The King of Fighters 2000 Perfect Guide. ver. 4.5 on 11/03/2002. Unpublished work by Toxic: (also know as Toxic Avanger) el_baron_toxico@hotmail.com ICQ number: 146473636 Differences with 4.4 - Fixed even more mistakes. (grrrrrrr...) - Added "NESTS Essay" on the "knowning the enemy" section - Added more nicks. - Added some combos. - Added how many combos this guide has in the Overall section. This Guide must be only found on: - www.gamefaqs.com. ----------------------------------------------------------------------- What is on this Guide: ----------------------------------------------------------------------- 01.- Why?? = Why I have planned this guide. 02.- FAQ Dictionary = The simbology of the combos. 03.- Knowning the enemy = Background hystory for KoF 2000 & NESTS saga. 04.- Performing & Buffering = Some tips on performing moves. 05.- Combos = combos per character that I have care to found... natural thanks to the people that have helped my and/or inspired me. 06.- Striker List = The descriptions and properties that I have found on the strikers that I know of; note that I also put their procedence. 07.- Seiyuus = Voice actors present on the game. 08.- Victory poses and Intros = Special victories and intros I have found. 09.- Guard Crush Data = some data I found about guard crush and how it is caused. 10.- Overall = Analisys of the Guide. 11.- Thanks = These guide would have been smaller without these people and/or institutions. ----------------------------------------------------------------------- Why??: ----------------------------------------------------------------------- Beware of my Engrish, I am born as a Spanish speaker "English is not our lenguaje but we use it every day"... that site was funny. It needless to say that this guide is for free use; and it does not use any external info (FAQs) excepting the Kao Megura's Kof 2000 mini FAQ; so credits deserved; if anyones plagarizes this he/she may only be admiting my superiority over them; so go ahead, HA HA HA HA HA... Who is Big Monkey Daddy???... well; in reality; schold them if you catch anyone using this info for any price but free (well, maybe they can charge the paper and the tint); this guide is desing to be for any player thus is needed for it to be free. This guide mainly focuses itself on combos; though it does include a good share of other information, useful and futile; it does not include infinites combos and try not to include 100% combos (because there are other FAQs for that); also many combos are modificated and can be included in other sections (I do not want to write every combo but with little differences in them); most of the "Independent combos" can begin with a jumping attack; but my game play does not rely on jump that much, that is why I mostly do not inclued that jump attack... when a jump attack is included it is because it is there to make easier the next moves; note that some of these combos may sound as sick jokes, the are all tested; at least on a 99%, the rest is tested by contributors, Heh... the main reason because this guide does not include combo videos is because that is more internet of what I can affort; if you mail combo videos please be kind enough to submit the site from where the combo comes; in order to thanks them also. Note that many SDMs such has Whip sonic slaughter do for about 15% more of damage if you compare them to the DM... Does this worth the 2 extra bars??? only use SDMs because the are faster (like Andy) or more invincible (like Ryo); or they are more useful (like Lin's poison SDM); also note that you may recover strikers by taunting while you are in counter mode or armor mode too; and it cost some of your "time". With the current release I have achived for about a 75% of what I call a Perfect Guide; though this guide is not meant to be "perfect"; I just really like the sound of it... Futures updates will include more combos; move list; combos explanation and many other things. Note that on most striker combos you need to run or move when the striker hits; whenever I think I got enough combos I will inquire on this. And, I use double space because I think it looks better; not because I want this guide to look bigger than it is.... * well in reality my eyes sometimes hurt when I see to many letters together l.l * ----------------------------------------------------------------------- FAQ dictionary ----------------------------------------------------------------------- fwd: Foward. bk: Back. dn: Down. up: no comment... ^_^ df: Down-foward. db: Down-back. uf: Up-foward. ub: Up-back. Qcf/Qcb: Quarter Circle foward or back; standar Fire ball motion. Hcf/Hcb: Half Circle foward or back; standar KoF throw command. Upc/Rup: Uppercut motion or Reverse uppercut motion; better know as dragon punch. / : means or. . : Hold the previous direction. ; : Means a different move from the previous one. , : Means a follow up. cr: Crouch. cls: Close standing. far: Far standing. Call xx: Call Striker, XX is the name of the Striker. §: Striker hits. (x hits): The move before this must give a certain amount of hits; if there is no note on a multi-hitting move it is because all hits are expected. [ ]: Means that the move between them does not connect. {R}: Means that you can roll recover from a combo. {NR}: Means that the enemy touch the ground; but he can not recover if you perform it well. * I do not have to explain basic features; Do I??? if that's so; never forget to check Kao Megura's Mini FAQ for that purpose * ----------------------------------------------------------------------- Knowing the enemy: ----------------------------------------------------------------------- What is the background history of KoF '2000, I heard you ask???; what??, you did not?? I am sure you did... * never argue with crazy people * Needed or not; liked or not; these are my owns interpretations of the events that happen to occur on KoF '2000: *********************************************************************** - First of all after '99, Maxima and K' are attacking as many NESTS bases as they can; in order to damage NESTS and find out something about K' past life. - Kyo Kusanagi has no interest of what is happening to the world... or so it seems; because he is nowhere to be found. - The militia joins forces with an external agency in order to capture Maxima and K'; so they set up KoF and send Vanessa to search them; the original plan is to capture Maxima and K' to find out about NESTS bases and when they got a target; use a serie of satellites called "Zero Cannon" to destroy all the bases... note that it is a network of several satellites (20); one satellite alone means no harm; can be taken out easily. - Lin's leader; Long - Rong -Ron (I have see him with this 3 names) dissapears, and Lin is worried and tries to find him. - NESTS is worried about K' being a problem to them and develop a fighter with the main object to destroy him; she is Kula. - Vanessa uses her charms to convince a Mexican wrestler to team up with her. - Seth convinces Lin to team up with him; in exchange of information of his leader whereabouts... they do team with Benimaru and Shingo; as you may know it... I believe the purpose of this team is to watch K' and Maxima from close. - Mary is hired by an unknown person to find out about NESTS; Terry promishes to protect her and help her (Rurouni Kenshin anyone???) - Zero uses his special skills (form change) to disguise as Ling; important officer that is working with Heidern; he put a clone of Ling in the main base with Heidern; while Zero watches the situation carefully. - KoF '2000 happens. - After KoF; one of the satellites "Zero Cannon" is used to destroy Zero's base; Zero has no intention of hand over his plan of world domination to NESTS; so he was a "free agent"; the responsibles of Zero's death are NESTS, mainly Diana, Foxy, Candy and Kula. - Whip separates from the Ikari team; after obtaining some valuable information from Zero's base. - Heidern stops Ling's clone; South Town gets destroyed. - Benimaru Team and K' Team got dispelled. * For the rest; I advice seen any indivitual endings... GO TO THE ARCADES. * I am now to post all the unconfirmed info, confirmed info and the teories I got on the NESTS saga... that I know of; after all, I just saw two endings of KoF '2001 (Hero & NESTS teams); I thought that I could do this section as some kind of Essay to add style to it (Sue me; I am studing again). Well, here it goes: Before KoF '99 = Kyo & Iori dissapear after the end of the Orochi battle; Kyo is abducted by NESTS & Iori just vanishes... All the people that know Iori and Kyo know not where they are. The Ikari Team investigates several terrorist acts; thanks to an informer (code name S.A.L.L.Y.) they know that a large organization (we, NESTS) are behind these acts... thanks to our strategical superiority they have not managed to capture any of us nor to stop our operations. S.A.L.L.Y. is an ex-member of our cartel named MUCHIKO... she discovered that we used our 'special treatment' and erased her memory; so she left us because she felt used... silly girl. Kyo gets cloned. Kyo Escapes. Benimaru & Shingo recieve letters to enter a new edition of 'The King of Fighters'; but two of the team entries are taken by two names; Maxima & K'; two of our mens. First Proyect "Operation of Krizalid" - KoF '99 = ----------------------------------------------------------------------- * Objectives: 1.- Create the most powerful fighter. 2.- Capture the "Fighting Data" (capabilities) of the fighter. 3.- Assessinate the fighter. 4.- Implant all the data on Kyo's clones (not only the strenght of the fighter; but also the 'killer instinct' of the one that killed him; so the clones can fight like gods and kill like demons. ----------------------------------------------------------------------- * How to perform: 1.- Grab a person and implant him some of Kyo's fighting data; erase every memory that the subject has and put him to fight... the fact that he has nothing to care about; no family or friends should make him fight violently without holding back (add also the fact that he is being forced to fight in a tournament that he happens to dislike); without compasion nor any feeling; also note that this person can not fully control Kyo's power; so he must use a leather suit to preotect from the flames and a special glove that we setted up to help him focus his strenght. 2.- Put this person to battle with the world greatest fighters in a tournament helded by our organization; so he can improve his fighting skills; for this purpose we must send someone with him to back him up so he "does not lose his way" and keep fighting; also this person will have the ability to read the data of the enemy; to select the best targets, he also has a body armor that has proven to be useful by it's extraordinary resistance. Do not forget that the tournament must be held "modestly", no one has to know what we are up to. 3.- Put another fighter with the same characteristic of the subject (strenght; stamina; speed) to slay him; in this fighter we should use our special "treatment" to direct his will as we please; make him evil and decide to finish his foe. 4.- Our fighter; the one that is to assassinate K' will have a special suit that will allow him to 'read' the moves that his enemy uses. ----------------------------------------------------------------------- * Result... Failure?: 1.- Our main fighter at this time; Krizalid got defeated by Kyo Kusanagi after he was on the upper edge on a battle with K' & Maxima; and they both fleed from our cartel. 2.- Our clones could not have being activated properly without the info necessary to kill. 3.- The army, who moved quickly did dicovered our plan and controled all of our clones. 4.- After we did slew Krizalid -and erased his memory- we fleed our premises fearing the income of the army. 5.- Even though this; this could be qualificated as a positive experiment; we did obtained K's data; and there is a confusion on K's mind that if he is a clon of Krizalid or if Krizalid is a clon of his... this my help to get him become stronger... Whip (Muchiko) may ruin this because she believes that she is K's sister; thus meaning to K' that he is an 'original'; note that the idea of K' being a clon of Krizalid was implanted in Krizalid; and he pointed that to K'. ----------------------------------------------------------------------- * Escential characters on our proyect: K' (read k dash) = There is nothing more to say about him. Maxima = We later dicovered that this person was infiltred on our cartel with the hope of distroying it; due to the fact the we killed and old war partner of him... this person helped K' to escape from the Army stopping the bullets when K's gloves was unfuntional. Krizalid = Nothing more has to be said about him. Whip = This person is not only colaborating with the army by attacking our bases; but she also has some idea of who she is after we 'brainwashed' her. Kyo Kusanagi = This person my try to take revenge due to the fact that we captured him and we used his strenght. Heidern = This is the master mind that the army used to undeveal our plans; he will surely will not lower his guard due to the fact that he knows about us and our objective (world conquest). Blue Mary = someone or something has hired her to dig info about us... giving it a better thought; she is not a treat that needs to be taken care of; she is of no importance to us. ----------------------------------------------------------------------- * Consecuences: Even though we did have a 'level' of successfulness with the '99 plan; we have lost some of our most valuable fighters (K', Maxima, Krizalid, Muchiko, Kyo's clones) so we need to build up our lines again so this fact won't make us lose 'balance'... what we need. A strong fighter we can rely on: we will try to add him some special skills that have to be defined yet (Form changes is a tentative posibility) A fighter that is to deal with K' & Maxima: these two fighters may seek revenge at us; so it is better to not leave this business unatendent. Strong fighters in general: even though our lines are very capable the world is very large and there is bond to be fighters around... we have found word that there are some 'Hizoku Ninjas' that have extraordinary fighting skills; and the more suitable fact is that the leader of that clan; Ron is a very ambitious and corrupt man; afortunatly, we are that and much more; so there are chances that we might add this person to our ranks. *********************************************************************** Second proyect: "Zero" -Kof '2000= ----------------------------------------------------------------------- * Situation: K' & Maxima are searching for NESTS bases to destroy the, hoping to destroy our main base... sadly we will have no time to deal with these traitors. We have found that the army is holding a new KoF tournament; with the objective to lure K' and Maxima in; the army will not host the tournament alone, they will use the help of some kind of 'Agency' that will ensure the presence of K' & Maxima. The objective of luring K' & Maxima is to found out more about our cartel; we can use this as a golden oportunity. We -the NESTS- are to infiltrate on that agency and destroy the leaders of the army... the sad part is that we have had word that one of our members has betrayed us and is using this plan to destroy us and rule the world with iron hand; this man is called Zero. We are now to send a squad to exterminate K', Zero and anyone who gets on our way; this squad will be composed of Anti-K' (A fighter that we have created using the opposite method that we used to raise K'), Candy (A robot and friend of anti-K'; this robot has the mission to be the best friend of anti-K' to ensure her loyalty; since anti-K' is young will not suspect anything) and two of our elite forces; Foxy & Diana (both of them happen to be expert swordman... swordgirls I mean). The agency has a line of 20 battle satelites called "Zero Cannon"... if our escaped member manages to size these we might have troubles. ----------------------------------------------------------------------- * The tournament: We failed to give importance to some troubles and now we have many people searching for us: K', Maxima, Ramon, Vanessa: K' & Maxima are looking for revenge; Vanessa is working for the 'agency' that is trying to destroy us and Ramon is a prominent Mexican wrestler that seems to have romantic interest on Vanessa; these persons are a threat; but we trust our squad. Benimaru, Shingo, Lin, Seth: We wrongly overlooked the fact that Benimaru & Shingo knew about our activities; and they have asambled a team with Seth -man of the 'agency' that is hunting us- and Lin -A strong figther from those 'Hizoku Ninjas'; this person is looking for his Leader; if he finds out about that we have recluted his leader he may go against us; pitiful fact that