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             Li XiangFei Guide: King of Fighters 2001
                          Version 2.0
                          March 2004
           Copyright fabian ([email protected]) 2004

    The King of Fighters 2001, all of the trademarks, characters
    or anything related are trademarks and copyrighted ownership
   of Eolith and Playmore 2001-2003. As of 2004, the copyrighted
            ownership belongs to SNK Playmore 2004.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

::: FRONT END :::
This "Li XiangFei Guide: King of Fighters 2001" is the original work of
Fabian Davy ([email protected]). The copy that you are reading now can
originally be obtained from www.gamefaqs.com.

For future requests of posting my guide, I have decided to review my
posting policy. From October 2003, any web-masters or individuals who
wish to include my guide in their web site and have obtained my
permission to do so, can freely distribute this guide as long as it is
not used for any commercial gains. Bear in mind though that this can
only be done after asking for permission from me by e-mail. The
information here is highly prohibited to be published in any paysites
or game magazines or anything else that is money driven/oriented whether
directly or indirectly. Reproduction of this guide in any form is also
not allowed as long as it is for your own personal use. No alteration
or modification of any form is allowed to the original document. However,
you are allowed to use the contents of this guide without informed
consent by acknowledging me in the credits as well as where did you
obtain my guide (which version, etc.). This rule however assumes that
you are not plagiarising this document. In short, proper referencing
please!!!!

If you wish to publish this guide in your site, you can do so by send-
ing me just a simple email informing me of your intention. I am not
going to send you the guide by email. In case of any new updates, just
check the GameFAQs.com pages to download the new version. I am allowing
this because I do lost track of time when I am checking my email (since
that I don't have a home internet connection) and it can take me days
or even weeks to respond.

My point is: Don't plagiarise. It took quite an effort to produce this
guide. Why pirate it when it's already free. I know you are wise to
make the decision. My trust is with you.

=======================================================================
CONTENTS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

[1.0]   Introduction
[2.0]   Changes from KOF '99
[3.0]   Game Controls
[4.0]   Movelist Shortcuts
[5.0]   Normal Attacks
[6.0]   Throws
[7.0]   Command Moves
[8.0]   Special Moves
[9.0]   Desperation Moves
[10.0]  Super Cancels
[11.0]  Independent Combos
[12.0]  Movelist Properties
[13.0]  Battle Notes
[14.0]  Post Battle Quotes
[15.0]  Suggestions
[16.0]  Tid Bits
[17.0]  Acknowledgement

=======================================================================
[1.0] INTRODUCTION ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

   Li Xiangfei is an intermediate level character, which means she
needs getting used to before she can be used effectively. Her attack
priority and overall damage is average so she is not the typical bash
-and-run friendly character. Playing as XiangFei is more about speed,
timing and combo. You need to get close to the opponent to inflict
damage because that's the range in which her combos connect best, long
range attacks such as her uppercut ram (Tenpou Zan) and semi projectile
burst (Nanpa) has terrible recovery if not paired with other attacks.
Most of her Special Moves require a certain timing to execute due to
start-up delay and specific attack-animation frame, difficult to grasp
in the beginning but becomes deadly once the potential is realized.
If there's one good thing about her, then it would be speed. With this
speed advantage, she plays very well at close range, with hardly any
lag for almost all of her ground Normal Attacks. Well, that can be a
bad thing if your hands are not that fast: she recovers very fast and
combo chains can easily break because of this.

   You most probably will add XiangFei in your team line-up for added
challenge. Which is a good thing because playing as her can be a good
practice for learning fast-paced combos and linking cross-up attacks
(air-to-ground). All of her normal attacks are singular hits, unlike
other characters that have at least one default (usually close) standing
attack that hits twice. This makes it a bit harder to connect single
attacks or special moves together, another challenge in combo. Since
that she possess almost all forms of moves in KOF: anti-air, projectile,
unblockable grab, follow-up moves, and counters, choosing her in your
team means a lot more of strategies to choose from. Now you know why she
she is an immediate character.

   If you need any help in knowing more about advanced features of the
game such as what is a 'Wire Attack' or what is a 'Counter hit', then I
suggest that you read the general FAQs first to know first hand the basics
and terminology of the game's fighting engine. I used to explain a lot
about these in the earlier revisions of my guide but decided to skip and
scrap it all together because I prefer to focus on an individual character.


Name               : Li Xiangfei

Date of Birth      : May 25th (17 years old in '99 so should be
                    19 years old in 2001)

Height             : 160 cm

Weight             : 45 kg

Fighting Style     : Chinese Martial Arts

Teams              : 1999 (King, Mary, Kasumi, XiangFei)
                    2001 (King, Mai, Hinako, XiangFei)

Plus Points        : Very fast fighter. Amazing close-up combos which
                    is even easier due to a new button press for the
                    Chou Pai-Long DM. Very applicable Super Cancels
                    that link superbly in combos. High priority
                    Majinga DM.

Minus Points       : Low damage DMs that can be made even worse if
                    strikers are involved. Most moves require follow
                    ups that are not comboable. Esaka is a nightmare
                    special that brings more trouble doing. Low
                    priority attacks. Unworthy striker combos due
                    to severe reduction in damage.


=======================================================================
[2.0] CHANGES FROM KOF '99 ::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: CHOU PAI-LONG :::
+ Chou Pai-Long is now a three-part DM with a new button pressing
 execution style. It takes some time to learn the new presses (note
 that I didn't use the word 'motion') but the effort is worth it.
+ The move has better start-up than in '99 and it has been added with a
 wire effect for the final hit. An improved DM!!!
- But... you can no longer perform the ending taunt by pressing any
 button because it has been removed!!!

::: MAJINGA :::
- Instead of using the punch button, doing the DM/SDM in KOF 2001 now
 utilises the B/D buttons. Weird to me because Majinga is a palm attack
 or grab attack.
+ Startup has been improved and connectivity/grab factor is much better.
+ Very rarely, the SDM version can blow an outstanding 2001 hits that
 sucks 60% out of the life bar!!!

::: ESAKA :::
-  This move is now a reversal attack with a twist. Instead of doing it
  and anticipating attacks, you anticipate attacks and perform the
  button presses.
-  The problem is the coming attacks must be countered very precisely.
  You press the A button and either complement it by pressing Up,
  Forwards or Down directions to counter air/jumping, ground or
  crouching attacks. This is very hard to do because you cannot really
  guess where the attacks are coming.
-  Yes, it still has the autoguard property but the difficulty of
  doing this move takes out much of the fun.
+  The damage is very good though, inflicting about 30% of total life
  bar.

::: Jumping Attacks :::
=  A few frames of her original Jumping attacks have been swapped with
  each other. For example her Jumping Forwards B and D attacks are
  actually the jumping (upwards) attacks in '99. These frames didn't
  disappear however since they can be done by performing a small jump
  and pressing the respective buttons. Is this a bad move? Quite
  possibly because the original attacks point downwards which makes a
  better air-to-ground cross-up attack.

::: Striker Attack :::
+  No more "B-D-B-D-B..." taunts. XiangFei is actually one of the best
  strikers this year and yes she will hit you!!!

