This is a sub-page of The King of Fighters '96 (Neo Geo).
KOF '96 is known for undergoing a large graphical overhaul compared to the previous game. This, in conjunction with the game's rushed development, resulted in many sprites going unused. An assortment of unused sprites exist for virtually every character in the game, many of which got reused in future installments, some of which never seeing use.
Of note, it is possible to see some of these animations in game by using the aforementioned debug sprite viewer. However, only certain animations out of the ones listed here can be accessed from that sprite viewer. This seems to indicate the unused animations being at different stages of completion, such that they had yet to be assigned to an ID. Whether an animation is present in that sprite viewer or not will be mentioned per case.
Kyo Kusanagi#
The poster boy of the game and series as a whole, Kyo has an exemplary number of unused sprites.
Kyo is one of many returning characters who lost one or more command normals between '95 and this game. Kyo's still exist in the files complete with updated sprites, but are dummied out.
Kyo's forward B overhead kick, aka. "Ge-Shiki Goufu You". It was used in '94 and '95, and would return for KOF '97 onwards. It is not accessible in the debug sprite viewer.
Kyo's down-forward D, aka. "88 Shiki". It was used in '94 and '95 as a normal and command normal respectively, and would return for KOF '97 onwards. It is not accessible in the debug sprite viewer.
Kyo's jumping down C, aka. "Ge Shiki Naraku Otoshi". It previously appeared in '94 and '95, and would return for KOF '97 onwards. It is not accessible in the debug sprite viewer.
Another common detail about characters regards their Desperation Moves. Every character in the game has at least one Desperation Move (DM), plus a Super version of it (SDM), though some have two (the Art of Fighting team members, Ralf, the bosses etc.). As it turns out, every character (excluding the bosses) has an additional DM in the files that was scrapped.

Kyo's unused DM consists of this remarkably large set of sprites. It ostensibly appears to be an early version of his "Saishu Kessen Ougi Mu Shiki" DM that he would gain in KOF '97. This prototype design for the DM contains versions of his existing moves that have been altered to display a fiery-orange color palette. From top to bottom, the selection of moves include all three punch extensions of his light rekka "114 Shiki Aragami", all three segments of his heavy rekka "114 Shiki Aragami", his counter move "910 Shiki Nue Tsumi" and his Shoryuken-esque move "100 Shiki Oniyaki".
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DM |
SDM |
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This move can be found in the debug sprite viewer at 00F0-00FE. Both the DM and SDM versions of the move can be seen split off separately between the IDs. Of particular note, neither version of the move seem to use the aforementioned sprites from the counter move.
The move's finished implementation in '97 would greatly revise and simplify the animations used compared to this version.
Benimaru Nikaido#
Benimaru's Forward B, aka. "Jackknife Kick". This move was introduced in KOF '97 and included in future games. Evidently, it was intended to make its debut in this game.
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00AD |
00C0 |
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This move can be found in the debug sprite viewer at 00AD and OOC0. Curiously, the move appears to differ slightly between the two IDs, as the latter is performed as a standalone move, while the former appears to be performed as a follow-up from the "Benimaru Collider" special. Such a follow-up would become possible in KOF 2002 Unlimited Match.
Benimaru's Jumping Down D, aka. "Flying Drill". This move was used in KOF '94 and '95, and would return for KOF '97 onwards.
This move can be found in the debug sprite viewer at 00BD-00BF.
A diagonally-oriented variant of Benimaru's "Raijinken" special move. This variation on the move was introduced formally in KOF '97, where it became a staple of Benimaru's moveset.
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002B-002F |
0076-007F |
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This move can be found in the debug sprite viewer at 002B-002F, and again at 0076-007F. The inclusion of two separate spots for IDs may be an indication that the diagonal variant of Benimaru's "Raikouken" DM was also planned for this game.
A set of sprites depicting Benimaru's scrapped DM, Elec-Trigger. Intended to debut in this game, it would instead make its debut in KOF '97.
Also found in the files is a set of sprites depicting lightning strikes that the move would have used. Curiously, the lightning sprites are only included in orange here; the finalized version of the move in '97 would use blue lightning for the regular DM, and orange lightning for the SDM.