this man has total loyalty to his ninja tradition and surely won't join us like his leader did-. Terry, Andy, Joe, Mary: Mary has managed to convince Terry Bogard; a famous fighter, to help her dig info about us... yet they have no means to find about our primal objectives; though. ----------------------------------------------------------------------- * The result... success: Our squad has managed to stop the menace that Zero (a traitor) did meant for us... now we can focus on our following proyects; other than that we did not destroyed any other jeopardy; K' and Maxima have found Whip and have now K' has slight clues of who he is; at least he is convinced that Muchiko is his sister. When we taked out Zero we 'accidentaly' destroyed southtown; place where Zero's base was located. We experimented no serious consecuences after this tournament; unlike the last year. We have lost Candy; who sacrified herself to save the Anti-K'... this is a good thing; because the Anti-K' is more important than Candy anyway; we are in the process of creating a new Candy robot as a reward to her (she was one of the main causes of the destruction of the Zero Cannon). *********************************************************************** Third Proyect; "The Raising" -KoF '2001: ----------------------------------------------------------------------- * The Situation: I can say now that we have managed... we have restrengthened our lines and I believe that is finally time to wipe out the traitors; on our lines we have: Original Zero: It was a pitiful fact; but the other Zero did not knew that he was a clon of this person... of course the power of a clon is not comparable to the real thing. K9999 (Read K four nine): We have made some important technological advances on the last years and I believe that this person has been enthrusted with great strengh; he has not only the power to use fire like K'; but also he can change the parst of his body into drills or anything useful to destroy the enemy... the only problem is that this experiment has some trouble controling his powers and his body sometimes 'defigurates' if he loses the control. This weapon has not only the same objective that K' had (creating strong info that we might use); but also has the asigment to destroy K'. Kula: This is Anti-K'; we believe that the combined force of her and K49 will be enough to destroy the traitors. Foxy: This is other of the ones that caused the destruction of the "Zero Cannon"; she has to take care of Anti-K' while we are producting another Candy. Angel (Read Annhell): This is one of our regular troops; she has a certain level of strenght and feel some kind of attraction to K49. Krizalid: We have managed to make another clone of K'; we have him just in case... after all; he proved to be useful on the past. Ron: The leader of the Hizoku Ninjas... we used some treatments on him for him to reach his fighting peak... We are hoping that this fighter can probe his usefulness to us. Ignis: This person is second in command of our organization; he has a good level of strenght. ----------------------------------------------------------------------- * The plan: We have no need to elavorate a complicated plan to lure in our enemies; we just simplily host the KoF tournament with one team registered; called 'NESTS team'... remember that NESTS is a name know for a few; so we have no need to cover ourselves. Using this strategy we hope to attract all of the fighters that have some problems with us: (K', Maxima, Whip, Lin, Benimaru, Kyo, Shingo, Heidern and his troops, Mary & her friends); simple strategy that has proben to be effective. ----------------------------------------------------------------------- * The result... failed: Ignis has slayed our leader and has taken the lead, hoping to size the info of the winners to become a God; unfortunatly he also has been killed... the whereabouts of Zero & Krizalid are unknown -maybe they have died when the space station where Ignis was crashed-; Diana, Foxy & Kula have betrayed us, K49 and Annhell still seem to have some loyalty towards NESTS... but we have no leader and that might lead to the dispel of our cartel; yet rumor has it that Ron & Ignis girlfriend -Misty- are teaming up and planning to take the lead... maybe then we will have chances to achive our long lost desire of the eternal rule over the lands of the mens. *********************************************************************** Word of the autor: As I said; this report use some unconfirmed info I heard (Honk Kong Manwas, rumors and such) and the own gaming experience... as you might have heard; the content of the game sometimes changes depending on the lenguage (Though this case is not as critic as it was in AoF 2; where the game stori­yline was totally different on Zpansih and Engrish)... so I suppose that if I could read japanese I would enter on the more complete storyline; after all remeber that these games are designed to be japanese. Anyway; I hope this is not too confusing; after all I was a little 'inspired' when I wrote this and maybe I got carried away... also be careful with my Engrish; wich has developed a lot on these days... Hope someone cares. *********************************************************************** ----------------------------------------------------------------------- Performing & Buffering: ----------------------------------------------------------------------- Note that these tips are entirely optional; you can perfectly perform all of the combos without these, but if you are having troubles this might help. Well; these are the "classic" methods I know of; also notice that some of the buffering methods may be different now in KoF '2000. Hold a direction?? Well; holding a direction while performing a move is not absoulutely necesary to perform the moves; further more, now you can perform a move and some time later press the button... though I use that "holding" a direction method and works for me... Buffering... This is very well know by most players; just perform part of a move and then perform the rest of the move... well; here is an example with Ramon: - Hcb + B, Hcb + C On this case Hcb + B is nothing; it will only be a cls B; but the Hcb + C will transform in Hcb x 2 + C... this may be done if there are no moves with the first motion... now you have another type of this same buffering method: Choi: cls C; fwd + B; Qcf Neutral + B, Hcb + B. If you do the Qcf N + B, Hcb + B quickly enough; this will transform in the far B; Qcf, Hcb + B; if you have a special move in the first secuence this one won't help much unless you delay it A lot... if you have a command move this one will help a lot. Lin: Hcf (wait almost a sec then press A); Hcf + B. This will transform in a cls A; Hcf x 2 + B combo... if you don't delay the A a lot, he will perform Qcf + A instead. Now; if you where used to hold a button so you may not perform the special moves; then bad luck, that fault was taken out from the game; now you have to do it from other way... For example on '99 you could do with Maxima: Hold D button; Hcb + C (1 hit); release D and perform Hcb + D... this will force Maxima to perform cls C (1 hit) into the Maxima Revenger... that buffering method is no more. Now with the more complicated buffering methods: *********************************************************************** Stage 1; Normal & Special moves: Well; there are some combos that can give some headache if you try to do them on the "right" way... thus it is necesary for you to make some methods of how to perform more easily the combos, I think this is a good example: Let's say that you are playing as Lin and you want to do cr C into fwd + A and fininsh with his DM... if you do: - cr C; fwd + A; Qcb, Hcf + A you will surely obtain: cr C; Qcf + A, Hcb + A.... know if you try to do db + C, fwd + A and then the DM, there are still chances that you get that combo... so what can you do; do you quit??? NO, you better try: - cr C; fwd, fwd + A; Qcb, Hcf + A. And that will get the combo; you can do a lot of crazy things like; - cr C; up, fwd + A, Qcb, Hcf + A... as you have noticed, inputing an "Incorrect" secuence within a special move will make the MVS "erase" the move you where doing; that is if there are moves in conflic. Stage 2; Calling a striker: Note that this will help you in some combos; while it may ruin others. The active striker system can be a huge pain; because there are some moves that have certain level of "canceling" a striker... I will explain with another example: You are K'; and you want to do a combo with the Chain Driver and Rocky; thus you do: - cls C; fwd + A; tap BC and then Qcf, Hcb + C... then good luck; because since the Fwd + A is quick; you may have trouble interrupting the moves... but if you do: - cls C; fwd + A; Qcf, Hcb + BC, then the character will make the combo and will call out the striker... now let's say that you want to begin the combo from a jumping attack, and remeber that you may not combo the fwd + A form a jump; then you do: - jumping C; cls C; Qcf, Hcb + BC... WHAT??? the Striker did not showed up?; well, the explanation is simple; when you do the cls C you have less time to call a striker than in the fwd + A; so when you do it from a cls C THEN you have to tap BC and input the move before the punch ends, so remember that you have to learn the different timmings to perform some combos... NOW I realized that I should have explained the timming on the combos... I guess I can fix when I do a KoF '2001 FAQ; if the game ever made it to my arcade :[ Note that this BC canceling method can not be performed with MAX DMs; the machine just not call the striker when you press ABC or BCD. ----------------------------------------------------------------------- Combos: ----------------------------------------------------------------------- Note that, as always; combos are meant for the player to be facing right; also note that there are 2 versions of KoF '2000; on the first version; K' and Maxima where too tough; just like what happened with Iori in the first version of KoF '99; so, if you manage to play the first version (you will know because K' can combo his Qcf + C, Fwd + D with 1 hit of cls C; and Maxima can combo his Hcb + D after cls C (1 hit); Fwd + A) let your imagination fly... note that I do not quite know what are all the changes between version 1 and version 2... this FAQ is meant to be on version 2; though if you play version 1 all things should apply; just search for some little extra things (I have played both versions and they are pretty much the same). Also do take notice that all the combos labeled with "counter mode combos" are available on armor mode; unless they need the counter mode unique feature of canceling special moves with Desperation Moves. Also remember that: {R} = the combo can be escaped by a recovery roll. {NR} = the comboo CAN NOT be escaped by a recovery roll if you peform it right. Having no notes is that the enemy have no chance of recover. BY ALL MEANS; remember that this is KoF; not Tekken; characters do not have an standar size thus some combos will not work with everyone... For Example; Ryo's cls D; Qcf + AC won't have a chance of comboing on Benimaru; Kyo's cls C; Qcf + D, D won't combo on K'; Jhun cr C; Qcb + D won't combo on some characters and Maxima's df + C; that can fail of comboed from behind on some character like Kyo... that comes with the experience of playing... I currently CAN NOT test all combos in all characters on all the situations... I lack the time. ----------------------------------------------------------------------- "Kay Dash" K': ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcb + B/D has autoguard. Independent low combos: - cr B; cr A; Qcf + A, fwd + B. - cls B; Upc + C, fwd + D. - cr B; cr A; Upc + A (1 hit). Independent combos: - cls C (2 hits); fwd + B; Qcb + B. - cls D; Upc + C, fwd + D. - cls C (1 hit); fwd + A; Qcf + C, fwd + B. * - cls D (1 hit); fwd + A; Qcb + D. * - cls D (1 hit); fwd + A; Qcf x 2 + C. * - cls D (1 hit); fwd + A; Qcf, Hcb + AC. ** * These combos must be performed from very close; thus they are imposible to begin from jumps, D button may be replaced with C. * ** These combos must be performed from very close; thus they are imposible to begin from jumps, D button may be replaced with C; the Qcf, Hcb may be either normal or Max version. ** Strikers low combos: - cls B, call Maxima; Upc + A (2 hits) §; [Qcf + A], fwd + D, Qcf x 2 + C. - cr B, call Vanessa; Qcf + C, fwd + B §; short jump C; cls D; fwd + A; Qcf, Hcb + C. * - cls C; Upc + C, fwd + D, call Ramon; short jump C; cr C; Qcf x 2 + A. - cr B; Upc + A (2 hits), call Ryo; Qcf x 2 + C. - cr B; cr B; Qcf + C, call King, Fwd + B; §; CD; [Qcf + A], Fwd + D; [Qcf + A]; Fwd + B; Qcf x 2 + C. ** * Qcf, Hcb + C may be either normal or Max version. * ** I hurt my hand trying to get this one... anyway; I will put the contributor's notes: - King Must be called Between the Qcf + C and the Fwd + B. - You may supress the CD; because it is difficult to land. - The CD and the [Qcf + A], Fwd + D Must hit before King ends - After King finish; retreat and perform [Qcf + A]; Fwd + B; Qcf x 2 + C, if you are far enough it will work. Even with these tips the best I could get was: - cr B; cr A; Qcf + C, call King; Fwd + B, §; jumping D; [Qcf + A], Fwd + B; Qcf x 2 + C. It seems I am no good. ** Strikers combos: - throw with C, call any Striker; cls C; fwd + A; Qcf x 2 + A. - cls C (2 hits); Qcf + C, call King, fwd + B; §; Upc + A, Upc + C, fwd + D. * - jumping C; cr C, call Maxima, fwd + B; §; Qcf + C, fwd + B. - cls C (1 hit); Upc + C, Fwd + D, call G. Mantle, cls D; fwd + A; Qcf x 2 + A. - cls D; Fwd + B, call Saisyu; Qcb + B; §; Qcf x 2 + C. - cls C (1 hit), fwd + A, call Rocky; Qcf, Hcb + A; § Qcf x 2 + C. - jumping C; cr C; qcf x 2 + C, call Terry; Upc + C, fwd + D. - jumping C; cls C (1 hit); Qcf x 2 + A; call Dong Hwan; cls C; Fwd + A; Qcf x 2 + C. ** * Be carefull with King's range; the first Upc must be conected while King is going up. * ** You must do a big cross up jump before calling Dong Hwan. ** Counter Mode combos: - cr B; cr A; fwd + A, Qcf + A. - cr B; cr A; fwd + B, Qcb + B. - cr B; cls A; far C; Qcb + D. Corner combos: - jumping C; cr C; fwd + B; Qcb + B; call Maxima; Qcf + A; fwd + A; Upc + A; call Maxima; Qcf + C; fwd + B; Qcf x 2 + C. - jumping C; cr C; Qcf + C, Fwd + D, call Duke; Upc + C, Fwd + D; §; Qcf + C, Fwd + D; [Qcf + C], Fwd + B; Qcf x 2 + C. (Counter mode) - cls C (1 hit); Fwd + A; Qcf + C, Fwd + D; [Qcf + A], Fwd + B, call Rugal; Far C; §; Upc + A (1 hit), Qcf x 2 + A (hold); §; (release). ----------------------------------------------------------------------- Maxima: ----------------------------------------------------------------------- IMPORTANT NOTE: His far C; cls C; cls D; cr C; fwd + A and CD normal moves have autoguard. His Qcf, Hcb + A/C DM has autoguard. Qcf + A/C x 2 & Qcb + A/C have their autoguard removed. Independent low combos: - cls B; df + C; Qcb + A. - cls B; df + C; Hcf + D. - cls B; df + C; Qcf + C x 3. - cls B; df + C; Hcb x 2 + D. * * Hcb + D x 2 may be either normal or Max version. * Independent combos: - cls C; fwd + A; Qcb + A. - cls C; fwd + A; Hcb x 2 + D. * - cls C; fwd + A; Qcb + C. - cls A; df + C; Qcf + C x 3. - cls A; df + C; Hcf + D. - cls A; df + C; Hcb x 2 + D. * * Hcb + D x 2 may be either normal or Max version. * Striker low combos: - cls B; df + C; Hcf + D, call Duke; df + C, Upc + D. * - cls B; df + C, Hcf + D, call Baedal; Qcf, Hcb + C. {R} - cls B; df + C; Qcb + A, call another K'; Qcb + C. - cls B; df + C; Hcb + D x 2; call Dong Hwan; Qcf, Hcb + A. ** * It is really hard to acomplish this anyware; it is easier if you are cornered; to make Duke come from behind you must call him while Maxima his hugging the enemy; before the suplex. * ** In order to make Dong Hwan to connect the 2 hits you must jump foward and call him. * Striker combos: - D throw; call any Striker; cls C; fwd + A; Qcb + A. - cls C; Qcf + C x 3; Call another K'; Qcb + C. - cls C; Qcf + C x 3; Call Ramon; cls D, df + C; Hcb x 2 + D. - cls C; Qcf + C x 2, call Benimaru; Qcf, Hcb + A. - cls C; fwd + A; Qcb + A, call another K'; df + C; Upc + D . Counter mode combos: - fwd + A, Hcb x 2 + D, call K'. - cls B; df + C; Qcb + A; call another K'; Qcb + C, Qcf, Hcb + C. - cls C; fwd + A; Qcb + A, Qcf, Hcb + C. Corner combos: - cls C (1 hit); Qcf + C x 3, call Baedal; df + C; Qcf, Hcb + A. - cls C (1 hit); Qcf + C x 3; call Dong Hwan; cls D; Fwd + A; Qcb + A; call Dong Hwan; Cls C (1 hit); Hcf + D. - cls C (1 hit); Fwd + A; Qcb + A, call Another K'; df + C; df + C; Upc + D. - cls C (1 hit); Fwd + A; Qcb + A, call Ryo; cls C; df + C; Hcb x 2 + D. * - cls C (1 hit); df + C; Qcb + A, call Rugal; Qcb + A; df + C; df + C; Qcf, Hcb + A. * Hcb x 2 + D may be either normal or MAX version. * ----------------------------------------------------------------------- Ramon: ----------------------------------------------------------------------- IMPORTANT NOTE: Have you noticed that most characters; when they chain their low command attacks after any attack the attack remains to be low??? Well; with Ramon is a different history; when you chain his low command attack, df + B the attack no longer is low... Are we happy about this??? Well; since he is so tough I can over look this. Also his Hcf + B will sometimes hit twice (the kick will hit and when the enemy touches the ground he/she will more damage)... it is like a critical hit. Independent low combos: - cls B; cr A; Hcf + A. - cls B; cr B; Hcb x 2 + C *. * Hcb x 2 + C may be either normal or MAX version. * Independent combos: - cls C; df + B; Hcf + B. - cls C; df + B; Qcb + A. - jump D; cls C; df + B; Hcf + A. - cls C; df + B; Hcb x 2 + C. * - cls C; df + B; Qcb + C; cr C; df + B; Qcb, Hcf + B. ** * Hcb x 2 + C may be either normal or MAX version. * ** In order to move after the df + B you must release the button the soonest on the Qcb + C, then walk a little for the rest to connect. ** Striker low combos: - cls B; cr A; Hcf + A; call King Lion; Qcb + A. * - cls B; cr A; Hcf + A; call Yuri; Upc + D x 2. * The Qcb + A must hit simultaneosly with the last hit of King Lion. Striker combos: - cls C; df + B; Hcf + D; call Clark, jumping CD. - cls C; df + B; Hcf + C; Call Kim Sue il; Upc + B x 2. {NR} - cls C; df + B; Qcb + A, Call another K', Qcb + A. {NR} - cls C; df + B, call Vanessa; Qcb + C; cls C; df + B; Qcb, Hcf + D. - cls C; df + B; call Rocky; Qcb, Hcf + D; § Jumping CD. Counter mode combos: - cls C; df + B; Qcb + C; cr A; df + B; Hcb x 2 + C * * Very much easy; unlike if you do the other version without counter mode. * Corner combos: - cls C; df + B; Hcb x 2 + C, call Goenitz; §; Qcb, Hcf + B. * - cls C; df + B; Hcf + C, call Seth; cls C; Qcb + C; §; cls C; Qcb + C; Upc + B x 2. {NR} ** * On this combo you must do Hcb x 2 + BC, that usually calls the Striker on time for you to landle the "Tiger Spin". * ** You must run behind the enemy after Seth hits; on those cls C; Qcb + C you must release the button as soon as posible; in order for you to move faster and put those 2 Cs before Seth Finish his striker action. ** ----------------------------------------------------------------------- Vanessa: ----------------------------------------------------------------------- IMPORTANT NOTE: Vanessa's Upc + C/A has autoguard. Vanessa's Qcb + A/C, bk + A/C has autoguard. On all of these moves the A version bounces fireballs and the C version dispels them. Her C & D throws are unescapable. Independent low combos: - cr B; fwd + A; Upc + A. - cr B; cls B; fwd + A; Qcb, Hcf + C. * - cr B; cr A; fwd + A; Hcf + C. * Qcb, Hcf + C may be either normal or Max version. * Independent combos: - cr C; fwd + A; Hcf + C. - cr C; fwd + A; Upc + A. - cr C; fwd + A; Qcb, Hcf + C. * - cr C; fwd + A; bk.fwd + A; jumping CD. - far C (1 hit); Qcb + C; D(1 hit); Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or Max version. * Striker low combos: - cr B; fwd + A, call Ramon; Upc + A; far C (1 hit); Upc + A. - cr B; fwd + A, call Kyo; Qcf x 2 + C; §; far C; Qcb, Hcf + A. - cr B; fwd + A, call Ramon; Upc + A; far C (2 hits); Qcb, Hcf + C. * - cr B; cr A; fwd + A; Hcf + C; Call Maxima; bk. fwd + A, jumping CD. * Qcb, Hcf + C may be either normal or Max version, the move must hit just before Ramon finish his move; and so he will not knock down the enemy. * Striker combos: - cls C (2 hits); fwd + A, Call Neo & Geo; Qcf x 2 + C; §; Qcb, Hcf + C. - cls C (2 hits); fwd + A, call Rocky; Hcf + C; §; Jump CD. - far C; bk. Fwd + A; jumping CD, call another K'; bk . fwd + A; jumping CD. - cls C; fwd + A; Hcf + C, tap C, call Andy; dk. fwd + A; jumping CD. - cls C; fwd + A; Hcf + A, tap A, call Dong Hwan; far C; Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or Max version. * Counter mode combos: - cr B; far C (1 hit); fwd + A; Qcb, Hcf + A. - Qcf + D, Fwd + C (1 hit), Qcf x 2 + C. Corner combos: - cls C; fwd + A; Hcf + C, tap C, call Hinako; short jump C; cls C; Fwd + A; Qcb, Hcf + A. * - cr C; fwd + A; Hcf + C, tap C; call Ryo; Far C (1 hit); Qcb + C; Far C (1 hit); Qcb + C; Far C; Qcb, Hcf + A. ** - cls C; Fwd + A; Qcf x 2 + C; call Dong Hwan; jumping C; cls C; Fwd + A; Qcf, Hcf + C * Qcb, Hcf + A may be either normal or MAX version. * * Qcb, Hcf + A may be either normal or MAX version; those Far C (1 hit); Qcb + C, you must not hold C on the Qcb, in order to Vanessa to be able to move and do it again. * ----------------------------------------------------------------------- Benimaru Nikaido: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + D. - cr B, cr B, Qcf + D. - cr B, cr A; Qcf x 2 + AC. * * Only with Max version. * Independent combos: - cr A; cls D; Qcf + A. - cr C; Qcb + C. - cls C; Upc + D. - cr C; Qcf x 2 + A. * - cls D; Qcb x 2 + B. * Qcf x 2 + A may be either normal or Max version. * Striker low combos: - cr B; cr + A; Upc + B; call another K'; jumping Qcf + C. - cr B; Qcf + D, dn, up + D, call Maxima; Qcf x 2 + C. * Qcf x 2 + C may be either normal or Max version. * Striker combos: - cls D; Qcb + C, call Maxima; Jumping dn + D; Upc + C. - cls C; Qcb + C, call Rugal; Qcf x 2 + A. * - cr A; cls D; Qcb + C; call Mary; Qcf x 2 + C. * - cr C; Qcb + C; call Shingo; jumping D; cr C; Qcf x 2 + A. * * Qcf x 2 + C/ Qcf x 2 + A may be either normal or Max version. * Counter mode combos: - cr A; cls D; Qcf + A; Qcb x 2 + B. - cls D; Qcf + A; call Syo; Qcf + C (2 hits); Qcf x 2 + C. - cr B; cr B; Qcb + C, call Yamazaki; Qcf + C (2 hits); Qcf x 2 + C. - cr C; Qcb + C; call King; Qcb x 2 + K; Qcf + C (2 hits); Qcf x 2 + C. Corner combos: (counter mode) - cr C; Qcb + C, call Neo & Geo, Qcb x 2 + B; § air dn + D; Qcf + C (2 Hits); Qcf x 2 + C. - cr B; Qcf + D; dn, up + D, call Dong Hwan; cr C; Qcb + C, call Dong Hwan, Qcf + A; call Dong Hwan, Qcf x 2 + C. * * Qcf x 2 + C may be either normal or Max version. * ----------------------------------------------------------------------- Shingo Yabuki: ----------------------------------------------------------------------- Independent low combos: - cr B; Upc + B; Qcf + A. - cr B; cr A; Qcf + A. - cr B; cr B; Rup + D. - cls B; cr A; Upc + A. Independent combos: - cls C; fwd + B; Qcf + C. - cls C; Upc + D; Upc + A. - cls D; Hcb + D. - cr C; Qcb, Hcf + C. * - cls C; fwd + B; Qcf x 2 + A; Qcf + A. ** * Qcb, Hcf + C may be either normal or Max version. * * The Qcf + A DM can come out faster if you press the button again to use it earlier. * Striker low combos: - cr B; cr A; Rup + B, call another K'; Hcf + D. - cls B; Upc + D (2 hits), call Maxima; Qcf x 2 + C; Rup + D. - cr B; Upc + D (1 hit), call Kyo; qcf + A; §; jumping D. - cr B; cr B,call King; Qcf + A; §; Upc + A; Hcf + D. Striker combos: - cls C; fwd + B; Qcf x 2 + A; Rup + B; call another K'; Hcf + D. - cls C; Hcb + D, call Leona; cls C; fwd + B; Qcf x 2 + A; Qcf + A. - cls C; fwd + B, call Mature & Vice; Qcf + C; §; Rup + D. - cls A; Upc + D, call G. Mantle; cls C; Fwd + B; Qcf x 2 + A, A; Rup + D. {NR} Counter mode combos: - cr B; cr A; fwd + B; Qcf + C. - cls B; Upc + D (2 hits); Qcf x 2 + A; Rup + D. - cr B; cr B; Qcb, Hcf + A. Corner combos: - jumping C, call Duke; cls C; Qcb, Hcf + A; §; Qcf x 2 + A, A; Rup + D. - cls C; fwd + B; Qcf x 2 + A, tap A; Rup + B, call Rugal; Qcf x 2 + A; Rup + D. {NR} ----------------------------------------------------------------------- Lin: ----------------------------------------------------------------------- IMPORTANT NOTE: Lin's Upc + A/C has autoguard. His dn, dn, dn + AC MAX DM takes twice the damage against Kyo. Independent low combos: - cr B; cr b; cr A; Qcf + A, Hcb + A, Fwd + A. - cr B; cr A; Qcb, Hcf + A. * - cr B; cr C (1 hit); Qcb + A. - cr B; cr C (1 hit); Qcf + C, Hcb + C, Fwd + C. - cr B; cr C; Qcb, Hcf + A. * - cr B; cr C; dn dn dn + AC. - cr B; cr C; Fwd + A; Qcb, Hcf + A. * * Qcb, Hcf + A may be normal or Max version. * Independent combos: - cls C; Upc + C. - cls C (1 hit); Hcb + B. - cls C; fwd + A; Qcb + A. - cls C; fwd + A; dn dn dn + AC. - cls C; fwd + A; Qcb, Hcf + A. * - cls C; fwd + A; Qcf + C, Hcb + C, Fwd + C. * Qcb, Hcf + A may be normal or Max version. * Striker low combos: - cr B; cr C (1 hit); Qcf + C, call Mature and Vice, Hcb + C, fwd + C; §; Upc + C. - cr B; cr B, call Shingo; cr A; Qcf + A; §; jumping C; cr C; fwd + A; Qcb, Hcf + A. * - cr B; cr A; Qcf + A; call Clark; Hcb + A; §; Upc + C. - cr B; cr A; Qcf + A, call Leona; Hcb + A, Fwd + A; §; Upc + C, - cr B; cr C, call Rocky; Qcb, Hcf + A; §; Upc + C. * Qcb, Hcf + A may be normal or Max version. * Striker combos: - cls C; Upc + C; call Kaede; Upc + C, call Kaede; [Qcf + C], Hcb + C, Fwd + C. - cls C; fwd + A; Qcf + C, Hcb + C, Fwd + A, call another K'; jumping CD. - cls C; (1 hit); Hcb + B (1 hit), call Rugal; Hcb + D, Upc + C. - cls C; fwd + A, call Andy; Qcf + A, Hcb + A; §; Upc + C. - C throw, call any Striker; cls B; cr C; Qcb, Hcf + A. * * Qcb, Hcf + A may be either normal or MAX version. * Counter mode combos: - cr B; cr A; fwd + A; Qcb, Hcf + A. - cr B; cr B; cr B; cr B; short jumping C; cr B, cr B, cr A, Fwd + A; Qcb, Hcf + A. - Qcb + C (2 hits); Qcb, Hcf + A. - Qcb + C (2 hits); Hcf x 2 + D. Corner combos: - cls C; fwd + A, call Neo & Geo; Qcb, Hcf + C; §; Qcb, Hcf + A. - cls C; fwd + A; Qcf + A, Hcb + A, call Yashiro; cls C (1 hit); fwd + A; dn dn dn + AC. - cls C; fwd + A; Qcf + A, call Hinako, Hcb + A; §; jumping C; cr C; fwd + A; Qcf + A, Hcb + A, fwd + A, call Hinako; cr C; Qcb + A. ----------------------------------------------------------------------- Seth: ----------------------------------------------------------------------- IMPORTANT NOTE: Seth's CD and Qcf + C have autoguard. His Hcf + D counter attack can leave the enemy open; the best thing to follow it up is a jumping D. His Hcf + B counter attack leave the enemy open for any combo; you just need to walk next to the enemy and hit them. His C throw is unescapable. Independent low combos: - cls D; df + B; Hcb + B. - cls D; df + B; Qcf + A. - cls D; df + B; Qcf x 2 + A. Independent combos: - cls C; df + B; Qcf + A or C. - cls C (1 hit); fwd + B, fwd + A; Hcb + B. - cls C; df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit). - cls C (1 hit); fwd + B; fwd + A; Qcf x 2 + C. Striker low combos: - cls D; df + B; Hcb + D, call Another Robert; Qcf x 2 + C (1 hit) - cls D; df + B; Qcf + C, call Maxima; air Qcf + B. Striker combos. - cls C; (1 hit); fwd + B; fwd + A; call Rugal; Hcb + B; §; jumping Qcf + C. - cls C; (1 hit); fwd + B; call Rocky; fwd + A; Qcf x 2 + C; §; Qcf x 2 + C (1 hit) - cls C; df + B; Qcf, Hcb + B; Qcf + A; call another K'; jumping CD. - cls C; call Andy; df + B; Qcf + A; §; jumping D. - cls C; df + B, call Shingo; Qcf + A; §; jumping C; cls C; df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit). - cls C (1 hit); fwd + B; fwd + A; Qcf, Hcb + B; call Dong Hwan; cls C; fwd + B; fwd + A; Qcf x 2 + C. {R}* * You must do a big jump foward over the flying enemy and then call Dong Hwan. * Conter mode combos: - cls C (1 hit); df + B; Qcf + A (1 hit); Qcf, Hcb + B; Qcf x 2 + C (1 hit). - cls C (1 hit); fwd + B; fwd + A; Hcb + B, call Benimaru; Qcf + C; Qcf x 2 + C (1 hit). Corner combos: - cls C; df + B, Call Goenitz; Qcf x 2 + A; §; Qcf + C; Qcf x 2 + A (1 hit). - cls C; fwd + B, fwd + A; Hcb + B, call Yashiro; cls C; fwd + B, fwd + A; Qcf, Hcb + B; fwd + A. - cls D; df + B; Qcf, Hcb + B; fwd + A, call Rugal; cr A; cr A; cr A; cr A; df + B; Qcf, Hcb + B; Qcf + A. ----------------------------------------------------------------------- "Legendary Wolf" Terry Bogard: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + D. - cr B; df + C; dn. up + C. - cr B; cr B; qcf x 2 +B. - cr B; cr A; df + C; Qcb, Fwd + A. * * Qcb, fwd + A may be either normal or max version. * Independent combos: - cls D; fwd + A; Qcb + A. - cls C; Upc + D. - cls C; Qcf + A. - cls C, fwd + A; Qcf x 2 + D. - cls C; df + C; Qcb, Fwd + A. * * Qcb, fwd + A may be either normal or max version. * Striker low combos: - cr B; cr B; Upc + B; call another K'; Qcb, Fwd + A. * - cr B; Qcb + B; call Vanessa; cls D; fwd + A; Qcf x 2 + D. - cr B; df + C; dn. up + C, call G. Mantle; cls C (1 hit); fwd + A; Qcb, Fwd + A. {NR} - cr B; df + C; dn. up + C; call Ryo; Qcb, Fwd + A. * * Qcb, Fwd + A may be either normal or max version. * Striker combos: - cls C; call King; fwd + A; §; Qcb, Fwd + A; Qcf x 2 + B (4 hits). - cls C; fwd + A; call King; Qcf x 2 + B; §; Qcb + A. - cls C; fwd + A, call Mature & Vice; Qcb, Fwd + A; §; Upc + D. Counter mode combos: - cls C; call Clark; Qcf + A; §; Qcf + C; Qcb, Fwd + A. - cr B; df + C; dn. up + C, Qcf x 2 + D (2 hits). Corner combos: - cls C; fwd + A, call Maxima; Qcb, Fwd + A, §; Qcf x 2 + B (4 hits). * - cls D; fwd + A; Qcb + A; call Rugal; Qcb, fwd + A; Qcf x 2 + B. - jumping C, call Neo & Geo; cls D; fwd + A; Qcf x 2 + D; §; Qcf + C; Qcb + A. - cross up D; cls C; fwd + A; Qcb + A, call Seth; cr C; Qcb, Hcf + A; §; Upc + D. ** - cls D; fwd + A, call Hinako; Qcb, fwd + A; §; cls D; fwd + A; Qcf x 2 + D. * Is necesary to roll to the corner after the §. * * After calling Seth you must run behind the enemy. * ----------------------------------------------------------------------- Andy Bogard: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; df + A (1 hit); db, fwd + A, Qcf + C. - cr B; cr A; Qcb, Hcf + A. - cr B; cr A; df + A (1 hit); Qcb, Hcf + A. Indepedent combos: - cr C; df + A (1 hit); db, fwd + A, Qcf + C. - cr C; df + A (1 hit); Qcb, Hcf + A. - cls C (1 hit); Hcf + C; df + A (1 hit); db, fwd + C. - cr C ; Qcb, Hcf + B. * - cls C (1 hit); Hcf + C; df + A; jumping C. - cls C (1 hit); Hcf + C; df + A (1 hit); Qcb, Hcf + BD. * Qcb, Hcf + B may be either normal or Max version. * Striker low combos: - cr B; cr A; df + A, call Maxima; Hcf + B. - cr B; cr A; df + A (1 hit); db, fwd + A, call Vanessa; jumping C; cls C ( 1 hit); df + A (1 hit); Qcb, Hcf + A. Striker combos: - cr C; Hcf + C, call Rocky; db fwd + A; §; df + A (1 hit); db, fwd + C. - cls C (1 hit), Hcf + B, call Psycho Soldier Kensou; Qcb, Hcf + D . * - cr C; Hcf + C; df + A; jumping C; call another K'; Qcb, Hcf + BD. - cls C; Hcf + C; Upc + A, call G. Mantle; cls C (1 hit); df + A (1 hit); Qcf, Hcf + A. - cls C (1 hit); Hcf + C; Upc + A; call Robert; jumping C; cls C; df + A (1 hit); Qcb, Hcf + A. * Qcb, Hcf + D may be either normal or Max version. * Counter mode combos: - cls A; Qcb + C; call Mature & Vice; Qcb + A; Qcb, Hcf + D. - cls C (1 hit); df + A (1 hit); db, fwd + A, Qcb, Hcf + A. - cls C; Hcf + C; df + A; call Dong Hwan; cls C; df + A (1 hit); db, fwd + A, Qcf + C. {R} * * You must give a big jump foward while calling Dong Hwan for him to connect; them you attack simultaneosly to his electric attack. * Corner combos: - cr C; Hcf + C; Qcf + A; Upc + A, call Maxima; Qcb, Hcf + D. * - cls C (1 hit); Hcf + C, call Duke; Qcb + A; Upc + A; §; cr C; df + A (1 hit); Qcb, Hcf + A. - cr C; df + A (1 hit); db fwd + A, Qcf + C, call Maxima; df + A (1 hit); Qcb, Hcf + BD. - cr C; fwd + B; Qcf + B, call Hinako, C; §; cr C; df + A (1 hit); Qcb, Hcf + A. * Qcb, Hcf + D may be either normal or Max version. * ----------------------------------------------------------------------- Joe Higashi: ----------------------------------------------------------------------- IMPORTANT NOTE: His C throw is unescapable. Independent low combos: - cr B; cr A, tap A (4 hits), Qcf + C. - cr B; cr A; Qcf x 2 + A. * - cr B; cr A; Qcf, Hcb + A. - cr B; cr A; Upc + D. * Qcf x 2 + A may be either normal or Max version. * Independent combos: - cls C; fwd + B; Qcb + B. - cls C; fwd + B; Hcf + D. - cls C; fwd + B; Qcf, Hcb + C. - cls D, Qcf x 2 + A. * * Qcf x 2 + A may be either normal or Max version. * Striker low combos: - cr B; cr A, tap A (4 hits), Qcf + A, call Clark; Qcf x 2 + D. - cr B; cr A; Upc + B, call another K'; Qcb + D; Upc + D. - cr B; cr A; Upc + B, Call G. Mantle; Qcb + D; Far D. - cr B; cr A; Qcf x 2 + A, call Dong Hwan; cls C; fwd + B; Qcf, Hcb + C. {R} * * You must give a big jump foward while calling Dong Hwan for him to connect; them you attack simultaneosly to his electric attack. * Striker combos: - cls D; fwd + B; Qcb + B, call Clark; cls A; Qcf + x 2 A. * - cls C; Hcf + A, call Syo; Qcb + B, Hcf + B. ** - cls C; call Psycho Soldier Kensou; fwd + B; Qcb + B, §; Qcb + B, Hcf + B. ** - cls C, fwd + B, Qcb + B, call anoter K', Qcb + B, Upc + D. ** * Qcf x 2 + A may be either normal or Max version. * ** In all of these combos the Qcb + B or D must be connected just after the Striker hits. ** Counter Mode combos: - cls A; tap A (2 hits), call Psycho Soldier Kensou, Qcf + A, Qcf x 2 + B. - cr A; cr B; fwd + B, call another K'; Qcb + B; §; Qcb + D; D. * * In this combo the Qcb + D must be connected just after the Striker hits. * Corner combos: - cls C; fwd + B, call Goenitz; Qcf, Hcf + C; §; Qcb + B (1 hit); tap C (3 Hits), Qcf + C. - cls D; fwd + B; Hcf + B, call Maxima; Qcb + B; Upc + D, call Maxima; Qcf x 2 + D. * - cls C; fwd + B, call Neo & Geo; Qcf, Hcb + C; §; cls C; fwd + B; Qcf, Hcb + C. * It is necesary to roll behind the enemy leaving them in a corner after the §. * ----------------------------------------------------------------------- Blue Mary Ryan: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + B, Upc + D. - cls B; cr A; Qcf x 2 + D. * - cls B; cr A; Hcb x 2 + D. * Qcf x 2 + D may be either normal or Max version. * Normal combos: - cls C (1 hit); bk + B; bk. fwd + B, Qcf + D. - cls D; bk + B; Qcf, Hcb + A. - cls C (1 hit); fwd + A; Upc + D; Upc + D. - cls C (1 hit); fwd + A; Hcb x 2 + D. - cls D; bk + B; Qcf x 2 + D. * * Qcf x 2 + D may be either normal or Max version. * Striker low combos: - cls B; Upc + B (2 hits), Upc + D, call Syo; Qcf, Hcb + A. - cr B; cls A; Upc + B, Upc + D, call Mature & Vice; Qcf, Hcb + C. Striker combos: - cls C (1 hit); bk + B; bk. fwd + B, Qcf + D; call another Robert; Qcf x 2 + BD. - cls C (1 hit); bk + B, call Rocky; Qcf, Hcb + A; §; Upc + B, Upc + D. - cls C (1 hit); bk + B, call Maxima; bk. fwd + B; §; Qcf x 2 + D. * Qcf x 2 + D may be either normal or Max version. * Counter mode combos: - cr B; cr A; bk + A; bk. fwd + B, Hcb x 2 + D. - cls B; cls C; bk + A; bk. fwd + B; Qcf + D; call Syo; Upc + B (1 hit), Qcf, Hcb + A. Corner combos: - cls C (1 hit); bk + B, call Duke; Upc + D, Upc + D; §; Qcf x 2 + D. * - cls D, call Neo & Geo; bk + B; bk. fwd + B, Qcf + D; §; cls D; bk + B; Qcf, Hcb + A. * Qcf x 2 + D may be either normal or Max version. * ----------------------------------------------------------------------- "Invincible Dragon" Ryo Sakazaki: ----------------------------------------------------------------------- IMPORTANT NOTE: Fwd + B and dn + B are autoguard. Cr B with this character is either db + B or df + B; because dn + B is his auto guard move. His Fwd + B can be interrupted on the first frames; befores he rises his arm; it can be interrupted even if it guards an attack. Independent low combos: - cr B; cr A; far A; Hcb + B (1 hit). - cr B; cr A; Upc + A. - cr B; cr A; Qcf x 2 + A. - cr B; cr C; Qcf + C. - cr B; cls C; Qcf, Hcb + A. Normal combos: - cls D; Fwd, Bk, Fwd + C. - cls C; Hcb + D. - Qcb + C; Qcf + A. - Qcb + C; Hcb + D. - cls C; Fwd, Hcf + A. - cls D; Qcf, Hcb + A. - cls C; Qcf + AC. Striker low combos: - cr B; cr A; far A; Hcb + B; call another K'; Fwd, Hcf + A. - cr B; cr A; Hcb + B, call Mature & Vice; Fwd, Hcf + A. - cr B; cr A; Upc + A, call Rugal; Fwd, Bk, Fwd + A. Striker combos: - cls C; Fwd, Bk, Fwd + C; call Robert; Fwd, Hcf + C. {NR} * - cls D, call Rocky; Qcf, Hcb + A; §; Fwd, Bk, Fwd + C. - cls C; fwd + A, call King; far A; Upc + A (2 hits); Qcf x 2 + A. - cls C; fwd + A, call King; Fwd, Hcf + A; Fwd, Bk, Fwd + C. * - Qcb + A; cr C; Hcb + D (2 hits), call Mature & Vice; Fwd, BK; Fwd + A. * Fwd, Hcf + A or C may be either normal or Max version. * Counter mode combos: - cr B; cr C; Qcf + C; Qcf x 2 + C. - cr B; cls A; Fwd, Bk; Fwd + A; call Iori; Qcf + A; Qcf x 2 + A. - cls C, call Vanessa; Qcf + C; Fwd; Hcf + A. Corner combos: - cls C; Hcb + D, call Eiji; fwd, bk, fwd + C, call Eiji; Qcf, Hcb + A. {NR} - cls D; Upc + A, call Rugal; fwd, Hcf + A; Fwd, bk, Fwd + A. - cr B; cls A; Hcb + D, call Shermie; Qcf, Hcb + C. (counter mode) - jump C, call Goenitz; cls D; Qcf + C, Qcf x 2 + C; §; Qcf + A; Qcf x 2 + C. {NR} ----------------------------------------------------------------------- "Raging Tiger" Robert Garcia: ----------------------------------------------------------------------- IMPORTANT NOTE: Just like Ramon; his df + B will not hit low if you chain it. Independent low combos: - cr B; cr B; dn. up + C; dn. up + D. - cls B; cr A; Qcf x 2 + D. - cr B; cls B; bk + B; bk. fwd + D. - cr B; cls B; bk + B; Qcf, Hcb + AC. Idependent combos: - cls C; bk + B; bk. fwd + D. - cr C; dn. up + C; bk. fwd + D (2 hits). - cr C; fwd + B; Qcf x 2 + D. - fwd + A; Qcf x 2 + D. - cls C; fwd + B; Qcf, Hcb + AC. Striker low combos: - cr B; cr A; dn. up + C, call Ryo; run foward cr C; fwd + B; Qcf x 2 + D. {NR} - cr B; cr A; dn. up + C, bk. fwd + D (2 hits), call another K'; Fwd, Hcf + C. - cr B; cr B; dn. up + C, call King; cr C; bk + B; Qcf x 2 + D. - cr B; cr A; bk. fwd + D, call Mature & Vice; Qcf x 2 + D. - cls B; cr A; df + B (1 hit), call Rugal; Qcf x 2 + D; §; Qcf x 2 + B. Striker Combos: - cls C; fwd + B, call Rocky; Qcf x 2 + D; §; Qcf x 2 + D. - cls C; df + B, call Kaede; Qcf, Hcb + A; §; Qcf x 2 + D. - cr C; dn. up + C, call Dong Hwan; cls C; df + B; Qcf, Hcb + A. * - cr C; dn. up + C; bk. fwd + D (2 hits); call Mature & Vice; Qcf x 2 + D. Counter mode combos: - cr B; dn. up + C; Qcf x 2 + D. - cr C; dn. up + C, call Dong Hwan; cls C; Fwd + B; Qcf x 2 + B. * {R} * As usual, give a cross up jump over the enemy when calling Dong Hwan. * Corner combos: - cls C; df + B (1 hit), call Neo & Geo; Qcf, Hcb + A; §; Qcf, Hcb + C. - cls C, Fwd + B, call Goenitz; Qcf x 2 + D; §; Qcf, Hcb + A. ----------------------------------------------------------------------- King: ----------------------------------------------------------------------- IMPORTANT NOTE: King taunts if you leave her standing without taking any action. Idependent low combos: - cr B, cls B; Upc + D. - cls B; Hcb + A. - cr B; cls B; Hcb x 2 + B. - cr B; cr A; Hcb + D. - cr B; cr A; Hcf + C. Normal combos: - cls D; Upc + D. - cls D; Hcb x 2 + D. - cls C; Hcb + C. - cls D (1 hit); Upc + C. Striker low combos: - cr B, cls B; Upc + D, call Kaede; Upc + D. - cr B; cr A; Hcf + C, call Rocky; Qcf + D. - cls B; Hcf + A; call Shermie; Qcf; Hcb + B. * * Qcf; Hcb + B may be either normal or Max version. * Striker combos: - cls D (1 hit); Upc + C, call Mature & Vice; Qcf, Hcb + B. - cls D, call Shingo; Hcb + C; §; jumping C; cls D; Qcf + D. - cls D; Hcf + C; call Rugal; cls C; Upc + D. * Qcf; Hcb + B may be either normal or Max version. * Counter mode combos: - cls A; cls D; Hcb + C (3 hits); Hcb x 2 + D. - cr B; cr A; Hcb + A; call Maxima; Qcf + D (1 hit); Qcf, Hcb + B. Corner combos: - cls D (1 hit); Upc + A, call Maxima; cls C; §; Qcf, Hcb + B. * - cls D (1 hit); Upc + D, call Baedal; Upc + A, cls D. - cls D, call Goenitz; Qcb x 2; Qcf, Hcb + D. - cls C; Hcb + C, call Hinako; cls D; Qcb x 2 + B. * Qcf; Hcb + B may be either normal or Max version. * ----------------------------------------------------------------------- "Mr. Karate" Takuma Sakazaki: ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcb + A/C has autoguard. Independent low combos: - cr B; cr A; fwd + A; Qcf + C. - cr B; cr A; fwd + A; Fwd, Hcf + C. - cr B; Qcf x 2 + A. - cr B; cls B; fwd + B; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or Max version. * Independent combos: - cls C; fwd + A; Qcf + C. - cr C; db. fwd + D; fwd + A; df + B. - cr C; db. fwd + D; Fwd, Bk, Fwd + C. - cr C; db. fwd + D; Fwd, Hcf + A. - cls C; fwd + B; Fwd, Hcf + C. - cls C; fwd + A; Qcf, Hcb + A. * - cls A; cls C; fwd + A; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or Max version. * Striker low combos: - cr B; fwd + B, call Rocky; Qcf, Hcb + A; §; Fwd, Hcf + C. - cr B; cr A; fwd + A, call King; Qcf + C; jumping CD; Fwd, Hcf + A. - cr B; cls C; fwd + A, call King; Jumping CD, Fwd, Hcf + A. * * Hold the Fwd, Hcf + A to power it up. * Striker combos: - cls C; fwd + B; call another K'; Fwd, Hcf + C; §; Fwd, Hcf + C. - cr C; db. fwd + D; Fwd, Bk, Fwd + C, call G. Mantle; db. fwd + D; Fwd, Hcf + A. {NR} - cls C; fwd + A, call Vanessa; Qcf + A; jumping C; cr C; db. fwd + D; Fwd; Hcf + A. - cls C; fwd + A, call Kyo; Qcf, Hcb + A; §; Qcf, Hcb + A. - cr C; db. fwd + D; cls B, call Mai; cls B; cls B; cls D; df + B. * * You must run under the enemy for Mai to appear on good position; but before you call Mai you must press B, otherwise you won't have enough time to move. * Counter mode combos: - cr B; cr A; db. fwd + D; Fwd, Bk; Fwd + C; call Kaede; Fwd, Bk; Fwd + C . - cr B; cr A; db. fwd + D; call Dong Hwan; cr A; Qcf x 2 + A. {R} Corner combos: - cls C, fwd + B, call Neo & Geo; Qcf, Hcb + A; §; Qcf, Hcb + A. - cls C; fwd + A, call Maxima; Fwd, Hcf + C, §; Qcf, Hcb + C. ----------------------------------------------------------------------- Leona Heidern: ----------------------------------------------------------------------- IMPORTANT NOTE: Leona's jumping C can cross up; but it is very tricky. Independent low combos: - cr B; cr A; dn. up + C. - cr B; cls A; Qcf x 2 + A. Independent combos: - cls C; fwd + B; Air Qcf, Hcb + C. * - jumping D; jumping D; Qcf, Hcb + C. * - Rup + D; dn. up + C. - cls D; Qcf x 2 + A. - cr C; Qcb, Hcf + D. * Air Qcf, Hcb + C may be either normal or Max version. * Striker low combos: - cr B; cr B, call Baedal; cr A; bk. fwd + D, Fwd + D. - cr B ; cr A; dn. up + A, call another K'; air Qcf, Hcb + C. {R} * * Air Qcf, Hcb + C may be either normal or Max version. * Striker Combos: - cls D (1 hit), call Neo & Geo; Qcf x 2 + C; §; Qcf x 2 + C. - cls D (1 hit); Fwd + D, call Baedal; air Qcf, Hcb + A; §; air Qcf, Hcb + C. - cls D; fwd + B; call Clark; Cls A; §; Air Qcf, Hcb + C. * - cls D; fwd + B; call Clark; bk. fwd + C; jumping Qcf, Hcb + C. * * Air Qcf, Hcb + C may be either normal or Max version. * Counter mode combos: - cls D; fwd + B; call Clark; Cls A; §; Air Qcb + C, Qcf, Hcb + C. - Rup + D; bk. fwd + D, fwd + D (1 hit); Qcf, Hcb + C. Corner combos: - cls D; fwd + B, call Shermie; §; Qcb + A; bk. fwd + A; Qcf x 2 + A. - cls D; fwd + B; air Qcb + A, call Ryo; cr C, fwd + B, Qcf, Hcb + C. * {NR} ----------------------------------------------------------------------- Ralf Jones: ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcf x 2 + AC MAX DM has autoguard. His Hcb + Kick has autoguard and dispels fireballs These low combos are not interrupt; you just grab the enemy before he can defend himself. Independent low combos: - cr B; Hcf + B. Independent combos: - cls C; Hcf + D. - cls C; Hcb + D. - cr C; bk. fwd + C. - cr C; tap C. - cr C; Qcb, Hcf + D. - cr C; Qcf, Hcb + C. * * Qcf, Hcb + C may be normal or Max version. * Striker low combos: - cr B; Hcf + D, call Baedal; bk. fwd + C (2 hits). Striker combos: - cr C; Hcb + B, call Dong Hwan; Qcf x 2 + AC. - cls C; Hcf + D; call King Lion; cr C; Qcb, Hcf + D. - cr C; Qcb, Hcf + D; call Dong Hwan; cls C; Qcf, Hcb + C. * * You need to jump behind the enemy while calling Dong Hwan * Counter mode combos: - cr A; bk. fwd + C (1 hit); Qcf, Hcb + C. - cr B; far A; Hcb + B, call Leona; cr A; bk. fwd + A (2 hits), Qcf, Hcb + A. Corner combos: - cls C; bk. fwd + C, call Hinako; cr C; Qcb, Hcf + D. - cls C; bk. fwd + C, call Ramon; tap C (3 hits). {NR} ----------------------------------------------------------------------- Clark Steel: ----------------------------------------------------------------------- IMPORTANT NOTE: These low combos are not interrupt; you just grab the enemy before he can defend himself. Independent low combos: - cr B; Hcf + D, Qcf + C. - cr B; Hcb x 2 + C. * * Hcb x 2 + C may be either normal or Max version. * Independent combos: - cls C (1 hit); Hcf + D, Qcf + C. - cls C (1 hit); bk. fwd + C, Upc + C, Qcf + C. - cls C (1 hit); Hcf + C, dn, dn + D. - cls C (1 hit); Hcb x 2 + C. * * Hcb x 2 + C may be either normal or Max version. * Striker low combos: - cr B; Hcf + B, Qcf + C, call Dong Hwan; Hcf + C; dn. dn + C, Qcf + C. Striker combos: - cls C (1 hit); Hcf + D, call Cool Choi, Qcf + C; bk. fwd + C (2 hits), Upc + C, Qcf + C. - cls C (1 hit); Hcf + C; dn; dn + C, Qcf + C, call G. Mantle; Hcf + C; dn, dn + A. - cls C; bk. fwd + C, Upc + C, Qcf + C, call Unknown; bk. fwd + C, Upc + C, Qcf + C. Counter mode combos: - cr B; Hcf + C; dn, dn + A. Corner combos: - jumping B; cls C (1 hit); Hcf + D, Qcf + C, call Seth; cls C, §; Upc + C, Qcf + C. - cls C (1 hit); Hcf + C, dn, dn + B, call Goentiz; cls C (1 hit); Hcb x 2 + C. * * Depending of your timming AND the character is the direction where Clark will spin; with Terry is really hard to keep him on the corner; but with others characters, like K'; is very easy. * ----------------------------------------------------------------------- "S.A.L.L.Y. Muchiko" Whip: ----------------------------------------------------------------------- Independent low combos: - cls B; cls A; Hcf + C. - cls B; cr B; Qcb, Hcf + A. * * Qcb, Hcf + A may be either normal or Max version. * Independent combos: - cls D; fwd + A x 5; cn + A. {R} - cls C; Hcf + C. - cls C; Qcb, Hcf + A. * * Qcb, Hcf + A may be either normal or Max version. * Striker low combos: - Hcb + C (1 hit), call Duke; Hcb + B; cr C (1 hit); Qcb, Hcf + A. * - Hcb + C (1 hit), call Baedal; dn + A; §; Jumping D (1 hit); Hcb + C. * Qcb, Hcf + A may be either normal or Max version. * Striker combos: - cls D; fwd + A x 3, call Shermie, fwd + A x 2; §; Hcb + B (1 hit); cr C (1 hit); Qcb, Hcf + A. * - cls D; fwd + A x 4; call Leona, Fwd + A; Qcb, Hcf + A. ** - D throw, call any Striker; cls D; Qcb, Hcf + A. ** * Call Shermie on third hit, but give all the 5; Hcb + B must hit on second hit only. Qcb, Hcf + A may be either normal or Max version. * ** Qcb, Hcf + A may be either normal or Max version. ** Counter mode combos: - cls C; Hcf + C; Qcb, Hcf + A. - Jumping C; short jump D; cls D; Fwd + A x 4, call Mature & Vice; Fwd + A; §; Hcf + C; Qcb, Hcf + A. Corner combos: None. ----------------------------------------------------------------------- Athena Asamiya: ----------------------------------------------------------------------- Undependent low combos: - cr B; cr A; Upc + C. - cr B; fwd + B; Upc + A. Undependent combos: - cls C; fwd + B; Upc + C. - jumping C; Qcf x 2 + D. Striker low combos: - cr B; cr A; Upc + A, call Another K', Hcf + A; Qcb + C. Striker combos: - cls C; Fwd + B (1 hit); Upc + C, call Baedal; Qcf + D; Upc + C. - cls C; Fwd + B (1 hit); Upc + C, call Maxima, Hcb x 2 + A. * - cls A; Upc + C; call Saishu; Upc + C. - cls C; Fwd + B (1 hit); Upc + A, call G. Mantle; cls C; Fwd + B; Upc + C. {NR} * The Hcb x 2 + A may be either normal or MAX version. * Counter mode combos: - cr B; cr B; fwd + B (1 hit); Upc + A. Corner combos: - cls C; fwd + B (1 hit); Upc + C, call Eiji; Hcf + A; Hcb x 2 + A. * - cls C; fwd + B (1 hit); Upc + C, call Kensou; Hcf + A; jumping Qcb + B; Hcb x 2 + A. * - cls D, fwd + B (1 hit), call Hinako; Qcb + B; §; cls C; Fwd + B; Hcb x 2 + A. * * Hcb x 2 + A may be either normal or MAX version. * ----------------------------------------------------------------------- Sie Kensou: ----------------------------------------------------------------------- IMPORTANT NOTE: His Hcf + A/C and Qcf + B/D have autoguard. Independent low combos: - cr B; cr A; Upc + C, tap C. - cr B; cr A; Qcb + A. - cr B; cr A; Hcf + A. - cr B; cr A; Qcf x 2 + C. Independent combos: - cls D; Upc + C, tap C. - far C; Hcf + A. - cr C; Qcf, Hcb + B. * * Qcf, Hcb + B may be either normal or Max version. * Striker low combos: - cr B; cr A; Upc + C, tap C, call Maxima; Qcf, Hcb + D. * - cr B; cr A; Hcf + A, call Mature & Vice; Hcf + C. * Qcf, Hcb + D may be either normal or Max version, also on Max it does need to be performed at a certain distance, or it will miss. * Striker Combos: - cls D; Upc + C, tap C, call Another Robert; Qcf, Hcb + D. * - cls C; Upc + C, tap C, call Shermie; Qcf + D; Hcf + C. - cls C; Upc + C, call King; jumping D; Hcf + C. - cr C; Upc + C, tap C, call Benimaru; Qcf + B; Qcf, Hcb + D. * * For the Qcf, Hcb + D to juggle, the first kick must fail and the second kick must hit. * Counter mode combos: - cr B; Qcb + A, Qcf, Hcb + B. - far C, call Neo & Geo; Qcf, Hcb + B; §; Qcf + D (1 hit); Qcf, Hcb + D. * * The Qcf + B must hit only the second hit; and the Qcf, Hcb + D must hit the second kick in order to juggle. * Corner combos: - cls C; fwd + A; call Neo & Geo; Qcf, Hcb + B; §; Qcf, Hcb + D. - cls C; Qcf + D; Qcb + A (1 hit), call Hinako; cls C; fwd + A; Qcf + D; Rup + B, call Hinako; Qcf, Hcb + D. - cls D; Qcf + D; Hcf + A (2 hits), call Benimaru; Qcf D; Hcf + A, call Benimaru; Qcf + D; Hcf + A, call Benimaru; Qcf + D; Qcf, Hcb + D. * - cls C; Qcf + D, call Goentiz; Rup + D; §; Qcf + D; Qcf, Hcb + D. * * The usual note that on the Qcf, Hcb + D the second hit must hit in order to juggle; on the Benimaru combo you must roll so the enemy will be left facing the corner. * ----------------------------------------------------------------------- Chin Gentsai: ----------------------------------------------------------------------- IMPORTANT NOTE: His Upc + A has autoguard. His C throw is unescapable. Independent low combos: - cr B; cr A; Upc + C. - cr B; cr A; Qcf x 2 + C. * * Qcf x 2 + C may be either normal or MAX version. * Independent combos: - far C; Qcb + A. - cls C; Upc + C. - cls C; dn, dn + A; fwd + A - cls C; Qcf x 2 + C. * * Qcf x 2 + C may be either normal or MAX version. * Striker low combos: - cr B; cr A; Upc + C, call Another K'; Qcf x 2 + C. * * Qcf x 2 + C may be either normal or MAX version. * Striker combos: - cls C; Upc + C, call Mature & Vice; Qcf x 2 + C. * - C throw; call