makin'
- Nebuta
- Fight with the Wind
- Fight Your Way
(Your selected character fights opponents representing Fatal Fury, King of Fighters and Samurai Shodown in different 3-man teams; each match is a 3-on-3 Stamina Battle where you and your opponent each have 100HP. Every time you defeat an opponent, you regain a bit of HP.)
Round | Opponent | Stage | Music | Notes |
1 | | King of Fighters Stadium | Terry only | |
2 | | Suzaku Castle Ω | Terry only | |
3 | | New Donk City Hall | Iori only | |
4 | and Iori | Fourside Ω | Iori only | |
5 | | Arena Ferox | Nakoruru only | |
6 | and Nakoruru | Yoshi's Island (Brawl) Ω | Nakoruru only | |
Bonus | | | | |
Final | , then Giga Bowser | | All 3 fighters are available |
Since each post can only handle 20 images, I'm going to split my Spirit Board across posts.
- Spirit Board
- Fatal Fury Spirits
- Duck King
- Tung Fu Rue
- Billy Kane
- Rock Howard
- KOF Spirits
- Rugal -> Ω Rugal
- Orochi
- Ash Crimson
- Meitenkun
- Kukri
- SamSho Spirits
- Kyoshiro
- Charlotte
- Earthquake
- Amakusa
- Misc. Spirits
- King
- Hibiki Takane
- Akari Ichijou
- Fio Germi
- Fatal Fury Spirits
- Mii Costumes
- Ryo (Brawler)
- Kula Diamond (Brawler)
- Charlotte (Swordfighter)
- Fio (Gunner)
- Vault Boy (Gunner)
Works Cited
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