The move can be found in the debug sprite viewer at 00AE-OOB7.
Goro Daimon#
Daimon's Forward A, aka "Zujou Barai". Would later be added to KOF '97 onward. Listed in the sprite viewer at 00B7-00CF and 00F0.
Daimon's Down-Forward C, aka "Tama Tsubushi". Would later be added to KOF '97 onward. Listed in the sprite viewer at 00F1.
Daimon's reversal special move, Nekko Gaeshi. Would later be added to KOF '97 onward. Listed in the sprite viewer at 0092-0094.
Daimon's running throw special move, Ura Nage. Would later be added to KOF '97 onward. Listed in the sprite viewer at 0095-009A.
Daimon also has a scrapped DM, Arashi no Yama, that uses the sprites from both aforementioned special moves. Would later be added to KOF '97 onward. Listed in the sprite viewer at 00A9-00B6.
Terry Bogard#
Terry's Forward A, aka. "Back Knuckle". Was previously introduced in '95, and returned in '97.
This move can be found in the debug sprite viewer at 002C-002F, and again at 0076-7F.
Terry's Down-Forward C, aka. "Wild Upper". Previously introduced to Terry's moveset in Fatal Fury 3, it was intended to make its KOF debut here. It would go on to be used in KOF '97, becoming a staple of Terry's moveset. It does not seem to be accessible in the sprite viewer.
Andy Bogard#
Andy's Forward B, aka. "Uwa Agito". Hailing from Real Bout Fatal Fury, it was intended to debut here on the KOF side. It would later be used in KOF '97 and become a staple of Andy's moveset. It appears in the sprite viewer at 00BD-00DF.
Sprites for Andy's cut DM, Hishou Ryusei Hen. Curiously, its presence here predates the move's formal introduction in Real Bout Fatal Fury Special for EX Andy's moveset. Would later be used in KOF '97 onward. Listed in the sprite viewer at 00AE-00B9.
Joe Higashi#
Joe's Down-Forward B, aka. "Sliding". Was later added to KOF '97 onward. Listed in the sprite viewer at 00F3-00F5.
Ryo Sakazaki#
Ryo's Forward A, aka. "Hyouchuu Wari". Was introduced in '95 and would return for '97 onward. It does not seem to be accessible in the sprite viewer.
A scrapped attack depicting Ryo punching down towards the ground.
The associated move for this sprite is present in the sprite viewer from 00B2 to 00B3. It can be seen to be an extension of Ryo's Forward C throw where he punchs the downed opponent. Is not a move Ryo has ever performed in any game, but does closely resemble Takuma's Forward C throw in most KOF games.
A scrapped attack depicting Ryo rushing forward with an elbow check. This move has not appeared in a KOF game to date. It can be found in the debug sprite viewer at points 00AA-00AD.
Visual effect sprites for a scrapped DM for Ryo, showing golden variants of his Ko-ou-ken move, which ususally appears blue.
The associated move can be found in the sprite viewer at points 00B4-00C5. It shows Ryo hitting his opponent with a barrage of Ko-oh-kens before throwing a final Haoh Shokoken, which are blue for the DM version and golden for the SDM version. This move has not appeared in a KOF game to date. The closest resemblance to it animation-wise is Marco Rodrigues' version of the Ryuko Ranbu in Garou: Mark of the Wolves, with some variations of it having him hit the opponent with a barrage of Ko-ou-kens.
Robert Garcia#
The first set of unique sprites for Robert's scrapped DM, Muei Shippu Joudan Kyaku. Would later appear in KOF '97 onward. Listed in the sprite viewer at 00B4-00C7.
The ending hit of the aforementioned DM. Listed separately in the sprite viewer, indicating that Robert would have had his Ryu Zanshou special in this game. It was later used in KOF '97 onward. Listed in the sprite viewer at 00A9-00AE.
Yuri Sakazaki#
Yuri's forward A, aka. "Enyoku". Previously appeared in '94 and '95, and returned for '97 onward. It does not seem to be accessible in the debug sprite viewer.