=======================================================================
[3.0] GAME CONTROLS :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

As applicable to this guide

::: DIRECTIONS :::

Facing right:


  ub    u    uf        f = Forward     u = Upward
    \   |   /          b = Backward    d = Downward
     \  |  /
b ----- + ----- f     df = Down Forward
     /  |  \          db = Down Backward
    /   |   \         uf = Up Forward
   db   d    df       ub = Up Backward


qcf     =  Quarter Circle Forward  : Down, Down Forward, Forward
qcb     =  Quarter Circle Back     : Down, Down Backward, Backward
hcf     =  Half Circle Forward     : Backward, Down Backward, Down,
                                    Down Forward, Forward
hcb     =  Half Circle Backward    : Forward, Down Forward, Down,
                                    Down Backward, Backward
dp      =  Dragon Punch            : Forward, Down, Down Backward
rdp     =  Reverse Dragon Punch    : Back, Down, Down Backward
ff/bb   =  Dash/Step Back          : Forward or Backward twice

START   =  Taunt

A       =  Light Punch
B       =  Light Kick
C       =  Strong Punch
D       =  Strong Kick

AB      =  Roll (press backward/forward to determine direction)
       =  Safe Landing (press when thrown, right before touching ground)
       =  Slide Cancel (When blocking, press backward or forward and
          press AB. Use one power stock)
BC      =  Summon striker
CD      =  Knockdown move (press C and D together)
       =  Guard Cancel (press CD when blocking. Consume 1 power stock)

=======================================================================
[4.0] MOVELIST SHORTCUTS ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

===THROWS==============================================================
Kadoma                            |  Close, f/b + C                   |
Ryokuchi Kou'en                   |  Close, f/b + D                   |
===COMMAND=============================================================
Sou Shouda                        |  f + A                            |
Kyuuho Kousentai                  |  f + B                            |
Fukuho Kousentai                  |  df + D                           |
===SPECIALS============================================================
Nanpa                             |  qcf + A/C                        |
Tenpou Zan*                       |  f, d, df + B/D                   |
Esaka*                            |  Opponent attacks, A then f/u/d   |
Banhaku Kou'en                    |  Close, hcb, f + A/C              |
- Esikupo*                        |  after Banhaku Kou'en, qcb + A/C  |
Senri Chukou                      |  qcf + B                          |
- Kankuu                          |  after Senri Chukou, qcf + B      |
Senri Chukou: Shinsaisa           |  qcf + D                          |
===DESPERATION MOVE====================================================
Chou Pai-Long (DM)                | AC, b, df + C, b + C              |
-----------------------------------------------------------------------
Dai Tetsujin  (DM)                | qcf, hcb + B/D                    |
             (SDM)               | qcf, hcb + BD                     |
-----------------------------------------------------------------------
Majinga       (DM)                | hcb, hcb + B/D                    |
             (SDM)               | hcb, hcb + BD                     |
=======================================================================

DM  : Desperation Move
SDM : Super Desperation Move

* First hit of Tenpou Zan is Super Cancellable to DMs.
* Standing and Crouching Counter of Esaka is Super Cancellable to DMs
 as it hits.
* Esikupo is Super Cancellable to DMs as it hits.


=======================================================================
[5.0] NORMAL ATTACKS ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
[Cancellable] : Cancellable to Special Moves or Desperation Moves.

-----------------------------------------------------------------------
A
-----------------------------------------------------------------------
:: Stand A ::                                             [Cancellable]
XiangFei thrusts forward with both of her hands.
* It yields two hits when it connects. The first hit can be cancelled
 by any Command, Special or Desperation moves.
* This move has very short range but comes out quickly. Great for close
 range combos if you are quick with the fingers.

:: Stand A (close) ::                                     [Cancellable]
A quick hit to the head with the elbow.
* Functions almost as Standing A with the same speed. Combo material.

:: Crouch A ::                                            [Cancellable]
XiangFei delivers a quick punch to the groin.
* Speed is once again the best quality of this move.
* Like Standing A and Crouching A, connects flawlessly for combo
 delights.
* This move can combo into itself but each times it hits, the opponent
 will be pushed away a bit.

:: Jump A/ Jump Forwards/Backwards A ::
XiangFei jumps in with a thrusting palm attack.
* This move can be used as a cross-up attack but the range is very,
 very limited: making it very hard to pair with other ground
 attacks unless you are close enough.

-----------------------------------------------------------------------
B
-----------------------------------------------------------------------
:: Stand B ::
XiangFei spins herself backwards while delivering a waist length kick.
* This move has some recovery problem especially associated with XiangFei
 turning her body. Despite of that, if the kick hits the opponent,
 he/she will be pushed a bit, giving ample time to recover.
* While this move is almost as quick as what you expect a B attack would
 be, it is uncomboable to any moves. This makes it almost useless in
 my opinion.
* The recovery is not cancellable. Use this move at your own risk.

:: Stand B (close) ::                                     [Cancellable]
XiangFei kicks the opponent with her knee with one arm extended.
* This move function almost similarly as the Standing A (close) because
 of the quick startup and recovery speed. Comboable to many moves.
* This probably be the best ground attack after a jumping attack (cross
 -up). The hit delay is not as quick as Close A so you can time your
 combo.

:: Crouch B ::
Using one hand to balance herself as she kneels down, XiangFei delivers
a quick kick using the tip of her shoe.
* Rather useless because while the range is quite OK (for XiangFei
 standards, that is), it is non cancellable which means uncomboable.
 This is not even good enough as a poking attack.

:: Jump B or Jump Forwards/Backwards B ::
XiangFei deliver a strong kick forward as she jumps.
* The range of this move is rather good, but as it attacks horizontally,
 it is meant more as anti air attack and less a cross-up.

:: Jump B or Jump Forwards/Backwards B ::
As XiangFei extends her two arms to the sides in mid-air, she uses her
leg to deliver a downward kick.
* To do this move, just jump upwards about 1/3 of the screen height. The
 main function of this move is to connect it with ground attack.
* The height of jump needs to be very short, a very rarely used move
 due to the tendency to do high jumps instead.

-----------------------------------------------------------------------
C
-----------------------------------------------------------------------
:: Stand C ::
XiangFei performs a forward push using her two palms.
* This move is not a cancellable attack and its main function is for
 pushing the opponent away as it hits.

:: Stand C (close) ::                                     [Cancellable]
Also a palm attack just like Standing C but XiangFei doesn't extends her
arm too much forward.
* The recovery of this attack is cancellable to special moves or DM and
 thus this will be one of XiangFei prized moves. This move makes a great
 companion for the DM, Chou Pai-Long.
* This move together with Close D, can be paired with all Command attacks
 especially f + B because of a bit of delay in execution.

:: Crouch C ::                                            [Cancellable]
XiangFei performs a mini uppercut as she emerges from her kneel.
* This move is more suitable as a ground attack much more that it is
 meant as an anti-air.
* The opponent will be pushed away a bit as the hit delivers as XiangFei
 retreats to her former position. Another great combo material since
 the recovery is cancellable.

:: Jump C ::
XiangFei unleash a quick punch as she jumps (actually, it is more like a
claw attack. XiangFei attacks using the bony prominences of her fingers.
She also does this very quick opening stance before the attack. What a
very unnecessary thing!).
* Very fast to come out yet so short to hit those down below. More of a
 mid-air push-back attack.

:: Jump Forwards/backwards C or any short Jump C ::
She does the same attack stance as her Jumping A attack.
* The damage is higher while the attack duration is shorter.
* Not a good cross-up move because of the short attack time and also not
 that great for mid air clashing due to the short range.