Neo & Geo; jumping C; cls C; Upc + C. - cls C; Qcb + A, call King; jumping C; Qcf x 2 + C. * - cls C; Qcb + A, call Vanessa; jumping C; cls C; Qcb + A. * Qcf x 2 + C may be either normal or MAX version. * Counter mode combos: - cls A; far C, call Mature & Vice; Qcb + A; §; dn, dn + C, fwd + A. Corner combos: - cls C; Upc + C, call Rugal; Qcf x 2 + AC (2 hits). - cls C; Qcb + C, call Dong Hwan; cls C; Upc + C. ----------------------------------------------------------------------- Bao: ----------------------------------------------------------------------- IMPORTANT NOTE: His C throw is unescapable. Independent low combos: None. Independent combos: - cls C; df + D. - cls C; Fwd + A; Qcb + C. - cr C; Qcf x 2 + A. * - cls C; Fwd + A; Qcf x 2 + AC. * Qcf x 2 + A may be either normal or MAX version. * Striker low combos: - cr B, call Maxima; cr B; cr B; §; Qcb x 2 + D. Striker combos: - cls C; fwd + A; Qcb + C, call Unknown; Qcb x 2 + AC. - cls C; df + D, call Ryo; Qcb x 2 + AC. - C throw, call Ramon; cls C; fwd + A, Qcb x 2 + D. - cls C; fwd + A, call King; Qcf + B; jumping CD; Hcb x 2 + D. Counter mode combos: - cr B; cr C; Qcb + C. Corner combos: - cls C; df + D, call Hinako; cls C; fwd + A; Qcb x 2 + B. - cls C; df + D, call Hinako; fwd, Hcf + BD; cls C; cls C; df + B; cls C; fwd + A; Qcb + C. ---------------------------------------------------------------------- Mai Shiranui: ---------------------------------------------------------------------- Independent low combos: - cr B; cls B; Qcb + C. - cr B; cls A; df + D (1 hit); Qcb + D, Qcb + C. - cr B; cls A; df + B (1 hit); Qcb, Hcf + B. * * Qcb, Hcf + B may be either normal or MAX version. * Independent combos: - cls C; df + B (1 hit); Qcb + D, Qcf + C. - cls C; df + B (1 hit); Hcf + B. - cls D; df + B (1 hit); Qcb, Hcf + B. * * Qcb, Hcf + B may be either normal or MAX version. * Striker low combos: - cr B; cls B; df + B (1 hit), call Clark; Qcb + C; §; Qcb x 2 + C. - cr B; cls B; df + B (1 hit), call Benimaru; Qcf + C; §; Qcb x 2 + A. - cr B, cls B; df + B (1 hit), call King; Qcf x 2 + C (2 hits); Qcb x 2 + C. Striker combos: - cls D; df + B (1 hit); Qcb + B; Qcb + C, call another K'; Qcf x 2 + A. - cr C; df + B (1 hit), call Andy; Qcb + D, Qcb + C; §; Qcf x 2 + C. - cr C, call Psycho Soldier Kensou; df + B (1 hit); Qcb + C; §; Qcf x 2 + C. - cls C; df + B (1 hit); Qcb + C, call King; jumping C; Qcb x 2 + C. - cls C; df + B (1 hit); Qcb + D, call Rugal; Qcb + C; §; Qcf x 2 + C. Counter mode combos: - cr C; df + B (1 hit); Qcb + D, Qcb + C (1 hit), Qcb, Hcf + D. - cr C; df + B (1 hit); Qcb + B, call Mature & Vice; Qcb + C (1 hit), Qcb, Hcf + D (3 hits). Corner combos: - cls C; df + B (1 hit), call Rugal; Qcf x 2 + A; §; Qcf x 2 + A. - Fwd + B, call Goenitz; cls C; df + B (1 hit); Qcf x 2 + A; §; Qcb x 2 + A; Hcf + B. (counter mode) - Fwd + B, call Neo & Geo; cls C; df + B (1 hit); Qcb + C, Qcf, Hcb + D; §; Qcb + C (1 hit), Qcb, Hcf + D. {NR} ----------------------------------------------------------------------- Yuri Sakazaki: ----------------------------------------------------------------------- IMPORTANT NOTE: Just as '99, when holded her Qcb + A/C does destroy fireballs. Independent low combos: - cr B; cr A; Upc + C, Upc + C. - cr B; cls B; Qcb + B. - cr B; cr A; Qcf, Hcb + B. * - cr B; cr C; Qcf, Hcb + B. * - cr B; cls C; Upc + C, Upc + C. * Qcf, Hcb + B may be either normal or MAX version. * Independent combos: - cr C; Qcb + D. - cls D; Upc + C, Upc + C. - cr C; Qcf x 2 + C. - cls C; Qcf x 2 + BD. - cr C, Qcf, Hcb + B. * * Qcf, Hcb + B may be either normal or MAX version. * Striker low combos: - cr B; cr A; Upc + C; Upc + C; call Duke; Qcf, Hcb + B {R} *. - cr B; cr A; Qcb + B, call another K'; Qcb + A. * Qcf, Hcb + B may be either normal or MAX version. * Striker combos: - cls D; Upc + C, Upc + C, call Dong Hwan; cls D; Qcf x 2 + C {NR}. - cls C; fwd + B, call Maxima; Qcf, Hcb + B. * - cls D; Qcb + D, call Psycho Soldier Kensou; Upc + A. - cls C; Upc + C, call G. Mantle; cls C; Qcf x 2 + C {NR}. * Qcf, Hcb + B may be either normal or MAX version. * Counter mode combos: - cr B; cls C; Upc + C, Upc + C, call Dong Hwan; cls D; Upc + A {NR}. Corner combos: - cls D; Qcb + D, call Ryo; cr C; Upc + C, Upc + C. - cls D, call Rocky; Qcf, Hcb + B; §; Upc + C, Upc + C. ----------------------------------------------------------------------- Kasumi Todoh: ----------------------------------------------------------------------- IMPORTANT NOTE: Her Qcb + B/D have autoguard. Independent low combos: - cr B; cr A; Hcf + A; far D. Independent combos: - cls C; fwd + A; Qcf + A. - cls C; fwd + A; Hcb + C; Qcf x 2 + A. - cls C; fwd + A; Qcb + C x 3. Striker low combos: - cr B; cr A; Hcb + A; far D, call another K'; Qcf x 2 + C (1 hit). Striker combos: - cls D; fwd + A; Qcb + C, call Vanessa, Qcb + C; §; cls C; fwd + A; Hcb + A; Qcf x 2 + A (1 hit). - cls D; fwd + A; Qcb + C, call Benimaru; Qcb + D. - cls C; Fwd + A; call another Robert; Qcf + A; §; Qcf x 2 + C (1 hit). Counter mode combos: - cls C; fwd + A; Qcb + C, call Mature & Vice, Qcb x 2 + C; §; Qcb + D (1 hit), Qcf x 2 + C (1 hit). Corner combos: - cls C; Fwd + A; Hcb + C, call Goentiz; Qcb + B; §; Qcf x 2 + A. - cls D; Fwd + A; Qcf + C, call Hinako; Hi jumping D; air Qcf + A. ----------------------------------------------------------------------- Hinako Shijoh: ----------------------------------------------------------------------- IMPORTANT NOTE: Her Qcb + A/C have autoguard. You may have noticed that when she misses her throw; she is left vulnerable for a minimal time; unlike all the other special throws found on the game. She moves her arms if you leave her alone for a while. Independent low combos: - cr B; cr A; df + A; Hcf + D. - cr B; cr A; df + D; Hcf + D. - cr B; cls A; fwd + B, B; Hcf x 2 + B. * - df + D; Qcf + A. - df + D; Hcf x 2 + B. * * Hcf x 2 + B may be either normal or Max version. * Independent combos: - cls C; df + A (1 hit); Qcf + C. - fwd + A, C, fwd + B, B; Hcf x 2 + B. * - fwd + A, C, df + C; Hcb, fwd + D. - cls C; fwd + B; Hcb, Fwd + D. Striker low combos: - cr B; cr A; df + A; Hcb, fwd + D; call Geese; Hcf + B. - cr B; cr A; df + A (1 hit); Qcf + C; call Maxima; Hcf x 2 + B. * - df + D; Qcf + C, call another Robert; df + C; Hcf x 2 + B. * - cr B; cr A; df + A (1 hit); Qcb + A, call Dong Hwan; cls C; df + A; Hcf x 2 + B. * * Hcf x 2 + B may be either normal or Max version. * Striker combos: - fwd + A, C; df + C; Qcf + C; call Dong Hwan; df + C; jumping CD. - fwd + A, C, call Rocky; df + A; Hcf x 2 + B; §; Hcf x 2 + B. - fwd + A, C; df + C; Qcb + C, call Duck King; A; A; fwd + A, C; df + A; Hcf x 2 + B. * - cls C; df + A (1 hit); Qcf + C, call Shermie; df + C; Hcf x 2 + B. * * Hcf x 2 + B may be either normal or Max version. * Counter mode combos: - cls A; Fwd + A, C; df + C; Qcf + C; call Maxima; Hcf x 2 + B. - cr B; cls A; df + C; Qcb + C (1 hit), Hcf x 2 + B. - cls B, cls B, cls B; cls B; df + A (1 hit); Qcb + A, call Rugal; C; df + C, jumping CD. Corner combos: - Fwd + A, C, call Neo & Geo; Df + A; Hcf x 2 + BD, §; df + C; jumping CD. ----------------------------------------------------------------------- Kim Kaphwan: ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcf x 2 + D may allow various follow ups... do not be restricted with the ones I suggest. Independent low combos: - cr B; cls B (1 hit); fwd + A (1 hit); Qcf + D. - cr B; cr A; dn. up + B - cr B; cr A; dn, dn + B, Qcb, Fwd + B. * - cr B; cr A; fwd + A (1 hit); Qcb, Fwd + B. * - cr B; cr A; Qcf x 2 + D; Qcb, Fwd + B. * * Qcb, Fwd + B may be either normal or MAX version. * Independent combos: - cls D; Qcb + D. - cls C (1 hit); bk. fwd + D. - cls C (1 hit), dn, dn + B, Qcb, Fwd + B. * - cls D (1 hit); Qcf x 2 + D; dn. up + D (2 hits), dn + D. - cls D; fwd + A (1 hit); Qcf, Fwd + B. * * Qcb, Fwd + B may be either normal or MAX version. * Striker low combos: - cr B; cls B (1 hit); Qcf x 2 + D; Qcb, Fwd + D; call Dong Hwan; cls D; fwd + A (1 hit); Qcb, Fwd + B. {R} * - cr B; cls B (1 hit), call King; dn, dn + B; §; dn. up + B; Qcb, Fwd + B. ** - cr B; cr B; cr A; fwd + A, call another Iori, approach, Qcf x 2 + D; Qcb, Fwd + D. * You must give a huge jump over the enemy when summoning Dong Hwan. * ** Qcb, Fwd + B may be either normal or MAX version. ** Striker combos: - cls D (1 hit); Qcf x 2 + D; Qcb + D; call another K'; Qcb, Fwd + B. - cr C; dn. up + D, dn + D, call Mature & Vice; Air Qcf + B (1 hit); Qcb, Fwd + BD. - cls D; Qcb + D, call Clark; air Qcf + B (1 hit); Qcb, Fwd + BD. - cls D (1 hit); Qcb + D, call Vanessa; cls D; dn, dn + B; Qcb, Fwd + D. * * Qcb, Fwd + D may be either normal or MAX version; you may begin the combo with cls D (2 hits) depending of the distance of the corner you catch the enemy. * Counter mode combos: - cls B (1 hit); Qcf x 2 + B; Qcb + D (2 hits), Qcb, Fwd + D. Corner combos: - cr B; cr A; Qcf x 2 + B; air Qcf + B; dn. up + D, dn + D, call Ryo, Qcf x 2 + D; air Qcf + B; Qcb, Fwd + B. - cls C (1 hit); bk. fwd + D, call Maxima; Qcf x 2 + D; air Qcf + B; Qcb, Hcf + D. * * You must run throug Maxima when he is holding the enemy; in order to send the enemy to the corner again. * ----------------------------------------------------------------------- Chang Koehan: ----------------------------------------------------------------------- IMPORTANT NOTE: His bk. fwd + A/C have autoguard. His Qcf x 2 + AC Max DM have autoguard. His Hcf + B/D. counter move does a LOT of damage if succefully counter attacks 3 times. His D throw is unescapable. Independent low combos: - cr B; Hcb, Fwd + C. - cr B; tap A. - cr B; Qcf x 2 + A. Independent combos: - cr C; df + A. - cls D; Qcf x 2 + D. - cls D; Hcb, Fwd + C. Striker low combos: - cr B; Hcb, Fwd + C; call Duke; Qcf x 2 + A. * * Qcf x 2 + A may be either normal or MAX version. * Striker combos: - cls D; df + A, call Mature & Vice; Qcf x 2 + A. * - cls D, call Vanessa; Tap C (4 hits). - cls D, call Maxima; df + A; §; Qcf; Hcb + A. * Qcf x 2 + A may be either normal or MAX version. * Counter mode combos: - cls B; df + A, call another K'; bk. fwd + A. Corner combos: - cls D; Hcb, Fwd + C, call Rocky; Qcf, Hcb + A. - cls D; df + A, call Hinako; Qcf x 2 + AC. ----------------------------------------------------------------------- Choi Bounge: ----------------------------------------------------------------------- IMPORTANT NOTE: His C throw is unescapable. Independent low combos: - cr B; cr A; Upc + B. - cr B; cr A; dn. up + C. - cr B; cr A; far B; Qcf, Hcb + B. * * Qcf, Hcb + B may be either normal or MAX version. * Independent low combos: - cr C; Upc + B. - cr C; fwd + B; A. - cls C; fwd + A; Qcf, Hcb + B. * - cls C; fwd + B; far B; Qcf, Hcb + B. * - jumping C (1 hit); Qcf x 2 + C. * Qcf, Hcb + B may be either normal or MAX version. * Striker low combos: - cr B; cr A; Upc + B, call Mature & Vice; Hcb x 2 + C. Striker combos: - cls C; fwd + B, call King; far A; jumping CD; Hcb x 2 + A. - cr C; fwd + B, call Rocky; Qcf, Hcb + B; §; jumping Qcf x 2 + C. - C throw, call Goenitz; Hcb x 2 + C. - cr C; fwd + B, call Baedal; far A; §; jumping Qcf x 2 + C. - cls C; fwd + B; call Syo; bk. fwd + C, fwd + C, fwd + C. Counter mode combos: - jumping C (1 hit); Qcf + D. Corner combos: - cls C; Fwd + B, call Rocky; B; Qcf, Hcb + B; §; bk. Fwd + A, fwd + A, call Rocky, fwd + A; Upc + D; §; Hcb x 2 + A. (counter mode) - jumping D; jumping C (1 hit); Qcf + D, Qcf x 2 + C. ----------------------------------------------------------------------- Jhun Hoon: ----------------------------------------------------------------------- IMPORTANT NOTE: His dn, dn + A, fwd + B move have autoguard. His dn, dn + B, fwd + A move have autoguard. In his dn, dn + A technique; D button produces guard crush; it also dispels projectiles. His cls C; Qcb + D may not combo on all characters. Independent low combos: - cr B; cr A; up + C (3 hits). - cr B; cr A; fwd + B. - cr B; cr B; cr A; up + C (2 hits). Independent combos: - cr C; Qcb + D. - cr C; fwd + A; Qcf x 2 + D. * - Qcb + C; fwd + A; Qcf x 2 + D. * - cls C; fwd + B. - jumping dn + D; Qcf x 2 + D. - cr C; dn. up + C. * Qcf x 2 + D may be either normal or MAX version. * Striker low combos: - cr B; cr B; cr A; up + C (2 hits ) call another K'; dn + B; D. - cr B; cr B; cr A; up + C (2 hits ) call another K'; air Qcf x 2 + D Striker combos: - dn, dn + B stance, C; up + C, call Mature & Vice; jumping Qcf x 2 + D. - cls C; fwd + B, call Clark; air Qcf x 2 + D. - Qcb + C, call Rugal; fwd + A; §; air Qcf x 2 + D. - Qcb + D, call King; jumping CD; jumping dn + B; Qcf x 2 + D. * * If you are skilled; you may perform jumping dn + B up to five times and then the Qcf x 2 + D. * Counter mode combos: - None. Corner combos: - cls C; Fwd + A, call Goenitz; Qcf x 2 + D, §; jumping dn + B; air Qcf x 2 + D. - Qcb + A, call Seth, hold A, C, up + C, D; §; jumping dn + B x 5; Qcf x 2 + D. * * With all my effort; I can do jumping dn + B x 4; but some friends and contributors can do it x 5 or more... it helps to hold up after the down + B. * ----------------------------------------------------------------------- Kyo Kusanagi: ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcb + A/C has autoguard. His Qcf + A/C have autoguard. His Hcb + D has upper body invulnerability. Independent low combos: - cr B; cr A; df + D. - cr B; cr A; Upc + A. - cr B; cls C; Qcf + C, Hcb + C, Fwd + C. Independent combos: - cls C; Qcf + C, Hcb + C, Fwd + C. - cls C; Qcf + D, D; Hcb + B; Qcf + A. - cls C; Qcb, Hcf + C. - cls C; Upc + A. Striker low combos: - cr B; cr A; df + D, call Clark; Hcb + B; Upc + C. - cr B; cr A; df + D, call King; Rup + B; Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or MAX version. * Striker combos: - cls C; Qcf + D, D; Hcb + B; Qcf + A, call another K'; Hcb + B; Qcf + A. - cr C; Qcf + C, call Psycho Soldier Kensou, Hcb + C; §; Qcf x 2 + A. - cls C; Qcf + D, D; Hcb + B, call G. Mantle; short jump dn + C; §; cls C; Qcf + C, Hcb + C, call G. Mantle, Fwd + C; §; Rup + B. - cls C; Qcf + C, Hcb + C, call Maxima, Fwd + C; §; Qcf + D, D; Qcb, Hcf + C. * - cls C; Qcf + D, D; jumping dn + C, call Baedal; Qcb, Hcf + C. * - cls C; Qcf + D, D; call Maxima; Qcb, Hcf + C; §; Qcf + D, D; Rup + D. ** - Hcb + D, call Leona; cls C; Qcf + D, D; Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or MAX version. * ** The easy way to obtain this is perform Qcb, Hcf + BC ** Counter mode combos: - cr B; cr A; Qcf + D, D; Hcb + B, Qcb, Hcf + A. Corner combos: - cross up dn + C; cls C; Qcf + C, Hcb + C, call clark; Qcf + D, D; Qcf x 2 + A. - cls C; Qcf + D, D; Hcb + B; Qcf + A, call Rugal; Qcb, Hcf + AC. - cls C, Qcf + C, Hcb + C, call Eiji, Fwd + C; §; Qcf + D, D; Hcb + B; Qcf + A; Qcf + C, call Eiji; Upc + C. - cls C; Qcf + D, D; Hcb + B; Upc + A, call Benimaru; Qcf + D, D; Hcb + B; Qcf + A, Qcf + C. * - cls C; Qcf + D, D; Hcb + B; Qcf + A, Qcf + C, call Ryo; Qcf + D, D; Hcb + B, Upc + A. - cls C; Qcf + A, Qcf + C, D, call Maxima; C; §; Qcf + D, D; Hcb + B; Upc + A; call Maxima; Qcf + D, D; Qcb, Hcf + A. ** - cross up dn + C; cls C; Rup + B; call Cool Choi; Rup + B; Rup + B. *** (counter mode) - cls C; Qcf + D, D; Hcb + B; Hcb + D, call Rugal, Qcf x 2 + C; §; Hcb + B, Hcb + D. * After Benimaru grabs you must roll so the enemy is back on the corner. * ** You must run through Maxima the first time you call him so the enemy will fall on the corner again; Qcb, Hcf + A may be either normal or MAX version. ** *** The Rup + B won't combo on all characters and it is almost imposible to cross up on the corner; merely to show off. *** ----------------------------------------------------------------------- Iori Yagami "Yasakani": ----------------------------------------------------------------------- Independent low combos: - cls B; fwd + A, A; Qcb + C x 3. - cls B; Hcb, Fwd + A; Fwd + A; Qcb + C x 3. - cr B; cr A; fwd + A; Qcb + C x 3. - cr B; cls A; Fwd + A; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or MAX version. * Independent combos: - cls C; fwd + A; Qcb + C x 3. - cls C; Hcb + D. - cls C; fwd + A; Qcf, Hcb + A. * - cr C; Qcf x 2 + A. * Qcf, Hcb + A may be either normal or MAX version. * Striker low combos: - cls B; Hcb; Fwd + A; Qcf + C, call Vanessa; jumping C; cls C; Qcf; Hcb + A. * - cls B; Upc + C, call Maxima; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or MAX version. * Striker combos: - cls C; Hcb + D, call another Robert; Qcf, Hcb + A. * - cls C; fwd + A, call Kyo; Qcf, Hcb + A; §; Qcf, Hcb + A. - cls C; Hcb + D, call G.Mantle; cls C; Fwd + A; Qcb + C x 3. - cls C; Fwd + A; Qcb + C x 2, call Ramon, Qcb + C; §; cls B; Hcb, Fwd + A; Fwd + A; Qcf, Hcb + A. * - jumping bk + B, call Shingo; cls C; fwd + A; Qcb + C; §; jumping bk + B; cls C; fwd + A; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or MAX version. * Counter mode combos: - cls B; Qcf x 2 + A, Hcb + D, call Joe; Hcb, Fwd + A; Fwd + A, Qcb + C x 3. * * The Hcb + D does not hit; it is just used to aproach the enemy so the striker can hit. * Corner combos: - cls C; Fwd + A; Qcb + C x 2; call Kasumi; Qcf, Hcb + A. * - cls C; Fwd + A; Qcf, Hcb + A; call Dong Hwan; cls C; Hcb + D; call Dong Hwan; Cls C; Fwd + A; Qcf + C. ** - Jumping B, call Neo & Geo; cls A; Fwd + A; Qcf, Hcb + A; §; Qcf x 2 + A; Hcb + B. *** (counter mode) - Cross up bk + B; Cls C, Qcf + C, call Clark; Qcf + A, Qcf, Hcb + C; jumping B; cls B; Qcf + C, Qcf, Hcb + C. **** * Qcf, Hcb + A may be either normal or MAX version. * ** On the two times you call Dong Hwan you must back hop before you call him; in order for him to appear at the right distance. * *** You must first jump with BC; After the §; only the second hit of the Qcf x 2 + A must hit; and lastly; the Hcb + B must be deep enough to hit twice. *** **** You must catch the enemy really close to the corner; after Clark grabs you must put yourself behind Clark; facing the corner; the Qcf + A, Qcf, Hcb + C must both hit at the same time; if done correctly the enemy will be stuned; you may do any combo or leave them there so you can win by time, while recovering strikers... **** ----------------------------------------------------------------------- "Anti-K'" Kula Diamond: ----------------------------------------------------------------------- IMPORTANT NOTE: To select Kula you must perform the following code: Put the cursor on Whip, press start. Put the cursor on Vanessa, press start. Put the cursor on Seth, press start. Put the cursor on Maxima, press start. Put the cursor on K', press start. Put the cursot on Random, press start, press up, down. If you do this correctly Kula's portrait will appear under the Random box; I believe that you must exact movements between the portraits; you can not do ramdom moves while inputing the code (like press start on Whip; rotate the control on a few times, press start on Vanessa, that will not work). Her C throw is unescapable. Independent low combos: - cr B; cr A; Upc + C. - cr B; cr A; Hcb x 2 + AC. Independent combos: - cls C; fwd + A; Upc + C. - cls C (1 hit); fwd + A; Qcf + A. - cls C (1 hit); fwd + A; Qcf x 2 + A. * - cls C; fwd + A; Hcb x 2 + AC. Striker low combos: - cr B; cr A; Upc + A, call Syo; Hcb x 2 + AC. - cr B; cr B; cr B; Upc + C, call Mature & Vice; Hcb x 2 + AC. Striker combos: - cls C (1 hit); fwd + A; Upc + A; call Saishu; Qcf x 2 + A. * - cls C (1 hit); fwd + A; Upc + A; call another Benimaru; Hcb x 2 + AC. - cls C (1 hit); fwd + A; Qcf x 2 + A; call Dong Hwan; cls C (1 hit); fwd + A; Qcf x 2 + A. {R} - cls D, call Vanessa; jumping C; cls C; fwd + A; Qcf + A. - Qcf + C; cls C (1 hit); Fwd + A; Upc + C, call Another K'; Qcf x 2 + A. * * Qcf x 2 + A may be either normal or MAX version. * Counter mode combos: - Qcf + C; Qcf x 2 + A. Corner combos: - cls C, call Rocky; Fwd + A; Hcb x 2 + AC; §; Upc + C. - cls C (1 hit); Fwd + A; Qcf x 2 + A, call Dong Hwan; cls (1 hit); Fwd + A; Qcf x 2 + A. - cls C (1 hit); Fwd + A; Qcf + A; call Saisyu; Qcf x 2 + A; Qcf x 2 + A. ----------------------------------------------------------------------- Striker List: ----------------------------------------------------------------------- On this striker list I will list the main properties that I have found on the strikers on the game, many of these properties speak by their selves (may catch grounded enemies, etc.); note that the "hidden" striker may be unlocked with a code submited by Kao Megura's Mini FAQ; it is: *Put yourself on the another striker and input: down, left tree times, right tree times and up. * Projectile property = this feature allows a striker to hit from multi hittings moves; for example from Lin's Upc + C if you call Rugal, Rugal will miss; but if you call Iori, Iori will hit?? Why?, because Iori is a "projectile". Multi Hitting Moves = Move that, when successfuly used "drags" the enemy on the entire move... note that I believe that these where born with AoF; so AoF characters have a good share of this... I will list multi hittings moves later... this is what Kao Megura names "Ranbu" ----------------------------------------------------------------------- K': He jumps in with a weak punch and then does a small slide similar to the block out; this slide must be blocked low; if you called K' while the enemy was on air he will do a really slow Upc + A; both actions leave the enemy vulnerable for you to combo. - The position on where K' comes out depends on where you are; he falls next to you; both actions can hit the enemy on the floor; but it is hard to combo into it; the advantage of this striker is that is quick. Another K': He falls next to you and then goes foward with a wild jumping kick; when he falls on the ground he still can hit, he send the enemy way up on the air... - He takes a lot of time to perform his attacks; but he can hit on the floor and juggle from the floor; he is very effective when the enemy IS NOT cornered; this is one of the best strikers, I must say. Note: Just an alternative outfit for K'; it was a preliminary desing. ----------------------------------------------------------------------- Maxima: He jumps in a do a Qcf + punch attack; if the attack hits; he will change it for a "submition" throw... if the attack misses or get blocked he will do nothing. - He jumps in next to you; he can catch the enemy on the air but not on the floor; this striker is really effective on the corner; you can connect almost anything when Maxima is doing his grab. Rocky: (From Robo Army, early SNK beat 'em up) He runs in from the corner and then he prepares to shoot a fire ball to the enemy; he takes a ton of time to shoot; and that is a good thing for many multi-hitting moves. - He always come out from the corner; it does not matter where you are; his fireball can catch air bounced enemies and produce a big juggle; this is a projectile. Note: The main character of Robo Army was an android called Maxima; it seems that he managed until KoF '99; along with his co-star; Rocky... ----------------------------------------------------------------------- Ramon: He comes in next to you and then; after waiting a moment; he will perform a small combo on the enemy; the good thing is that he may be slow; but perform his combo even if the enemy blocks; unlike other strikers... - The combo has 6 hits and can hit the enemy on floor; the last hit will knock down the enemy and does not allow you to hit them; of course that is not a problem if you put away the enmy from Ramon or use a special throw. Duke Edwards: (From Burning Fight, early SNK Final Fight clone) He walks in from the corner and when the enemy is near to him he will begin to perform his "submarine screw" also know as useless uppercut ª_ª . - AWFULLY SLOW TO come out; he takes a lot of time to walk where the enemy is and he takes even more time to perform his uppercut; but the few beneficts you got is that he is COMPLETELY invincible while performing his UPC, you may also want to know that he can hit on the floor or the air; also, when he hits you can connect with ANYTHING; some moves will usually fail when the enemy is on air (Vanessa's MAX DM; for example); but not after this baby hit... and the MOST IMPORTANT PART... HE TAUNTS AFTER IT!!!; note that he will walk for about 4/5 of one screen, if the enemy is out of reach; he will no longer walk and perform his Upc; and a final note is that he is only invincible while performing his Upc; when he is walking he still can be hit. Neo & Geo: (From Quiz Daisousasen; one of SNK's quiz games) (Hidden) They will come out next to you and then they will make a coundount of 4 seconds with their fingers (3, 2, 1, 0.... BOOM), when the count reachs zero the will explode sending the enemy at the air; just like Duke; you can hit with ANYTHING when they hit. - The explosion can catch grounded enemies and also can catch air bounce enemies; they are totally vulnerable while counting, this is a projectile. Note: I can not see a good relation ship between this character; execpt that all of them are meant for you to laugh at them... THEY RULE!!!!!!! ----------------------------------------------------------------------- Vanessa: She rushes from the edge of the screen and deliver some devastatings punchs on the enemy; note that if the first hit connects she will deliver 5 punches and from the last one you cannot juggle. - If the enemy blocks; she will perform 4 punches and then make a pain gesture with her hands; if the enemy is not hitten by any punch a taunt (like the one from Kim, I don't know how to describe it in English...) and if all of the punches hit she will perform a "show off" taunt; note that Vanessa moves for about one screen; if she does not hit by that time she will punch the air; note that she cannot hit gounded enemies (execpt when they are "sliding" on the floor -being hit with Maxima's Qcb + punch); and on air enemies she will make not many hits; also note that she dashes foward with huge speed. Fio "Phiolina Germi": (From Metal Slug 2, X, 3 or 4) She dives in on top of the enemy and if the enemy is close after the dive she will push him/her juggling him; the dive can catch grounded or air bounced enemies; the push cannot hit grounded enemies. - The dive will always attemp to catch the enemy; if the enemy is far from Fio when she lands she will taunt instead of attacking. Note: Well; Vanessa is, on the surface, a house keeper, but in reallity she is a spy; since Fio is also a spy... ----------------------------------------------------------------------- Benimaru Nikaido: He jumps in a doing his old grab motion; if the attack hits; he will change it for a "submition" throw... if the attack misses or get blocked he will do nothing. - He jumps in next to you; he can catch the enemy on the air but not on the floor; this striker is really effective on the corner; you can connect almost anything when Benimaru is doing his grab. Another Benimaru: He jumps next to you and does an "electric swing" with his punch. - If he is to close; the attack will miss; it can juggle and it air bounced enemies -forget about grounded- on the juggle you have little time to attack; but not as little as Ryo or Fio; this is a projectile. Note: "Tree Lights" Benimaru or "Vilage People" Benimaru. ---------------------------------------------------------------------- Shingo Yabuki: He jumps on a edge of the screen and then runs towards the enemy grabbing their legs... the enemy is totally vulnerable while they are being hold. - Forget about hit grounded enemies or air bounced enemies; also is pretty slow; but if you get an attack that last to long and leaves the enemy on floor *BENIMARU*; then you can use this. Kyoko: (Cosplayer ^_^ ) She does the same action that Kyo 1 or Kyo 2 on KoF '99; that is; coming from the corner with her R.E.D. kick (Rup + Kick) and then she does the Qcf + Kick, Kick attack; but she does that if the initial kick misses; if the initial kick hits she will taunt. - The taunt takes enemy power bar; all of the kicks hit air bounced enemies; but the Qcf + Kick, Kick are the ones that leave the enemy vulnerable. Note: Well; Shingo want to be like Kyo; a cosplayer girl also seems to want that... ----------------------------------------------------------------------- Lin: He comes from the edge of the screen with a flying kick; if it hits he will juggle the enemy. - Forget about hitting grounded enemies or air bounced eenmies; this attack is about priority. Eiji Kisagari: (AoF 2; KoF '95) He jumps in next to you and then vanishes; then suddently appears next to the enemy and does his Qcb + A slash attack. - He travels about one screen distance; if the enemy is not on reach by that time he will leave; note that he products a small juggle and can hit both; air bounced and grounded enemies, this is a projectile. Note: Ninjas of rage. ----------------------------------------------------------------------- Seth: Comes from the corner with a diving kick; that juggles; then he begins to walk foward and when he reachs you he does a powerful ounch that will juggle you again. - The favourite striker of lame people; need no brain to use; high priority and can catch air bounced enemies; in fact his punch is not truly unblockable; that is just one often and nasty bug; many players do it most of the time without noticing (just like with the Vanessa striker). Goro Daimon: He rushes from one of the edges of the screen and if the rush hits he will follow up with a throw (blockable), the throw allows you to juggle from it. - He can catch grounded enemies; but he do not catch air bounced enemies; he runs for about half screen. Note: Both, Goro and Seth are friends of Benimaru. ----------------------------------------------------------------------- "Legendary Wolf" Terry Bogard: He comes from the edge of the screen and then performs a charge; if the charge misses he will do his power geyser; if the charge hits he will perform his another DM. - Dunno about the charge; but the geyser can hit air bounced enemies and grounded enemies; it will also leave room for follow ups, the Geyser is a projectile. Geese Howard: (Fatal Fury 1; Special; 3; RB; RBS; RB2; KoF '96; FFWA) He rushes from the corner with his Jaen ken attack; after this he will taunt; if the enemy is near when he taunt he will throw them; giving you time to land attacls when the enemy is flying. - He advences for about half screen; the first rush also juggles; note that if the enemy blocks the Jaen ken will hit for about 6 - 8 times; and that will not stop him from throwing. Note: Well; on the FF universe Terry is the main good guy; and Geese is the main bad guy. ----------------------------------------------------------------------- Andy Bogard: He falls from the corner with a elbow; after a while he will throw himself foward with his zanei ken; and it can juggle. - The can caught air bounced enemies and the zanei ken takes a lot of time to come out; but he rushes foward a lot; he falls next to you. Billy Kane: (FF 1; 2; Special; RB; RBS; RB2; Kof '95; '97, '98; FFWA) He rushes from the corner with his old Fwd + A attack; then he follows it up with his Upc. - Can catch grounded enemies or air bounced enemies; and if the last hit of the Upc does not hit (the 4 hit) you can hit the enemy again. Note: Well; Andy is second to Terry and Billy is second to Geese (Read Terry's note). ----------------------------------------------------------------------- Joe Higashi: He will jump next to you and will execute his old TNT punches; he can hit grounded enemies as well as air bounced; after a few TNT punches he will use a uppercut to finish them. - Unless you are aiming for some lame infinites; Joe Higashi is a waste; the final Upc will knock away the enemy and will not allow you to hit them; he also is wortless on air bounced enemies. Duck King: (Fatal Fury 1; Special; RB; RBS; RB2; FFWA) He jumps in next to you and perform some break dance moves on the enemy; it can hit grounded enemies and the move itself last a lot. - You must hit as many times as you can while Duck King is hitting; the final attack knocks the enemy down, leaving no more room for any others attacks; note that if you throw this character on the corner; he just can not appear on the corner and he will fall behind you. Note: Well; Duck King and Joe are both friends of Andy and Terry... I can not see any further relationship. ----------------------------------------------------------------------- Blue Mary Ryan: She comes from a corner with her Bk. Fwd + Kick attack; after it she does her old Qcf + Punch throw (Blockble). - The initial kick can hit grounded enemies; but the grab will only work on standing enemies; if the grab hits she will send the enemy way up; for you to punish them. Ryuji Yamazaki: (Fatal Fury 3; RB; RBS; RB2; KoF '97 & '98; FFWA) He rushes in with a punch; then he attempts to grab the enemy (blockable). - The punch can hit air bounced enemies; but the grab does not; but his throw -similar to the one of Maxima or Benimary Strikers- last a lot; even long enough for you to land a Galactica Phamtom. Note: Mary is a detective and Yamazaki is a crook; I can not see any more relationship between them. ----------------------------------------------------------------------- "The Invincible Dragon" Ryo Sakazaki: He comes from the edge of the screen and shoots is good old air fire ball; it can hit air enemies or grounded enemies. - It doesn't matter where you are, Ryo will always shoot the fireball in the same direction.... but it is hard for it to miss... note that when it hits you can only hit the enemy for a brief time, this is a projectile. Kaede: (From Last Blade 1 and 2) He rolls from a edge of the screen and then does his Last Blade Qcb, Fwd + BC DM; note that this action juggles... - It does not matter where you are or where the enemy is; Kaede will always roll the same distance and shoot his attacks... he can hit air bounced enemies and hit hit grounded enemies, this is a projectile. G. Mantle: ("Sponsor" of SNK)(Hidden) He is known as Mask in other games; he will come next