A scrapped attack for Yuri wherein she kicks with both legs from a lying position. This move has yet to appear in a KOF game. It does not seem to be accessible in the debug sprite viewer.
Another scrapped attack for Yuri where she stretches both arms forward in a motion reminiscent of the Hadoken. Again, this move has yet to appear in a KOF game. It does not seem to be accessible in the debug sprite viewer.
Yet another scrapped attack. This depicts Yuri kicking diagonally upward. A move using an altered version of this sprite would be introduced in KOF 2002 named "Shouyoku". It does not seem to be accessible in the debug sprite viewer.
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Used |
Unused |
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The used sprite, where Yuri holds up two fingers, displays for a split second upon activating the second part of her Chou Upper special. Present in the files is 4 variations of the sprite depicting Yuri holding up different sets of fingers, from 1 to 5. This may have been related to her scrapped Hien Rekkou DM as during the SDM version of it, she does 5 reps of the Chou Upper.
Said scrapped DM is present in the sprite viewer from 009F-00AB, and though hard to notice at the speed they play, some of the animations do seem to use some of the aforementioned unused sprite variations. Yuri would gain this move from KOF '97 onwards.
Leona Heidern#
A very large set of sprites plus visual effects pertaining to the first of Leona's scrapped DMs, Gravity Storm. Was later used in KOF '97 onward. Listed in the sprite viewer at 00B4-00C6.
Sprites and visual effects for Leona's second scrapped DM, Rebel Spark. Was later used in KOF '97 onward. Some frames from this animation would also be used for Leona's loading screen sprites in the Neo Geo CD version of this game. Listed at various points in the sprite viewer for each part of the move; The beginning and middle at 00C7-00CF, the sparks at 00F0-00F7, the ending at 002C-002F and 0076-007F.
Ralf Jones#
Sprites meant for Ralf's scrapped DM, Galactica Phantom. Though unused here, this move would become a staple of Ralf's moveset from KOF '97 onward. The initial start-up frame from this animation would also be used as one of Ralf's loading screen sprites in the Neo Geo CD version of this game.
It can be found in the sprite viewer at 00A6-00AB. The implemented version of the move in KOF '97 would fully alter the animation with a redrawn set of sprites.
Clark Still#
Sprites for Clark's scrapped DM, Running Three. Would later be introduced in KOF '97 and would become a staple of Clark's moveset.
Chizuru Kagura#
Chizuru's sprites as an assist character. Can be seen naturally in versions where she's regularly accessible, but is not normally accessible in the Neo Geo AES/MVS version.
Goenitz#
Goenitz's sprites as an assist character. Can be seen naturally in versions where he's regularly accessible, but is not normally accessible in the Neo Geo AES/MVS version.
Athena Asamiya#
Athena's Jumping Forward B, aka. "Phoenix Bomb". Used in '94 and '95, and returned for '97 onward. It does not seem to be accessible in the debug sprite viewer.
Athena's Forward B, aka. "Renkantai". Was formerly a regular normal D in KOF '94 and '95 before being promoted to a command normal from '97 onwards. Given its presence here and that Athena's actual normal D uses a new animation, this promotion was probably planned for this game. It can be found in the debug sprite viewer at 0079-007F.
Athena's Psycho Reflector animation as it was in KOF '94 and '95. Athena instead has a new version of the move in this game that has a different animation. This version of the move would return in later games, naturally redrawn per game to match Athena's respective designs.
Sie Kensou#
Kensou's rapid punch special move, Ryu Renda. Later implemented in '97 onward. Appears in the sprite viewer at 00BD-00C0.
Kensou's unused DM, Senki Hakkei. Later implemented in '97 onward. Appears in the sprite viewer at 00BD-00C0.
Chin Gentsai#
Sprites for Chin's scrapped DM, Gouen Shourai. Was later used in KOF '97 onward. Listed in the sprite viewer at 00AE-00B9.
Geese Howard#
A set of normally unseen sprites pertaining to Geese's scrapped DM, "Deadly Rave", showing what would have been the final hit in the move.