-----------------------------------------------------------------------
D
-----------------------------------------------------------------------
:: Stand D ::
A waist-high kick that hits the stomach if it hits.
* This might probably be XiangFei's sole ground attack that can qualify
 as a poking move.
* It is not a cancellable attack so it is best used when attack reach is
 your priority such as when the opponent is reflected against the wall
 after the Chou Pai-Long as an additional hit when the opponent is
 thrown away by the Nanpa (screen edge).

:: Stand D (close) ::                                     [Cancellable]
XiangFei kicks the opponent in the head.
* Like Standing C (close), this move can also act a combo opener.
* Acts almost the same as Close C but has the advantage of upper attack.

:: Crouch D ::                                            [Cancellable]
XiangFei trips the opponent with her leg as she performs a spin backwards.
* This move is fast for a D attack and yet the recovery is cancellable.
 It's sad that it is not comboable. If the opponent blocks, use the
 recovery cancel as a backup.

:: Jump D ::
XiangFei performs a split in the air.
* The kick can be used to hit opponents below you or as a greeting
 mid-air attack.
* The hit area is quite big though hence the split.
* It is one the second best cross-up attack for her but doesn't function
 best due to very short range.

:: Jump Forwards/Backward D or any short Jump D ::
With both arms extended to the side, XiangFei leaps out with a straight
flying kick.
* The range is ok and can be used to jump in.
* This is the best cross-up attack for XiangFei so learn to pair it
 with ground attacks. The hit delay is quite long and the attack angle
 aims towards the opponent from front and not down-forwards meaning it
 hits the opponent just as XiangFei is about to touch the ground. In
 short, cross over attacks is highly possible.

-----------------------------------------------------------------------
KNOCKDOWN
-----------------------------------------------------------------------
:: C + D ::                                               [Cancellable]
A Short range shoulder ram.
* Cancellable.
* Range is limited and does not combo at all. This one really acts only
 as a knockdown.

:: Jump, C + D ::
She does an almost similar flying kick to her Jump Forwards/Backwards D.
The difference is, she points her shoes a little bit towards the opponent
on the ground.
* Good range but not that great as a mid-air knockdown.


=======================================================================
[6.0] THROWS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
:: KADOMA ::
[  Near, Forward/Backward + C  ]
XiangFei grabs the opponent by the chest and pushes him/her away with
her palm.

:: Ryokuchi Kou'en ::
[  Near, Forward/Backward + D  ]
XiangFei grabs her opponent, switches sides with him/her and knocks
him/her down using her elbows.


=======================================================================
[7.0] COMMAND MOVES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
S O U  S H O U D A                                          Forward + A
-----------------------------------------------------------------------
XiangFei bends her body to deliver a focused blow using her two fists.
* You can only cancel the recovery of this move after comboing it from a
 normal attack (example: close D). If used alone the recovery cannot
 be cancelled and you cannot pair it into combos.
* It pushes the opponent away when it hits.

# Comboable from:
                Stand A/B
                Close A/B/C/D
                Crouch A/C

# Comboable into:
                Nanpa (best done at corners)
                Tenpou Zan (best done at corners)

-----------------------------------------------------------------------
K Y U U H O:  K O U S E N T A I                             Forward + B
-----------------------------------------------------------------------
XiangFei starts will a similar stance before performing the Sou Shouda
but performs a low sweep instead.
* When performing this move, XiangFei will crouch even lower then she
 usually does. This gives great advantage to duck standing attacks.
* The range is very good as well. Same as Sou Shouda, it can only be
 cancelled after pairing it first with a normal move. It has a long
 recovery when used alone of if it is not cancelled.

# Comboable from:
                Close C/D
                Crouch C

# Comboable into:
                Nanpa (best done at corners)

-----------------------------------------------------------------------
F U K U H O:  K O U S E N T A I                                  df + D
-----------------------------------------------------------------------
This is basically the Kyuuho: Kousentai without the fake start-up.
* And the recovery is faster. Comboable.

# Comboable from:
                Stand A/B
                Close A/B/C/D
                Crouch A/C


=======================================================================
[8.0] SPECIAL MOVES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
N A N P A                                                     qcf + A/C
-----------------------------------------------------------------------
XiangFei stomps the ground and unleash a blue energy chi from her palms.
* The blue Chi acts like a projectile. It can negate any projectiles
 upon contact.
* The C version has longer attack range but comes out slower. In the
 real sense, XiangFei does not moves out further to enable the extra
 reach: the blue chi exploded a bit.
* As a twist, the C version of Nanpa has a cancellable recovery that
 enables for a special move/DM follow-up. The A version lacks this
 ability though.
* Successful Nanpa attack acts as a knockdown.
* If done at the corners/screen edge, a Nanpa attack will juggle the
 opponent. With this in mind you can proceed with extra attacks as
 the opponent falls down. Why at the corners? Obviously because the
 wall limits the distance where the opponent can fall to. Bear in mind
 though that the C version is better for this purpose because the
 recovery allows for additional moves.
* The juggle and hit factor of Nanpa is quite poor right now. The
 move will not hit the opponent if he/she falls down. This is very
 normal for a very new character in KOF. Few more appearances in KOF
 and she will be very solid.

# Comboable from:
                Close C/D (A version)
                Crouch C  (A version)
                f + A  (after the command is comboed, best at corners)

Invincibility ***
Priority      ***
Speed         ***
Recovery      **
Combo         ***
Damage        ****

-----------------------------------------------------------------------
T E N P O U   Z A N                                      f, d, df + B/D
-----------------------------------------------------------------------
XiangFei rams the opponent with her shoulder before launching herself up.
* Tenpou Zan is really a unique uppercut attack. It moves forwards a bit
 before take-off. This feature makes it fairly suitable for knocking
 down opponents. The bad thing is, XiangFei will be slightly lifted
 away as she goes airborne. If the opponent is successful in blocking
 this move, damage is sure awaiting. Plus, it also makes it harder to
 estimate the distance to knock down those that jumps in. This fact is
 very true for the D version.
* Both version of Tenpou Zan hits twice if being done close. However,
 the B version does a double-hit closer to the ground before Xiangfei
 takes off. The D version does the same a little bit higher in the air.
 My experiment shows that the D version is better paired with standing
 attacks since it can yield 3-hit attacks better and also since it has
 an added 'rushing-forward' quality to it.
* The first hit of Tenpou Zan is Super Cancellable to any DM/SDM and it
 will connect to either one of them. But connecting this special move
 to Dai Tetsujin can be confusing, refer to my Super Cancel section
 for info.
* If you want to cancel the first hit of Tenpou Zan, be sure to do it
 before she goes airbone. In reality, the time frame of cancelling the
 first hit differs for each version.
* A useful attribute of this move shines if you attempt the move near
 an opponent that has just started to launched a projectile. XiangFei
 can easily goes through the projectile and hit him/her.