to you and then throws flowers on the floor; the floowers hit 3 times. - This action can hit air bounced enemies or grounded enemies; but just like Ryo's fire ball; you can only hit the enemy on a brief time; but in exchange; they will always leave the enemy vulnerable; unlike Ryo's fireball; that must be "well summoned" to do so. Note that; this character was used for TVs comertials of SNK when the company when Neo Geo came out; in order to get the system well know to the public... Nifty!, this is a projectile. Note: acording to SNK Ryo stands as a Dragon as a symbol of his might... so, Kaede being the guarding spirit of the Blue Dragon he should be a Striker for Ryo... the sad part is that Ryo is in fact represented by the Tiger, not the Dragon; SNK is mistaken... G. Mantle where on AoF 2; well, kind of; in one of King's intros she where disguised as G. Mantle; makes loginc since Ryo should hook up with King; according to SNK; but in fact, just as G. Mantle; Ryo Sakazaki has done a TV comertials... one for AoF 2 where an actor impersonating Ryo was driven his bike beating up punks seeking Yuri... Robert and Yuri also are on it... at the ends Robert gets a hug and Ryo gets nothing; as usual. ----------------------------------------------------------------------- "The Raging Tiger" Robert Garcia: He rushes in with a small combo,similar to the one from Ramon striker action; he can hit grounded enemies or air bounced enemies; but he won't hit many times that way. - The combo has 8 hits and can hit the enemy on floor; the last hit will knock down the enemy and does not allow you to hit them; note that if the enemy blocks Robert won't do a thing; and if the player that called him gets it he will only give 3 attacks. Another Robert: He jumps in next to you with a taunt; if the enemy gets close while Robert is taunting he will perform a Upc. - The taunts lowers the enemy power bar and the Upc can hit grounded enemies or air bounce enemies. Note: Another Robert: Just one way of SNK showing how much do they admire Dan. ----------------------------------------------------------------------- King: She comes from a edge of the screen with a silde (can be blocked standing); if the slide miss of get blocked she will "depress"; if the attack hits she will perform her Hcb x 2 + Kick DM and will end on her Upc + Kick attack. - She cannot hit grounded enemies or air bounced enemies and she will will only advance 3/4 of the screen; but the benfict is that you may hit as many times as you want or CAN while she is performing her moves; note that when the move finishes the enemy will still be vulenrable. King Lion: (Savage Reing, Kizuna Encounter) He dashes from the corner like 2/5 of a screen and does his violent "beast blow" attack (combo of 5 hits); this action can give all hits on grounded enemies as well as it can with air bounced enemies. - If the enemy blocks the action gets canceled; if the enemy is out of reach he will perform a punch instead... he does MAJOR damage for a striker; and if it wheren't for the little range; he would be cheap as hell. Nore: King woman and King Lion.... no need of more explanation BTW I love womans that take care of her ties... ----------------------------------------------------------------------- "Mr. Karate" Takuma Sakazaki: He comes from the corner disguised as Mr. Karate and shoots a Haoh Shi Ko Ken attack (Fire Ball DM); you can juggle after it; but just for a moment... - Cannot hit grounded enemies and it is hard to catch air bounced enemies... this is a projectile. Gai Tendou: (Buriki One) He comes in from a edge od the screen; then; after losing some clothes he perfor two powerful kicks... - The Kicks can hit grounded enemies -dunno about air bounced-; and you attack after it; but just for a moment; the initial kick does not share these properties.; he always will comes from a corner. Note: Dunno what's the deal here. ----------------------------------------------------------------------- Leona Heidern: She jumps and then run foward; if the run hits she will prudece an explosion that will juggle the enemy. - She can hit grounded enemies; worthless against air bounced ones... Goenitz: He jumps next to you and after a little while; he pruducts his yonokaze tornado attack; then dissapears. - Similar to Neo & Geo; major slowness; but you can connect with anything after he hits; he can hit air bounced or grounded enemies; note that this striker is not a "projectile"; so it may not hit from some multi hittings moves; and also note that once it hits it is imposible to call him for a few seconds. Notes: Goenitz did have a great effect over Leona's life; I guess you know the history; Huh? ----------------------------------------------------------------------- Ralf Jones: He drops near you and then he hurries foward with a quick and blockable Galactica Phamtom (Qcf x 2 + AC MAX DM) - The drop and the punch hits; the punch can hit air bounced enemies; but you may not hit afterwards. Yashiro Nanakase: He falls next to you and then uses his old Hcb + C attack; but with more hits. - Can hit grounded enemies and air bounced; after his final attack you may not continue to hit. Note: Well; Yashiro seems second to Goenitz and Ralf seems second to Leona (at least on the team select order). ----------------------------------------------------------------------- Clark Steel: He jumps next to you with a kick and then hit you with a grab attempt; (blockable) afterwards he throws you. - Forget about hitting air bounced or grounded enemies. Shermie: She jumps next to you and then she will grab you (blockable); she will leave you vulnerable for a few moments. - She can catch air bounced or grounded enemies; but she will only act on standing enemies. Note: well; Clark seems thrid on the party; same as Shermie (check Leona's and Ralf's notes). ----------------------------------------------------------------------- "Muchiko S.A.L.L.Y." Whip: She jumps and; if the jumping attack hits she will juggle the enemy; if the jumping attack misses she will apply severals whips on the front. - Need to check the succeful jump attack; but the miss jump attack action can catch air bounced enemies; she will always come from the corner. Chris: He will appear from the edge from the screen; if the incoming attack hits then he will slide; if the incoming attack misses he will use his overhead running move (Hcb + B/D). - All of the actions may hit grounded or airbounced enemies; but you may not attack after any of them; he runs for about 4/5 of one screen. Note: Well; all of the strikers of this team seem to be based on the same relationship; so check Leona's; Ralf's and Clark's notes). ----------------------------------------------------------------------- Athena Asamiya: She jumps next to you and after a few moments she will restore a little of your energy; she can hit; but she will not make any damage. - She can be used cowardly if you hide behind her; she has a lot of priority. Athena: (From Athena) She will jump next to you and after a few moments she will use her sword to juggle the enemy. - She can hit grounded enemies and air bounced enemies; but she takes a good time to come out and she won't send the enemy to high, this is a projectile. Notes: Need for an explanation? ----------------------------------------------------------------------- Sie Kensou: He will jump next to you with a quick attack and there is a ramdom chance for him to heal energy to the player. - Can hit air bounced enemies; you may hit after his flying attack. Psycho Soldier Kensou: (From Psicho Soldier) This striker is called "Kensou"; but it says that he is from Psycho Soldier; so I will call him that way; he lands with a jumping attack and then he creates an eerie aura under the enemy; the aura will juggle them. - The initial hit may catch air bounced enemies; but using this striker on anything but a standing enemy is a waste, this is a projectile. Notes: No comments. ----------------------------------------------------------------------- Chin Gentsai: He will come from a corner and then taunts; if the enemy is close by he will kickly throws himself with Upc + A; if the enemy is not close; he will taunt for a while and then he will do the Upc. - Can catch air bounced enemies; but you cannot hit the enemy if the last hit of the Upc connect. Baitang: This bear will come from a corner and then it will roll foward; the deal here is that if he gets blocked he will product "guard crush"; so take benefict of him. - This animal can hit both; air bounced or grounded enemies; but you have no chance of following up; and you surely want the enemy to get his / her guard crushed by him. Notes: Didn't Chin hated panda bears??; besides; except from FFRBS I have no records of any other bear from SNK. ----------------------------------------------------------------------- Bao: He rushes from the corner and then shoots a fire ball. - Both of the actions may catch grounded and air bounced enemies; but you may not hit afterwards, this is a projectile. Kaoru Watabe: She appears next to you; and after a few moments she will run wildly towards the enemy to push them; if she hits; she will produce a small juggle on the enemy; if she gets blocked she will guard crush the enemy; in any event she will raise your power bar a little after the slam. - May catch air bounced enemies; she also runs a good distance. Notes: Newer fans of the Psycho Soldiers?? no?? then I am lost... ----------------------------------------------------------------------- Mai Shiranui: She will come from the corner with a quick attack; if she hits she will perform a Upc attack with her fans (the" EX Mai" Special Qcf x 2 + A/C from '98); after a few hits she will pounce the enemy on the floor. - She may catch grounded enemies and air bounced ones; you cannot hit after the last hit; but you may attack as many times as you can before she does that; if the initial attack misses she will restore some power bar instead. Chizuru Kagura: She will appear next to you and then she will dance; the last move of the dance can hit but does not damage; after the dance she will restore life bar on you. - She can hit air bounced enemies or grounded; but that is what you really want?? -she does no damage and leave no room for follow ups- Notes: They have been "leaders" of the gals team on some ocations; but I can not see any further relationship. ----------------------------------------------------------------------- Yuri Sakazaki: She will come from the corner with her Upc DM; if she does not hit she will cheer for you; restoring some power bar; if her Uppercuts hit the enemy she will still add a little of bar to you at the end of her move. - She may catch grounded enemies and air bounced; she also leaves the enemy vulnerable; the only catch is that she goes only for about 2/5 of one screen. Nakoruru: (From Samurai Showdown 1, 2, 3, 4 and Warrior's rage 2; maybe even Warrior's Rage 1 and SS64). She jumps next to you and she will restore a little of your energy; she can hit; but she will not make any damage. - She can be used cowardly if you hide behind her; she has a lot of priority; if you call her doing certain actions she will not heal; but there are certain actions tha won't cancel her action... maybe are the standing ones, than again; she still heals if you call her from Ryo's Upc... who knows. Notes: They are both old?? no? They are both the first cute SNK girls? No?? I got no clue. ----------------------------------------------------------------------- Kasumi Todoh: She jumps next to you with a kick; then she will taunt lowering the enemy power bar; if at the begining of the taunt the enemy is near her she will throw them (blockable). - After the throw you may attack afterwards; she can grab air bounced enemies; but she cannot hit them with the initial kick. Li Xiangfei: She will come next to you and will taunt lowering ALL of the enemy power bar; it does not matter if the are in MAX. - If you want not the enemy to cheap you with that darn armor mode; then this is your choice. Unknown: (From AoF 1) (Hidden) He will jump next to you with a kick and then he will throw Kasumi's Qcf + A / C; but in the AoF version. - The kick will hit air bounced enemies and the Kasanate will hit grounded and air bounced; after the Kasanate you may hit the enemy, the Kasanate is a projectile. Notes: The most spirited girls of the AoF and FF sagas; they where also both the new characters on KoF '99. Unknown is Kasumi's father Ryuuhaku Todoh. ----------------------------------------------------------------------- Hinako Shijoh: She will jump next to you and then she will perform her Qcf + C attack you may not attack after this action. - She can catch air bounced enemies and I have seen her catch grounded ones; but it is most unlikely; because she will only do it from the "slide" knock down (being hit with Kula's Qcb + A/C). Lilly Kane: She runs from the corner and then she cheers for you; restoring a big quantity of power bar. - Nothing special here. Notes: Both cute blonde girls?? No?? ----------------------------------------------------------------------- Kim Kaphwan: He flies from the corner and then he throws himself with his air Qcf + D; if the attack hits he will change it for his old Kusajin finisher; this attack juggles the enemy. - Forget about hitting air bounced or grounded enemies. Kim Sue Il: (From Kizuna Encounter) He will come from the corner with a rush; if the attack hits he will follow it up with his hienzan. - Can hit air bounced and grounded enemies; but he does not advance that much; you can hit after he hits. Notes: Kim Sue Il is based on Kim Kaphwan; in fact; I believe that he is his grandson. ----------------------------------------------------------------------- Chang Koehan: He will come fling from the corner, using his Qcf x 2 + A DM. - He can hit air bounced or grounded enemies; but you may not hit after he attacks. Kim Dong Hwan: (From Garou: Mark of the Wolves) He will jump next to you with a fling kick; if the attack hits he will follow up with his Qcf + D attack from Garou; but unlike Garou; you may block this standing. - If the first attack misses he will taunt instead; lowering the enemy power bar; he can catch air bounced enemies and grounded enemies; You may hit after his second kick. Smart Chang: (Hidden) He will come with a strong attack; and then he will go where the enemy is while spinning his ball; and will end with a strong attack. - He will always come from the corner; he may catch air bounced enemies or grounded; but you may not hit after the last attack. Notes: Kim Dong Hwan is the older son of Kim; Chang his the older crook under his care. What??? Chang is already smart :) ----------------------------------------------------------------------- Choi Bounge: He will fall next to you and begin taunting; wich lowers the enemy power bar; if the enemy comes close he will use his dn. up + A tornado; but he will fly of the screen. - He can catch air bounced enemies; and you can hit before he gives 3 hits; not after the third. Kim Jae Hon: (From Garou: Mark of the Wolves) He will come from the corner with his own version of Kim's bk. fwd + D; you can hit after the first attack; but not after the second one. - He may catch air bounced or grounded enemies. Cool Choi: He will come from the corner using furious slashes; after 4 of them he will taunt and leave. - You can hit while he is giving his slashes; and you can hit after the last one; this striker can hit air bounced or grounded enemies. Notes: The younger son of Kim; the younger crook under his tutelage. What??? Choi is already cool :) ----------------------------------------------------------------------- Jhun Foon: He will come from the corner dashing; if the dash miss he will use his dn, dn + B, up + C move (Must be blocked standing; if the dash hits he will use his dn. up + C instead. - He may catch air bounced enemies; you cannot hit after the last attack; so you better hit as many times as you can before that last hit; this is only of the dash hits. Kang Baedal: (Inspired on the main character of Fight Fever) He will jump next to you and will throw two tornados; after the second you may hit the enemy; but only for a brief time, this is a projectile. - He can catch air bounced and grounded enemies. Notes: Well; two taek won do figthers; I can not see beyond this. ----------------------------------------------------------------------- Kyo Kusanagi: He will come next to you and after a few moments he will perform his Qcb; Hcf + AC MAX DM. - The "fire defense" at the begining of the DM may hit air bounced and grounded enemies; the rest of the DM may only hit air bounced enemies; after this action you may attack, this is a projectile. Sho Kirishima: (A initial desing of Kyo before KoF '94) He will come from the corner with a devious headbutt; if the attack connect he will perform a vicious punch on the enemy; sending