A set of visual effect sprites also exist that would have been used alongside this.
The associated move can be found in the debug sprite viewer at 0079-007F. The sprites shown above would eventually be re-used for the move's completed implementations in SVC Chaos and KOF 98 Ultimate Match.
Wolfgang Krauser#
Two scrapped attacks for Krauser. They both depict him bringing both arms down for an overhead hit, in grounded and aerial form respectively. Though the aerial version has yet to be used in a KOF game, the grounded version was used in KOF 98 Ultimate Match as part of Krauser's DM, "Unlimited Desire". They do not appear to be accessible in the debug sprite viewer.
A set of sprites pertaining to a scrapped DM for Krauser. It depicts him performing a cartwheel attack into a body press. This move has yet to appear in a KOF game proper. It can be found in the debug sprite viewer at 009F-OOAD.
Chang Koehan#
Sprites for Chang's cut DM, Tekkyu Dai Assatsu, a move that later appeared in KOF '97 onward. Listed in the sprite viewer at 008A-0090.
Choi Bounge#
Choi's Forward A, a.k.a. "Nidan Zan". Would later appear in 'KOF 97 onward.
Choi's Forward B, a.k.a. "Toorima Geri". Would later appear in 'KOF 97 onward.
Kasumi Todo#
Kasumi's Forward A, a.k.a. "Hiji Ate". Would later appear in KOF '99 onward.
Mai Shiranui#
Mai's Jumping Down A, a.k.a. "Daiwa Fuusha No Mai". Would later appear in KOF '98 onward.
Mai's Down-Forward B, a.k.a. "Koukaku No Mai". Would later appear in KOF '97 onward.
Sprites for the first of Mai's two unused DMs, Suichou No Mai. Later appeared in KOF '97 onward. Always has a fire effect here unlike the later versions which only have it on the SDM version. Listed in the sprite viewer at 00B1-00B7.
Sprites for the second of Mai's two unused DMs, Houou No Mai. Later appeared in KOF '97 onward. Listed in the sprite viewer at 00A9-00B0.
King#
King's Down-Forward D, a.k.a. "Sliding Kick". Would later appear in KOF '97 onward.
Iori Yagami#
Two sets of visual effect sprites pertaining to a scrapped DM for Iori.
This move can be found in the debug sprite viewer at 00A2-00B0. It ostensibly appears to be an early version of the "Ura 108 Shiki: Ya Sakazuki" DM that Iori would gain in KOF '97. The move begins with a charge-up state that reuses the animation from Iori's standard charge, then releases a large fire attack. Based on the position of the graphics, the DM version seems to generate a short-range burst of flame while the SDM version generates a projectile that travels across the screen before creating the flame burst.
The version of the move in '97 always releases a projectile, with the DM version producing a small one similar to the SDM version here, and the SDM version creating a series of tall projectiles. The move also received a new unique charge-up animation that can be held for a short time before release. As an aside, said animation appears to be based on a sprite used for Iori in the loading screens for this game's Neo Geo CD port.
A VERY curious set of sprites for Iori, depicting an idle stance for his "Orochi Iori" form. This form did not formally appear in gameplay until KOF '97, though its presence in the story was teased in the Rival Team's endings in '95 and '96. The finalized inclusion of said form in '97 would use an altered version of this animation for his idle stance.
The inclusion of these sprites at all in the files hint towards Orochi Iori being planned for inclusion in this game. Notably, it has been officially stated that Orochi Iori was initially intended to be the final boss for '97, a role that the character did fulfill in the Game Boy port of '96, albeit as a character-dependent secret. It could very well be that Orochi Iori was initially meant to be the final boss for this game too.
In any case, this animation does not seem to be accessible in the debug sprite viewer.
(Source: 1)
Vice#
Animation and visual effect sprites for Vice's scrapped DM. Clearly resemble the animation and visuals in Mature's Heaven's Gate DM, indicating that Vice was intended to have the same move.
Said move can be found in the debug sprite viewer at points 0082 to 0094. Vice has never had this move in a KOF game to date.