# Comboable from:
                Close C/D
                Crouch C
# Comboable into:
                All Desperation Moves (Super Cancel)

Invincibility ***
Priority      ***
Speed         ***
Recovery      **
Combo         ***
Damage        ***

-----------------------------------------------------------------------
E S A K A                       As opponent attacks, press A and press
                                 * f (forwards)  for standing attacks
                                 * d (downwards) for crouching attacks
                                 * u (upwards) for air/jumping attacks
-----------------------------------------------------------------------
Depending on the source of attacks:
* Standing Attacks  : XiangFei thrust forwards with her fists and if it
                     hits, the attacks will stun the opponent a while.
* Crouching Attacks : XiangFei sweeps low using her leg and stuns the
                     opponent if for a successful attacks.
* Air Attacks       : XiangFei thrust upwards using her fists. If it
                     hits, there is a few seconds delay in time before
                     the opponent falls down.
All of the hits perform a knockdown. She will recover back by performing
a drunken-kungfu stance (ala Chin).
* The recovery animation of the standing and crouching Esaka counters
 can be cancelled by Special Moves or DM.
* To counter an attack, the animation frame must be precise. Only the
 attack frame that she will attempt to counter. You don't really need
 to be very close to attempt the counter. But... XiangFei needs to hit
 the attack (either a punch, kick or any attack) to really counter it
 back, so in real terms you do need to get up, close and personal.
* There will be a delay of time for any successful hit. The damage is
 about 30%, good enough for a special. Yes, the Esaka, like in '99,
 maintains its autoguard property.
* I rate the new button press to execute the Esaka as bad because you
 may accidentally press f + A while attempting the counter. f + A will
 launch her Sou Shouda command attack. Pressing A then f (the correct
 way) may not work at all and you may found yourself stopping an attack
 with the A punch. Up + A can trigger a jumping attack, Down + A,
 well, you know what I mean. This sharing of button press is very
 confusing. Rather useless in 2001. It may work for you if you memorise
 every normal attacks of each character in the game, which I must say
 is very tedious and unnecessary.
* Standing and Crouching Esaka counters are Super Cancellable as soon
 as the move hits the opponent. Comboablity differs according to how
 near you are to the opponent. Moves with fast execution and long
 attack range such as Tenpou Zan or Chou Pai-Long has the best chances
 of connecting.
* Damage wise, Esaka really rocks. 30% of life bar. Good luck if you
 can pull it off.

# Comboable from:
               None (fat chance, if there is one)

# Comboable into (dependent on proximity):
               Tenpou Zan
               Nanpa
               Chou Pai-Long

Invincibility **
Priority      **
Speed         ***
Recovery      **
Combo         ***
Damage        *****

-----------------------------------------------------------------------
B A N H A K U  K O U'  E N                          Close, hcb, f + A/C
E K I S U P O                           After Banhaku Kou'en, qcb + A/C
-----------------------------------------------------------------------
Banhaku Kou'en  :  XiangFei grabs the opponent by the waist and switch\
                  sides with him/her.
Ekisupo         :  XiangFei rams the opponent with her shoulder.

Banhaku Kou'en:
* Banhaku Kou'en does not damage the opponent at all. It's usefulness
 however is the side-switching ability.
* You need to be really close to enable the grab. Banhaku Kou'en is
 very much an independent attack since it can't be paired with any
 attacks. In my opinion there is no real advantage in doing this move
 except for the Ekisupo as the follow-up attack.
* After the grab, the opponent will be confused for a split second. The
 only suitable follow-up attack is the Choi Pai Long because the DM has
 very fast start-up. Since Banhaku Kou'en is not an attack, it is not
 counted in the hits indicator.

# Comboable from:
               None
# Comboable into :
                Esikupo (duh!)
                Chou Pai-Long (non connected)

Ekisupo:
* Ekisupo is the follow-up to Banhaku Kou'en. Performing Ekisupo
 requires practice since it can be confusing to perform qcb + A/C after
 the switch. Just remember that the direction for doing qcb + A/C is
 the same before you do the side-switching. If that is rather confusing,
 then just perform qcf + A/C after the switch (proportional to your
 current side). I found it easier this way.
* As soon as you are successful in grabbing the opponent, quickly perform,
 Esikupo. This is the hardest part in the chain in my opinion because you
 can either must be rather quick and not be confused by the side change.
* There is a slight delay in time once Ekisupo hits. This delay however,
 does not allow for any extra attacks. It just stuns the opponent for
 a while.
* Ekisupo is a Super Cancel move. The best thing about cancelling Ekisupo
 is that it is very easy. Just perform the cancel during the delay hit.
 If the Super Cancel is successful, there will even be an added delay
 which makes it easier to combo your attacks with DM. Ekisupo connects
 with Chou Pai-Long and Majinga. It will not connect with Dai Tetsujin
 due to start-up delay.
* Ekisupo inflicts a very small damage unparellel to the effort in doing
 it. The Super Cancel part however compensates for much of the trouble.

# Comboable from:
                None
# Comboable into:
                Chou Pai-Long (Super Cancel)
                Majinga (Super Cancel, not counted in Hits Indicator)

# BANHAKU KOU'EN            # EKISUPO
Invincibility ***           Invincibility **
Priority      **            Priority      **
Speed         ****          Speed         ***
Recovery      ****          Recovery      ***
Combo         *             Combo         ****
Damage        *             Damage        **

-----------------------------------------------------------------------
S E N R I  C H U K O U                                          qcf + B
K A N K U U                                 After Senri Chukou, qcf + B
-----------------------------------------------------------------------
Senri Chukou  : XiangFei rolls forward towards the opponent and ends up
               standing, attempting to grab him/her by the waist. If
               she is successful, she will knock the opponent away with
               her knee.
Kankuu        : XiangFei leap towards the opponent with a flying kick.

Senri Chukou:
* While performing Senri Chukou, XiangFei can easily be tripped,
 attacked or even grabbed by a throw. In short, doing this move is
 very risky. As an added negative effect, predicting when XiangFei will
 end her roll is quite tricky. There is even a delay as she recovers
 from an unsuccessful grab.
* The best time in doing Senri Chukou is when an opponent recovers from
 an attack or doing it from an accurately estimated distance (just
 perfect for the grab). There are some attacks in which XiangFei will
 be able to pass through (or rather roll through) as she does the move.
 But this action is rather risky. XiangFei can even be hit by a
 standing kick!!!

Kankuu:
* Kankuu can be performed as soon as Senri Chukou hits the opponent.
 The time frame for executing Kankuu is about two seconds after doing
 Senri Chukou. You can also do the move before the opponent touches
 the ground but it would be useless because it will not connect.
* The damage inflicted by this move is very minimal. Once again, the
 effort is rather humongous compared to the overall damage. Still it
 is quite stylish to execute.

# Both moves cannot be comboed into or from any attack.

# SENRI CHUKOU              # KANKUU
Invincibility **            Invincibility **
Priority      **            Priority      **
Speed         **            Speed         ***
Recovery      **            Recovery      ***
Combo         *             Combo         *
Damage        **            Damage        **

-----------------------------------------------------------------------
SENRI CHUKOU: SHINSAISA                                         qcf + D
-----------------------------------------------------------------------
XiangFei rolls forward towards the opponent and ends up standing,
attempting to grab him/her by the waist. If she is successful, she will
lunge forward and knocks the opponent with head.
* The move has better grab attributes than Senri Chukou. Unlike Senri
 Chukou, if the grab hits the opponent, it will truly grab. Despite of
 that, it share all the same attributes of Senri Chukou. Do it at your
 own risk.
* The damage is equal to Both Senri Chukou and Kankuu combined. In my
 opinion, this one is a better choice especially when the grab factor
 is added in.