them to the air. - If the headbutt fails he will perform a taunt instead; lowering the enemy power bar; he can catch air bounced enemies. Saisyu Kusanagi: (From Kof'95 & '98)(Hidden) He will jump next to you; if the enemy is on the ground he will perform his Yamibarai attack (fire ball); if the enemy is on air he will use his oyinaki instead (Upc + C). - After any of the actions you can hit; the Upc may only catch air bounce enemies; but the fireball will catch air bounced and grounded enemies; after any of these actions you may hit the enemy, the Yamibarai is a projectile. Notes: Obvious relationship. ----------------------------------------------------------------------- Iori Yagami "Yasakani": He will dash from the corner and throw a Yamibarai (Qcf + C); if the proyectil hits the enemy will be thrown in the air. - After the initial dash you cannot attack; but after the fire ball you can attack; the dash can hit air bounced enemies; but the Qcf + C can not hit any of them; after the Yamibarai hits there is left a puddle; but unlike KoF '99; that can not hit anyone, the Yamibarai is a projectile. Mature & Vice: (From Kof '96 & '98) They will come next to you with a kick; afterwards they will use their Hcf + B attack. - They come out ramdom; either Mature or Vice; the effectiveness of the striker does not change on who is out; the Kick can hit air bounced enemies; the move can hit grounded and air bounced enemies; after the kick you may not attack; but after the Hcf + B you can. Another Iori: (Hidden) He will jump next to you with his bk + B; but the kick will be aiming foward; after it he will use his Upc + B attack from '98. - The initial kick may not air bounced enemies nor grounded; but the flame attack will hit air bounced and grounded enemies. Notes: Nothing to explain here. ----------------------------------------------------------------------- Candy: She will come from the corner with a spining kick attack. - May catch air bounced enemies; if the first kicks (the sweeps) hits you can not hit the enemy; but if the spining kicks hits you can hit. Foxy: She will come from the corner; if the enemy far away she will throw her fingernails to you; and if the enemy is close she will perform a Upc. - Both actions may catch air bounced enemies; after the shoot you can hit; but just for a brief time; after the Upc you can not attack, this is a projectile. Rugal Bernstein: (From KoF '94; '95 & '98) He will jump next to the enemy and after a while he will perform his Genocide cutter; note that if the enemy is next to him he will do his Upc without waiting to much; but if the enemy is far he will take a little more time to do the move. - May catch air bounced and grounded enemies; you can attack after his Upc. Notes: Candy and Foxy work with Kula; and Rugal is a Mad man; just as the NESTS crew (maybe not Kula). ----------------------------------------------------------------------- Seiyuus: ----------------------------------------------------------------------- * Don't quite rember how was spelled... * As I always like to do; I will now enlist the voice actor present on the game; now... if I only would have the knowledge to add the speeches as well... K' Yuuki Matsuda. Maxima Katsuyuli Konishi Vanessa Kaori Minami Ramon Eiji Takemoto Benimaru Monster Maeduka Shingo Takehito Koyasu Lin Takaya Kuroda Seth Hidetoshi Nakamura Terry Satoshi Hashimoto Andy Keiichi Nanba Joe Noboyuki Hiyama Mary Harumi Ikoma Ryo Masaki Usui Robert Mantarou Koichi King Harumi Ikoma Takuma Eiji Tsuda Leona Masae Yumi Ralf Monster Maeduka Clark Yoshinori Shima Whip Shiho Kikuchi Athena Haruna Ikezawa Kensou Eiji Yano Chin Tosikazu Nisimura Bao Kanako Nanako Mai Akoya Sogi Yuri Kaori Horie Kasumi Masae Yumi Hinako Ayako Kawasumi Kim Satoshi Hachimoto Chang Hiroyuki Arita Choi Kazuya Ichijo Jhun Monster Maeduka Kyo Masahiro Nonaka Iori Konihiko Yasui Zero Kinta Futogane Kula Yumi Kakazu Duke/Baedal Eiji Takemoto Fio Kanako Morizumi Cosplayer Kyoko Haruna Ikezawa Eiji/Goenitz Yoshinori Shima Daimon Mazaki Usui Geese/Duck Kong Kuwata Yamazaki Kouji Ishii Billy Atsushi Yamanishi Kaede Kouji Suitsu Tendou Nobuyuki Hiyama Yashiro Makoto Awane Shermie Hazuki Nishikawa Chris Rio Ogata Kaoru Ayako Kawasumi Nakoruru Harumi Ikoma Xiangfei Mami Kingetsu Lilly Yumi Kakazu Sue Il Yoshiaki Fujita Dong Hwan Jun Mashimoto Jae Hoon Hiroki Asakawa Syo Mitsuo Iwata Neo & Geo/G. Mantle Hiroyuki Harita Mature Hiroko Tsuji Vice Masae Yumi Rugal Toshimitsu Arai Unknown Akira Goto Saisyu Keiichiro Sakagi King Lion Katsuhisa Nakatsuka Foxy Haruna Ikezawa Diana Kaori Minami *** !!! DIANA???!!! it is from Kula's moves or it is another striker?? Kao's Mini FAQ list that there it was 8 known extra strikers, and there should be 9... maybe this one... *** Nothing to do with it; but there are some characters with 3 colors; not only two; these extra colors are selectable by pressing CD or AB at the same time.... these are: K', Benimaru; Terry, Mary; Ryo; Whip; Mai; Kensou; Choi; Kyo. Also a side note; but the man responsible for the awsome art work of this game is called Hiroaki; under his work we could also see the games Fatal Fury Wild Ambition; Buriki One and some cards of Snk vs Capcom: Card Fighters Clash Expansion Edition... the cards are (S class) Buriki One Ryo Sakazaki and Art of Fighting 2 Geese Howard... This guy is GOOD. ----------------------------------------------------------------------- Victory poses and Intros: ----------------------------------------------------------------------- On this version of KoF; every character has 2 victory poses and one special victory pose when you defeat a certain enemy; some characters have their special victory pose that is the same that one of the ones you can pick... that is a darn shame. Note that if you win by KO you can pick victory pose and if you have beaten a victory pose enemy you will see that victory pose; but if you win by time you can not pick your pose; what is worst; if you win by time a victory pose enemy there are ramdom chances that you will see a normal victory pose instead of the special... too confusing?? I am not myself at this time... most poses are pickable by holding B or C; except the special ones; that are automatically triggered. - Special Victories poses: K' = Over Kula Ramon = Over K' (dialog change) Vanessa = Over Seth Benimaru = Over any gal Shingo = Over Kyo Lin = Over Benimaru Seth = Over Vanessa Mary = Over Terry Ryo = Over Yuri, Robert or Takuma Robert = Over Yuri, Ryo or Takuma King = Over Ryo, Robert, Takuma or Yuri Takuma = Over Ryo, Robert or Yuri Leona = Over Leona, Ralf, Clark or Whip Whip = Over K', Maxima or Kula Athena = Over Kensou Kensou = Over Athena Yuri = Over Ryo, Robert or Takuma Kasumi = Over Ryo, Robert, Takuma or Yuri Kula = Over K', Maxima or Whip - Special Intros: K' vs Maxima Maxima vs K' Ramon vs Zero (Dialog, add few words -I think- ;P) Vanessa vs any Gal Shingo vs Iori Terry vs Mary Andy vs Mai Joe vs Andy or Terry Mary vs Terry Ryo vs Robert, Yuri or Takuma Robert vs Ryo, Yuri or Takuma King vs Mai, Kasumi or Yuri Takuma vs Ryo, Robert or Yuri Leona vs Ralf, Clark or Whip Ralf vs Ralf, Clark, Leona or Whip Clark vs Ralf, Leona or Whip Whip vs Ramon, Maxima, K', Leona, Ralf, Clark or Zero Athena vs Kensou Kensou vs Athena Chin vs Athena, Kensou or Bao Bao vs Athena, Kensou or Chin Mai vs Andy Yuri vs Ryo, Robert or Takuma Kasumi vs Ryo, Robert or Takuma Hinako vs Yuri, Kasumi or Mai Kim vs Jhun Chang vs Choi Choi vs Chang Jhun vs Kim Kyo vs Iori Iori vs Kyo Iori vs Shingo Kula vs Maxima, Whip or K' (only if Kula is the first character, dialog change) Kula vs Zero Zero vs Maxima, Whip, K' Zero vs Kula * These are mainly from memory, so mistakes may have been inserted; I will have to inquire later. * ----------------------------------------------------------------------- Guard Crush Data: ----------------------------------------------------------------------- Well; what is this -you may be asking-; well every attack of the game "damages" the guard in some way... while some do 0 % (Andy's df + A) and others do 100 % (Jhun D in his A technique)... here now I have included the attacks that damage the most the guard of your character; when looking at this chart; remember: - 100 % means Guard Crush. - Direction more moves like Fwd + A are calculated individually; if you combo the attack the value will change. - The enemy recovers 2 % of guard per second; of he is not under attack (may they be blocked or successful). - Every time the enemy gets his Guard Crush they return to 100 %. - In some weird cases; the Guard Breaks at 96 %; I cannot explain this. - Moves that seems to break your guard like Zero's cape Upc do -in fact- break your guard thus the % returns to 100. - Most pf the values have been kept since KoF '97. This data is not as useful as it sound; for about 20 matchs in 2 or 3 I have attained victory due to a very important Guard Crush... after all; you DO NEED the enemy to be blocking. I do not expect for you to learn the percentages; but to remind: "with my favourite character I should jump with C instead of D, when the enemy is blocking"; by all means; this may help in some advanced levels but it is not that important; as I am now tired of saying. ----------------------------------------------------------------------- K': cr C = 14 % jumping C = 11 % CD = 09 % far D = 13 % (Qcf + A; Fwd + D does for about 20%; but since is hard to connect and some characters may duck it; I rather not include it) ----------------------------------------------------------------------- Maxima: far C = 11 % cls D = 17 % cr D = 11 % Hi jumping front C = 10 % ----------------------------------------------------------------------- Ramon: far D = 14 % far C = 11 % (his CD does 14 % but I left it out because it may put you in a very risky position). ----------------------------------------------------------------------- Vanessa: CD = 13 % ----------------------------------------------------------------------- Benimaru: far C = 11 % jumping C = 08 % Fwd + B = 11 % ----------------------------------------------------------------------- Shingo: cls D = 13 % far D = 13 % cr C = 13 % Hcf + B/D = 17 % ----------------------------------------------------------------------- Lin: far D = 10 % ----------------------------------------------------------------------- Seth: far C = 17 % cr D = 09 % CD = 13 % ----------------------------------------------------------------------- Terry: cr C = 14 % far C = 11 % Qcf + A = 11 % Qcf + C = 13 % Qcb + A/C = 11 % ----------------------------------------------------------------------- Andy: cr C = 17 % cr D = 10 & jumping CD = 10 % Qcb + A = 11 % ----------------------------------------------------------------------- Joe: far D = 17 % close D = 13 % CD = 14 % jumping C = 11 % df + B = 14 & ----------------------------------------------------------------------- Mary: cr C = 10 % far D = 14 % jumping C = 10 % Qcf + A/C = 14 % ----------------------------------------------------------------------- Ryo: cr C = 14 % cls D = 14 % far D = 14 % High jumping D = 10 % Fwd + A = 11 % Qcf + A/C = 11 % Qcb + A/C = 11 & (each hit) ----------------------------------------------------------------------- Robert: far D = 11 % cr C = 11 % cr D = 14 & CD = 14 % jumping C = 10 % Fwd + A = 14 % bk. fwd + C = 14 % (A version is 13 %) bk. fwd + B = 10 % (each hit) ----------------------------------------------------------------------- King: cls D = 05 % (each hit) cr C = 14 % jumping D = 11 % Qcf + D = 08 % (each hit) ----------------------------------------------------------------------- Takuma: cls C = 17 % cr D = 13 % front jumping D = 09 % Fwd + A = 10 % Qcf + A/C = 11 % ----------------------------------------------------------------------- Leona: cls D = 08 % (each hit) ----------------------------------------------------------------------- Ralf: far C = 17 % cr C = 14 % cls C = 13 % jumping C = 13 % air Qcf + C = 14 % ----------------------------------------------------------------------- Clark: Fwd + B = 17 % ----------------------------------------------------------------------- Whip: cls D = 11 & hi straight jump D = 13 % ----------------------------------------------------------------------- Athena: cr C = 13 % far D = 11 % Qcb + A/C = 10 % ----------------------------------------------------------------------- Kensou: cls C = 14 % jumping C = 11 % Qcb + A = 05 % (each hit) ----------------------------------------------------------------------- Chin: cr C = 11 % far D = 09 % jumping D = 11 % Qcb + A = 11 % ----------------------------------------------------------------------- Bao: cr C = 17 % CD = 11 % air dn + B = 13 % air dn + A = 11 % ----------------------------------------------------------------------- Mai: cr C = 14 % cls D = 13 % far D = 14 % jumping D = 10 % df + B = 07 % (each hit) Qcb + A/C = 09 % (each hit) ----------------------------------------------------------------------- Yuri: cr C = 10 % cr D = 10 % Fwd + A = 10 % Qcf + A/C = 10 % Hi straight jump D = 14 % ----------------------------------------------------------------------- Kasumi: cr C = 10 % cls C = 10 % cls D = 10 % far D = 13 % far C = 14 % jumping D = 14 % ----------------------------------------------------------------------- Hinako: cr C = 14 % cr D = 14 % CD = 17 % jumping C = 10 % jumping CD = 10 % ----------------------------------------------------------------------- Kim: cls D = 07 % (each hit) cr C = 10 % far C = 10 % jumping C = 11 % ----------------------------------------------------------------------- Chang: cls D = 11 % far C = 13 % jumping D = 13 % bk. fwd + A/C = 17 % ----------------------------------------------------------------------- Choi: far D = 10 % CD = 17 % jumping D = 11 & Fwd + B = 14 % ----------------------------------------------------------------------- Jhun: far D = 10 % jumping C = 13 % dn, dn + A, D = 100 % ----------------------------------------------------------------------- Kyo: cls D = 14 % cr C = 14 % far D = 13 % air dn + C = 11 % Qcf + C = 10 % Qcf + A, Qcf + A, D = 13 % (each hit) ----------------------------------------------------------------------- Iori: cls D = 13 % jumping C = 13 % Qcf + A/C = 13 % ----------------------------------------------------------------------- Kula: cr C = 17 % far C = 11 % jumping C = 10 % ----------------------------------------------------------------------- Note that this board has been created using this formula: Hitting % = [1/numbers of hit that produces Guard Crush] x 100 I just thought that I would share that with you... I do wonder if Eolith has changed the values... I also wonder how is the damage chart for the strikers... but I am not that willing to do it... at least not now. ----------------------------------------------------------------------- Overall: ----------------------------------------------------------------------- Now it not as pitiful; is it?? Well; and if there is ANY more contributions they will be added. Many things need to be fixed, just be patient... eventually this will become more decent; though now I can say it has some shape; a good sized shape... this Guide now features 675 combos. ------------------------------------------------------------------------ Thanks: ------------------------------------------------------------------------ I mostly have no mail of the people I got to thank; but: (they are in no particular order) "El Loco" Hannibal Lecter: This fiend convinced me to write this FAQ. Rid_Hershel: He uploaded the Guide to Gamefaqs.com when fate did not allowed me to. Kao Megura: This other fiend inspered me to writte FAQs; also many info on the movelist of characters; natural credit for providing a basic movelist when no one else did. Chupiler: Just a nice fellow... FAQ writter also, I got how to correctly writte Dong Hwan from his GMOW FAQ; inspiration purposes also, so thanks granted. Juan: For being insane and that's very important. Ryoandr: Contributions on Iori and others. Holiday: Contributions on Leona. Zyzyfer: Contributions on Iori. Crancky: Contributions on Seth, Terry, Takuma, Clark, Kim and Jhun Contributions on K', Ramon, Kyo and Iori. Time Mage and Game Type magazine: Time Mage it is no way related to the magazine... but he did enthrusted me with some info that was on it; the one that describes Mask/ G. Mantle origin... Mad Man's Cafe http://www.mmcafe.com: Just nice fellows; here is from where I did get some contributions. AoF: I love those games (ª_ª); they also enhaced my imagination and creativity a lot; specially the third one. SNK: For being back in business and doing AoF, FF and KoF games; to name a few. On line combo videos sites: I have got some crontibutions from an unknow -for me- video site; instead of thanking no one; I rather thank all of them. BTW I can be usually found at the MMcafe bbs (I check it at least twice a week); questons, cotributions or anything can be done there. "Hey!! You are not up to Dodge Ball!!"