# Comboable into and from:
                         None

Invincibility **
Priority      ***
Speed         ***
Recovery      **
Combo         *
Damage        ***


=======================================================================
[9.0] DESPERATION MOVES :::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
CHOU PAI-LONG                                      AC, b, df + C, b + C
-----------------------------------------------------------------------
XiangFei performs a three-part combo that starts with a stretched-out
palm attack, a close-up double palm strike and finishes with a shoulder
hit.
* The three-part attack can be divided into the button presses as below:
 / First  Attack                 AC
 / Second Attack                 b, df + C
 / Third  Attack                 b + C
* The first and second attack will momentarily stuns the opponent once
 it hits. The stun delay acts to allow the next hit to connect. If the
 attack chain is not completed until the final attack, the opponent
 can hit back since XiangFei will take some time to recover.
* The final attack: the shoulder hit, is a wire attack. Once the
 opponent is reflected against the wall, you can add in additional hits.
* The final attack will perform a guard crush if blocked.
* Each attacks act as a knockdown if it hits an airborne opponent.
* Timing for the succession of button presses can be either be very fast,
 moderate or slow. The slowest pace that will allow the succession of
 hits depends on how long the delay of the first and second attack.
 Delaying the execution of the third hit may cause the third hit
 to miss.
* I found the new motion and button presses to be equally useful yet
 confusing at times. Good part: it can be triggered instantly without
 delay and it stuns the opponent at once. Despite of how short the
 palm strike looks like, the distance is quite astonishing. Bad part:
 the execution manner can be confusing at times especially if you
 switch side.
* Here's a simpler button press for Chou-Pai Long in case it's too
 complex to you:
                   [ AC ] + [hcf + C] + [b + C]

 if done in a sequence, it will automatically launch all the three
 hits.

# Comboable from :
                 Stand A/B
                 Close A/B/C/D
                 Crouch A/C
                 All Jumping Attacks (except little jumps and air CD)
                 Esikupo (Super Cancel)
                 Tenpou Zan (Super Cancel)
                 Esaka (Super Cancel, Standing and Crouching Counter)

# Comboable into (after 3rd hit reflect, estimate speed and distance):
                 Chou Pai Long (1st hit only, 2nd or 3rd hit can miss)
                 Dai Tetsujin
                 Majinga (projectile hit)
                 Tenpou Zan
                 Any Ground or Jumping attacks (differing priorities)
                 Striker:
                 - Mary
                 - Leona
                 - Iori

Invincibility ****
Priority      *****
Speed         *****
Recovery      **
Combo         *****
Damage        ***

-----------------------------------------------------------------------
DAI TETSUJIN                                      DM  :  qcf, hcb + B/D
                                                 SDM :  qcf, hcb + BD
-----------------------------------------------------------------------
XiangFei powers up by arching her shoulders apart, clenching her fists,
and charges towards the opponent with a shoulder ram. Then she recovers
by doing a roll.
* XiangFei takes quite some time during the start-up of this move (where
 she clenches her fists). This is the negative part of the DM because
 it is not an immediate attack. As for this, Dai Tetsujin is not
 comboable to any attacks under normal circumstances. It will however,
 connect after the Super Cancel of Tenpou Zan.
* XiangFei will immediately rolls forward at the end of the move. She
 will do this as soon as she reaches the range permitted by the button
 presses that you made. This can be a bad thing because the roll doesn't
 damages the opponent and sometimes as the opponents moves backwards to
 avoid the move, the screen length is further increased. That's why just
 when you thought she is going to knock the opponent down, she suddenly
 stops moving and comes to a roll. I found this very annoying plus a bad
 reason to use this move independently.
* For the DM, the A version moves forward about half of the screen size
 while the C version moves her 3/4 towards the end. The SDM range is
 the same as the A version. Quite unlike what you expect for a SDM, huh?
* Like the traditional rule of DM/SDM, the A version is faster in
 start-up than the C version. The SDM version shares the same attribute
 of the A version: same range, same speed but more damage of course.
* Dai Tetsujin is not an invincible DM. She can be hit by a normal attack
 or even thrown away by a grab move. This is one of the reasons why
 this DM cannot stand on its own.
* How does one benefits from this DM? Well, Dai Tetsujin works best as
 a pair with Super Cancel of Tenpou Zan and also as a follow-up to
 Chou Pai Long DM.
 / Tenpou Zan           Super Cancelling the first hit of any version
                        of Tenpou Zan will guarantee a combo.
 / Chou Pai-Long        Perform Dai Tetsujin as soon as the opponent
                        is reflected against the wall after the final
                        hit. This method works 70% of the time unless
                        the opponent is reflected very near or close
                        to the screen edge/corner.
# Comboable from:
                Tenpou Zan (Super Cancel with different priorities)
                Chou Pai Long (3rd hit reflect/wire attack)

# Comboable into:
                None

Invincibility **
Priority      **
Speed         **
Recovery      **
Combo         ***
Damage        ****

-----------------------------------------------------------------------
MAJINGA                                            DM  : hcb, hcb + B/D
                                                  SDM : hcb, hcb + BD
-----------------------------------------------------------------------
XiangFei extends one arm forward while she spins the other arm backwards,
collecting a massive amount of chi. She then channels the chi energy to
the other arm and shoots the chi out from the palm. If the opponent is
close, she will grab the opponent by the chest and shoots in the energy
into him/her, creating ripples as it leaves the body. If she is unable
to perform the grab, the collected chi energy bursts out into a circular
purple explosion.
* The Majinga works as a grab move and also as a projectile!
* There are two circumstances in which XiangFei will be able to perform
 the grab. First, is when she is being real close to the opponent,
 enabling the grab almost instantly. The second condition came into
 action if the opponent appears to be within the range of her palm, as
 soon as she starts to pump out the chi energy out. This feature is
 very unique because it doesn't require Xiangfei to be very close to
 the opponent just to perform the grab.
* If XiangFei misses the grab, she will still need to pump out the chi
 energy. When she does this, the resulting outcome is a small purple
 explosion. This explosion acts as a close range projectile. The
 explosion will stuns XiangFei backwards. The great thing about this
 is, as the explosion hits the opponent, XiangFei will be moved away
 from the impact. I found this to be great when countering opponents
 that jump in.
* As soon as XiangFei finishes with a successful Majinga grab, you can
 do anything after that. This is rather cool because she recovers very
 fast from this attack, even before the opponent touch the ground.
* Majinga is a very fast DM, ranking as fast as Chou Pai-Long in
 execution speed. In theory, anything that connects with Chou Pai-
 Long will also connects with Majinga. The problem is, Majinga is
 hard to pull off quickly, making it hard to connect with very fast
 attacks such as A or B normal attacks or Special Moves such as
 Tenpou Zan.
* The DM version yields an 'outstanding' 100 hits. The SDM version hits
 a cool 103 hits. Under very, very rare occurrences, the SDM will
 deliver 2001 hits. A tribute  to the year this KOF is released most
 definitely.
* If you are lucky to get the 2001 hits, the damage will be about 60%!!!
 Now that's what I call an SDM.

# Comboable from (very fast hands required) :
                 Stand A/B
                 Close A/B/C/D
                 Crouch A/C
                 Esikupo (Super Cancel)
                 Tenpou Zan (Super Cancel)
# Comboable into:
                None

Invincibility ****
Priority      ****
Speed         ****
Recovery      ****
Combo         ****
Damage        *****


=======================================================================
[10.0] SUPER CANCELS ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
XiangFei has three Super Cancellable Special Move. These are:
* Tenpou Zan       (f, d, df + B/D)
* Esikupo          (qcb + A/C, done after Banhaku Kou'en)
* Esaka            (opponent attacks: A then f or A then d)

::: TENPOU ZAN :::
   Tenpou Zan can be Super Cancelled during the 1st hit. The rule of
cancelling is not strict as long as you are doing it before she leaves
the ground. Tenpou Zan connects with all her Desperation Moves. However,
Tenpou Zan has a very odd way of connecting with Dai Tetsujin. The rules
are as stated below:

     ==========================================================
     |  IF YOU NOT NEAR THE CORNER/SCREEN EDGE (DM ONLY)      |
     ==========================================================
     |  - Perform Tenpou Zan with B button                    |
     |  - perform Dai Tetsujin with D button                  |
     ----------------------------------------------------------

     ==========================================================
     |  IF YOU ARE NEAR THE CORNER/SCREEN EDGE (DM ONLY)      |
     ==========================================================
     |  - Perform Tenpou Zan with B button                    |
     |  - perform Dai Tetsujin with B button                  |
     ----------------------------------------------------------

     ==========================================================
     | IF YOU ARE PERFORMING THE SDM VERSION                  |
     ==========================================================
     | Near Corners/Screen Edge:-                             |
     | - Perform Tenpou Zan with B button                     |
     | Anywhere:-                                             |
     | - Perform Tenpou Zan with D button                     |
     ----------------------------------------------------------

   All of these rules may appear to be complicated but they are not if
you experiment and see why some moves connect with the other while some
may not. You see, the B version of Tenpou Zan is much faster in startup
and it didn't drag XiangFei forwards too much like what the D version
does. This enables her to perform the Super Cancel much earlier without
lifting the opponent up as it hits. For DM, the B version of Tenpou Zan
connects with the D version of Dai Tetsujin nicely if done far away from
the screen edge as the DM travels further to hit the opponent. The B
version of the DM while it is much faster in startup, has lesser range
and will miss. If done near screen edge, the B version of the DM will
connect instead. Why? Well, opponent's movement is limited my the wall
and the distance is not much of a problem here. The D version of the DM
will not hit because it travels for some time before it stops, just when
the opponent already meets the floor. The SDM almost apply with the same
rule. For some reasons, the rule of the DM doesn't apply here. Just
follow my rules and you'll be a-OK. Very complex huh?
   Okay here's an easy Super Cancel Tip. To easily Cancel Tenpou Zan
into Dai Tetsujin just follow this motion:

              [ f, d, df + B/D ]  +  [ hcb + B/D ]
                 Tenpou Zan          Dai Tetsujin

It's a very easy concept since the command just overlaps each other.


::: ESIKUPO :::
   Esikupo can be Super Cancelled as soon as it hits. The specific
time frame of doing the cancel is not very strict. There will be a time
delay while the cancel is executed: very useful if you are performing
the Chou Pai-Long DM.

::: ESAKA :::
   Only the Standing and Crouching Esaka counters are Super Cancellable.
You can cancel the attacks as soon as it hits, not too slow or you will
be unable to do it (as long as she is piercing the opponent: Standing
or leg thrust: Crouching). You can combo it immediately with Chou Pai-
Long as long as you are close to the opponent.
   To be honest, Esaka is the move that I am least familiar with. I've
spend numerous time getting to know this move but still, it was very
hard. I am accepting contribution of info on this one.


=======================================================================
[11.0] INDEPENDENT COMBOS :::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   XiangFei's best combos are her individual ones. She doesn't benefit
very much from the striker system because her DMs are already low in</pre><pre id="faqspan-2">
damage and using strikers will further decrease it. A waste of Power
Stock in my opinion. Her cross-up attacks are not that good because they
tend to be very short in duration or attack directly from above. If you
want to perform a cross-up combo, the moves below are the best
         - Jump Forward D (the best)
         - Jump D
You can follow it even further with these moves after that:
         - Stand A/B
         - Close A/B/C/D
         - Crouch A/B/C
         - Chou Pai-Long

An example of combo chains:
1. Jump D,
2. Close B,
3. Chou Pai Long (AC, b, df + C, b + C),
4. Dai Tetsujin (qcf, hcb + B/D or BD)

You'll get 6 hits with this with damage as big as 50-60%. There are
many more combinations that you can try.

-----------------------------------------------------------------------
=1= 10% (2 Hits)
-----------------------------------------------------------------------
* Close  C/D, qcf + A
* Crouch C, qcf + A

Note: There will be a juggle effect if these combo are done
     at the corner (because of Nanpa). Follow with these
     attacks to get 3 hits instead. Remember that your
     results may vary:
     * Stand B
     * Stand C
     * Stand D
     * press A and C together (1st attack of Choi Pai-Long)

-----------------------------------------------------------------------
=2= 15% (3 Hits)
-----------------------------------------------------------------------
* Close  C, f + A, qcf + A
* Crouch C, f + A, qcf + A
* Close  D, f + A, qcf + A

-----------------------------------------------------------------------
=3= 15% (3 Hits)
-----------------------------------------------------------------------
Close A, f + A, dp + A

Note: dp = d, f, df (Dragon Punch).

-----------------------------------------------------------------------
=4= 15% (3 Hits)
-----------------------------------------------------------------------
* Close  C, f + B, qcf + A
* Crouch C, f + B, qcf + A
* Close  D, f + B, qcf + A

Note: These combo will only yield 3 hits if they are done at the corner.
     The f + B command pushes the opponent away after the hit and it
     makes it difficult for Nanpa (qcf + A) to connect.

-----------------------------------------------------------------------
=5= 35% (5 Hits) [1 Stocks]
-----------------------------------------------------------------------
* Jump D, Close A/B/C, then AC, b, df + C, b + C

-----------------------------------------------------------------------
=6= 25% (5 Hits) [1 Stocks]
-----------------------------------------------------------------------
* Crouch A, Crouch A, then AC, b, df + C, b + C
* Crouch A, Stand A, then AC, b, df + C, b + C

Note: The 1st combo is very versatile but I'm just showing you the very
     basic form here. Crouch A is very fast and can be comboed into
     Chou Pai-Long instantly, the additional hit of Crouch A is
     included to push the opponent away so that you can surprise him/
     her with the DM. Do this combo while you are crouching, either
     after blocking an attack or after a side-switching roll. Add in
     additional attack after the final hit of Chou Pai-Long.

-----------------------------------------------------------------------
=7= 15-30% (3 Hits+) [2 Stocks]
-----------------------------------------------------------------------
* Esaka counter then AC, b, df + C, b + C (Super Cancel)
* Esaka counter then qcf + C
* Esaka counter then f, d, df + A/C

Note: These combos will connect if the Esaka Counters (Standing and
     Crouching counters) were done close to the opponent.

-----------------------------------------------------------------------
=8= 4 Hits (50%) [2-3 Stocks]
-----------------------------------------------------------------------
1.  Close C / Close D / Crouch C
2.  AC, b, df + C, b + C
3.  qcf, hcb + B/BD

Note: This is basically doing the Dai Tetsujin (qcf, hcb +  A/AC) after
     Chou Pai-Long. Do this as soon as the opponent is reflected
     against the wall. Other alternatives after the reflect are:
     * Majinga    (hcb, hcb + B/BD)
     * Tenpou Zan (d, f, df + D)
     * Standing D
     In my opinion, don't waste the power stock on the Majinga. The
     damage is little.

-----------------------------------------------------------------------
=9= 6 Hits (70%) [3-4 Stocks]
-----------------------------------------------------------------------
1.  Close C / Crouch C / Close D
2.  d, f, df + D (Super Cancel at 1st hit)
3.  AC, b, df + C, b + C
4.  qcf, hcb + B/BD

Note: Basically, this is a longer, combined parts of the previous combo.
     Tenpou Zan needs to be Super Cancelled at the first hit or else
     the opponent will be lifted up a bit: making him/her to be pushed
     away when you attempt the Chou Pai-Long. Plus, only use the D
     version of Tenpou Zan since it has a delayed start-up. If you are
     successful in pulling this combo, the reward is big. This is one
     of the best XiangFei independent combos.

-----------------------------------------------------------------------
=10= 5 Hits (65%) [3-4 Stocks]
-----------------------------------------------------------------------
1.  hcb, f + A/C then qcb + A/C
2.  AC, b, df + C, b + C (Super Cancel)
3.  qcf, hcb + B/BD

Note: Rather easy if you are used with the button motions. The hardest
     part in my opinion, is the side switching that might be confusing.
     Besides that, it's all easy. Perform Dai Tetsujin (qcf, hcb + B/D)
     after the wire effect. Don't worry about the speed of the cancel
     after doing the Esikupo (qcb + A/C after the hcb, f + A/C grab).
     There is a delay, giving you ample time to perform Chou Pai-Long.
     Notice that it requires 4 Power Stocks. Very cool to watch.

-----------------------------------------------------------------------
=11= 1 Hit + 100/103/2001 Hits (35-40%) [2-3 Stocks]
-----------------------------------------------------------------------
1.  hcb, f + A/C then qcb + A/C
2.  hcb, hcb + B/BD  (Super Cancel)

Note: It is actually a 2 hit but since the Majinga is a grab, the hits
     are not shown by the indicator. This is very easy to do once you
     get the hang of it.

-----------------------------------------------------------------------
=12= 3 Hits (40-45%) [2-3 Stocks]
-----------------------------------------------------------------------
1.  Close C / Close D / Crouch C
2.  d, f, df + B/D (Super Cancel)
3.  qcf, hcb + B/D

Note: There are rules how this combo will work. It all depends on how
     far you are from the corner/screen edge. (dp here refers to d, f,
     df: short for Street Fighter's Ryu and Ken's Dragon Punch that
     popularised the motion)

     -------------------------------------
     Rule 1: Away from Corner/Screen Edge
     -------------------------------------
     DM  :  (dp + B), (qcf, hcb + D)

     -------------------------------------
     Rule 2: Near Corners/Screen Edge
     -------------------------------------
      DM  :  (dp + B), (qcf, hcb + B)
      SDM :  (dp + B), (qcf, hcb + BD)

     -------------------------------------
     Rule 3: Anywhere
     -------------------------------------
     SDM :  (dp + D), (qcf, hcb + BD)

     The most important thing here is the the usage of either the B or
     D button to perform Tenpou Zan or Dai Tetsujin. Refer to the Super
     Cancel Section for explanation of this phenomenon.

-----------------------------------------------------------------------
=13= 2 Hits + 100/103/2001 Hits (40-45%) [2-3 Stocks]
-----------------------------------------------------------------------
1.  Close C / Close D / Crouch C
2.  d, f, df + B/D (Super Cancel)
3.  hcb, hcb + B/BD

Note: This is almost like combo #12 by just replacing Dai Tetsujin with
     Majinga. It's quite hard to perform and by far, my least favourite
     Super Cancel for XiangFei.


=======================================================================
[12.0] MOVE LIST PROPERTIES :::::::::::::::::::::::::::::::::::::::::::
=======================================================================

Co     : Command Moves
Sp     : Special Moves
DM     : Desperation Move

=======================================================================
|  MOVES                                   |  CANCELLED INTO...       |
=======================================================================
| Standing A (any hit)/B                   |  Co, Sp, DM              |
-----------------------------------------------------------------------
| Close A/B/C/D                            |  Co, Sp, DM              |
-----------------------------------------------------------------------
| Crouching A/C/D                          |  Sp, DM                  |
-----------------------------------------------------------------------
| Ground CD                                |  Sp, DM                  |
-----------------------------------------------------------------------
| All Command Attacks after comboed from   |  Sp, DM                  |
| a normal attack:                         |                          |
| - f + A                                  |                          |
| - f + B                                  |                          |
| - df + D                                 |                          |
-----------------------------------------------------------------------
| Esaka (Standing & Crouching counters)    |  Sp, DM                  |
-----------------------------------------------------------------------
| * Tenpou Zan (1st hit)                   |  DM (Super Cancel)       |
| * Esikupo                                |                          |
| * Esaka                                  |                          |
-----------------------------------------------------------------------
| Esaka (after hit, Standing and Crouching |  Sp, DM                  |
| counters only)                           |                          |
-----------------------------------------------------------------------

::: COMBO PROPERTIES :::
=======================================================================
|  MOVES                                   |  COMBOED INTO...         |
=======================================================================
|  Standing A (any hit)                    | * f + A                  |
|                                          | * df + D                 |
|                                          | * Chou Pai-Long          |
-----------------------------------------------------------------------
|  Close A/B                               | * f + A                  |
|                                          | * df + D                 |
|                                          | * Chou Pai-Long          |
-----------------------------------------------------------------------
|  Close C/D                               | * f + A                  |
|                                          | * f + B                  |
|                                          | * df + D                 |
|                                          | * Nanpa (A version)      |
|                                          | * Tenpou Zan             |
|                                          | * Chou Pai-Long          |
-----------------------------------------------------------------------
|  Crouch A                                | * Close A/B              |
|                                          | * Crouch A/B             |
|                                          | * f + A                  |
|                                          | * df + D                 |
|                                          | * Chou Pai-Long          |
-----------------------------------------------------------------------
|  Crouch C                                | * f + A                  |
|                                          | * f + B                  |
|                                          | * df + D                 |
|                                          | * Nanpa (A version)      |
|                                          | * Tenpou Zan             |
|                                          | * Chou Pai-Long          |
-----------------------------------------------------------------------
|  All Air Attacks                         | * Stand A/B/C/D          |
|  (except short Jumps attack and air CD)  | * Close A/B/C            |
|                                          | * Crouch A/B/C           |
|                                          | * Chou Pai Long          |
-----------------------------------------------------------------------
|  Tenpou Zan (1st hit)                    | * All DMs                |
-----------------------------------------------------------------------
|  Esikupo                                 | * Chou Pai-Long          |
|                                          | * Majinga                |
-----------------------------------------------------------------------
| Esaka (Standing & Crouching counters),   | * Chou Pai-Long          |
| depending on distance/proximity          |                          |
-----------------------------------------------------------------------

* In theory, Majinga and Chou Pai-Long have the same execution speed,
 which means anything that connects with Chou Pai-Long can connect
 with Majinga too. I was unable to test this because doing Majinga
 requires very fast hands.

::: ADDITIONAL INFO :::

Wire Attack        : Chou Pai-Long (3rd hit)

Counter Wire       : None

Guard Crush Hit    : Chou Pai-Long (3rd hit)

Super Cancels      : Tenpou Zan (1st hit)
                    Esikupo
                    Esaka (Standing & Crouching Counters)


=======================================================================
[13.0] BATTLE NOTES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
To max out the best of Li XiangFei, here are a few pointers to take
note of. I cannot stress them much more since these are superbly
essential.

#1 Master Chou Pai-Long and you'll go distances with this DM. Just make
  sure that you are able to deliver all two follow-ups after the first
  button press. While the damage is low, you'll benefit from the wire
  effect afterwards. The first attack is very fast to come out and can
  easily be paired with her standing attacks. Here are the most
  suitable combo starters:
  * Standing A
  * Standing C/D close
  * Crouching C
  * Tenpou Zan (Super Cancel)
  After a successful final hit, if the opponent is bounced quite far
  from the edge, finish of with Dai Tetsujin. A guaranteed hit. This
  is one the easiest and best combo of hers. You must master it!!!

#2 Never ever, ever, ever, ever perform Dai Tetsujin out of curiosity,
  hoping that it will hit because it won't. You'll just waste a power
  stock for nothing. Instead, do the DM after the wire effect of Chou
  Pai-Long OR as the Super Cancel of Tenpou Zan. These two conditions
  are not that hard to do either. If you insist on doing it, the do
  the DM as the opponent recovers from an attack or as the opponent
  jumps in. Timing is very important and you need to know the range
  of each version of the DM.

#3 Under almost all circumstances, the Senri Chukou and Senri Chukou:
  Shinsaisa are useless. You cannot roll through projectiles or
  standing attacks even though that is what these moves appear to be.
  Senri Chukou: Shinsaisa posses better grab quality to that of Senri
  Chukou and and is the better choice of the two. How do you benefit
  from these two moves?
  * When the opponent touches the ground after a jump, you can greet
    him/her with this move. But the grab animation must be precise.
  * Roll behind the opponent and perform this move. The best time is
    when he/she is recovering from an attack.
  * Confusion attack. Your opponent thought of you doing a kick/sweep/
    jump but you perform the move instead. Might work but very risky.

#4 Master this very basic Combos:
  -------------------------------------------
  Close C/Close D/Crouch C, f + A, qcf + A/C
  -------------------------------------------
  This is very effective for close attacks and will be used very often.
  I'm so sure of this. Just when an opening is there, quickly grab the
  opportunity.

#5 The Majinga is a specialty of XiangFei that must not be disdained. If
  you find it hard to approach the opponent due to his/her push-away
  fighting style, just perform a roll and execute the DM/SDM. You have
  very good chances of connecting the move even if the recovery period
  for the opponent is slim. That's how great Majinga is.

#6 The Esaka is a reversal best left alone. Trying to counter a risky
  attack is not worth your time and energy. In short: its like playing
  Russian Roulette.


=======================================================================
[14.0] POST BATTLE QUOTES :::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: WIN QUOTES :::

#1  " Time to buy a souveneir badge. You're going home."
#2  " Next time an eating contest? I can't lose that!"
#3  " Whew! Now I'm hungry! See you! It's chow time!"
#4  " Hey, gramps. Look! I'm a drunken master, too. Hick!"
#5  " Chinese psychic combat? Have you been eating poppies?"
#6  " If it's meat dumplings, my restaurant rules!"
#7  " You maybe famous. But a name's all you got!"

* Win quote #1,2 and 3 are her generic (common) quotes.
* Quote #4 is against Chin. Yup, XiangFei does uses the Drunken Kungfu
 but not prominently seen. She has a move in Fatal Fury: Wild Ambitions
 that really sees her as being drunk. Her Esaka recovery stance resemble
 some of Chin's attack stance.
* Quote #5 is against Athena and Bao. Very obviously why she said that to
 them. Poppies? Lolly pops I assume?
* #6 is for Kensou. Since they share the same appetite for food.
* Quote #7 is specially directed to the Fatal Fury team.

::: LOSE QUOTES :::
" You want a snack? Now? Got a tapeworm or something? "

* What Kensou said to her if he wins.


=======================================================================
[15.0] SUGGESTIONS ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
Here are my suggestion for the improvements of XiangFei if she is ever
to appear in KOF again. SNK Playmore, I hope that you are reading this.
* Return Esaka back into its '99 self, change the execution motion, or
 just make it like a regular counter such as those possessed by Mary,
 Kasumi or Billy. This year's, button press is very horrible that it
 is ignored, never mind the damage.
* Make both version of Senri Chukou faster in execution speed so that
 it is comboable to normal attacks like what it was in Real Bout. It
 is better if the grab properties is improved.
* Make the grab range of Banhaku Kou'en further. Esikupo as a follow
 up is not really a worth while reward for the effort.
* Increase the start-up speed of Dai Tetsujin so that it is comboable
 or keep the speed but make it unblockable. This move is almost
 worthless on it's own.


=======================================================================
[16.0] TID BITS :::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
* XiangFei's first appearance in SNK's fighting game was in Real Bout
 Fatal Fury 2: The Newcomers. Well, she is the new comer along with
 Rick. In this game, she is way faster and has tons of easy combos. She
 also made the selection list into SNK's Fatal Fury: Wild Ambitions for
 the Playstation. Then, she entered KOf in 1999. In 2000, she take a
 break and only appear as an 'another striker'.
* She makes a cameo appearance in KOF 2002 at the background of the China
 Stage (Stage 2 onwards). She can be seen having an eating contest with
 Cheng (also of Fatal Fury fame). She won of course. There was also Lin
 in the background munching some food. He couldn't have joined the silly
 thing, could he? Yikes!!!
* The 100/103/2001 hits indicator that is shown for a successful Majinga
 attack is specially made just for her. The look of the font is different
 to the normal hits indicator. There's nothing really super about that
 move (damage wise) actually. The real maximum hits allowed in KOF 2001
 is 99 hits. How do you achieve this feat? If you play the emulator
 version that enables you to play as Igniz, perform his whip attack near
 the corner. The move will juggle the opponent over and over until you
 are bored. But... this rule only applies if you select the practice
 mode.


=======================================================================
[17.0] ACKNOWLEDGEMENTS :::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
That's version 2.0. A lot of work and testing has been done for this
revision. I thank you all who have read this guide. Tank you for the
support
* SNK. Which then becomes Playmore, which then becomes SNK Playmore.
 Whatever it is, do keep the KOF spirit alive.
* GameFAQs.com or more specifically CJayC for starting it all. I wrote
 this thing out of love and spirit of the game and glad that the site
 provides me with the place to do so. Hurray to free sites!!!
* All the other FAQ writer for the initial reference to this guide.
 They are:
 * Orochi K, Orochi Yamazaki for the always comprehensive and latest
   guide.
 * Chris MacDonald for the putting in the info for Esaka. Everybody
   else seems to miss this.
 * Moriya for the Short KOF 2001 guide. Damn, those really comes
   handy for fast reference.
 * Boo Boo, the author of XiangFei's KOF '99 guide. As always, before
   writing a new material, older guides are superbly essential.
* All the people in the KOF GameFAQS.com game board and all those
 people who emailed me for my Whip Guide. It really is fun to share
 the same interest.
* You!!! Hey, you made it to the last line. Congratulations!!!