King of Fighters XI
Game Software Copyright 2005/2006 SNK Playmore
Quick Switch Guide v 2.03
Guide Copyright 2006 by Alexis Rivera
Atomiswave/Playstation 2(J)

To find your topic from the list, use CTRL+F with codes!

---[TOC]---

*~Table of contents~*
[INN] Introduction
[RVN] Revision info
[WQS] What is Quick Switching (QS)?
[LQS] List of QS moves
       [EXM] Example of notation
       [HRT] Hero Team
               [ACM] Ash Crimson
               [OWD] Oswald
               [SHN] Shen Woo
       [RVT] Rival Team
               [ERZ] Elisabeth Brantorche
               [DLN] Duo Lon
               [BNM] Benimaru Nikaido
       [FFT] Fatal Fury Team
               [TRB] Terry Bogard
               [KKH] Kim Kaphwan
               [DKK] Duck King
       [ARF] Art of Fighting Team
               [RSZ] Ryo Sakazaki
               [YSZ] Yuri Sakazaki
               [KNG] King
       [GMW] Garou MOTW Team
               [BJN] B. Jenet
               [GTO] Gato
               [GRF] The Griffon/Griffon Mask/Tizoc
       [IKR] Ikari Team
               [RFJ] Ralf Jones
               [CST] Clark Still
               [WHP] Whip
       [PST] Psycho Soldier Team
               [AAM] Athena Asamiya
               [SIK] Sie Kensou
               [MMK] Momoko
       [AGT] Agent Team
               [VNS] Vanessa
               [BMR] Blue Mary
               [RMN] Ramon
       [AKK] Anti-Kyokuugen Team
               [MLN] Malin
               [KTD] Kasumi Todoh
               [EKR] Eiji Kisaragi
       [KDT] K' Team
               [KDS] K'
               [KDM] Kula Diamond
               [MXM] Maxima
       [KIO] Kyo & Iori Team
               [KNK] Kyo Kusanagi
               [IOY] Iori Yagami
               [SGY] Shingo Yabuki
       [XTR] Extra Characters
               [GTD] Gai Tendo
               [SHT] Syo Hayate
               [JZU] Jyazu
               [SLV] Silver
               [ADH] Adelheid
       [POC] PS2 Original Characters (future plans!)
               [NPI] Mai Shiranui
               [RBG] Robert Garcia
               [TFR] Tung Fu Rue
               [GSH] Geese Howard
               [MTB] Mr. BIG
               [HTF] Hotaru Futaba
               [EKK] EX Kyo
               [SII] Shion
               [MGK] Magaki
[FRQ] Frequently Asked Questions
[CMB] QS Combo Submissions
[ACD] Acknowledgements
[CTC] Contact Info


[INT]-----------------------INTRODUCTION------------------------------

Hello.  This is an FAQ based EXCLUSIVELY on the new King of Fighters
XI, and its new technique, called Quick Switching (also referred to as
Quick Shifting... more details later).  My main intention was to
publish this guide on or before the release date for the Japanese PS2
port of the Atomiswave arcade game, so everyone could make up their
own combos as they will, and it was made possible.

In order to view this guide properly, though, make sure you see the
following string of numbers.

1234567890123456789012345678901234567890123456789012345678901234567890
        ^         ^         ^         ^         ^         ^         ^
        1         2         3         4         5         6         7

This guide has been formatted to a 70-character width.  You should be
able to see 7 zeroes (all marked for clarity).

The data and facts in this guide (as far as the arcade version goes)
come from the Arcadia Magazine's King of Fighters XI Conqueror's Guide
(ISBN 4-7577-2561-2), as well as my own personal experience, be it
from practice or watching matches.  I had the chance to play the game
since the day it was released on an arcade called Play Ikeda in Ikeda,
Osaka during a semester internship.  As you can see, I am basically
basing most of my stuff from memory!  Also, I have personally tested
the material involving the PS2-exclusive characters since the game was
released on June 22, 2006 (only for Japan, for now).  The notes found
on some of the fighters' lists, as well as in the descriptions, unless
they are FACTS, are my opinions or ideas based on what players would
usually do or prefer.

This guide will:
+help you understand the basics of Quick Switching (QS)
+provide you with ideas for your combos
+list all moves which you can quick switch from for every character,
including all sub-bosses (PS2-specific characters, Shion and Magaki
are included!)
+provide you with ballpark figures for damage, stun and others
+provide some insight as to the applicability of certain QS moves
+help you have a better view of how much the game is expanded using
this new feature

This guide will NOT:
-list ALL possible combo examples (the guide DOES provide examples for
possible actions a character may take during a QS combo, such as
how to start/follow the QS combo and possible finishers for your
custom-made combo)
-post move names (except few; this is to simplify my Japanese reading,
and also because it's just not necessary... in the end, you need the
motion, description, data and that's it!)
-list any character moves that you cannot Quick Switch from (this is
unless I mention a QS combo idea or note with any character)
-list any character info or storylines, endings or anything like that
(in short, no spoilers in this guide!)
-explain any new gameplay mechanics for KOF XI besides QS (while for
some combo ideas, I might mention some... but only in the QS
context).
-contain data for the PS2-specific characters (sorry but the port does
not have a thorough practice mode with data; therefore, I will not be
able to list the stats... however the QS moves will be listed)
-make you an expert on QSing just by reading it (practice makes
perfect!)

THIS GUIDE IS EXCLUSIVELY FOR PEOPLE WITH MODERATE KNOWLEDGE OF BASIC
GAMEPLAY FOR KOF XI.  In no way is this guide a substitute for an in-
depth guide, as there are no other aspects of KOF XI covered.  While
basic notation is written here, the user of this guide should know
general fighting game terms, especially related to KOF (SC = Super
Cancel, DM, SDM, LDM, etc.).  I am sorry for being so picky, but in
the end, I want to make a simple guide covering a single aspect of
KOF XI that ultimately adds a new dimension to gameplay.  All the
while I will also offer ballpark figure obtained from the guide for
Damage, Counter damage, Guard crush, Power gauge recovery and Stun
damage data (which I will refer to as DCGPS data).

[legal]             **IMPORTANT LEGAL NOTICE**
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
This includes, but is not limited to, direct links or copy/paste.
This FAQ is, for the time being, only hosted at:

http://faqs.ign.com
http://www.gamefaqs.com
http://www.1up.com

..and is not, under any circumstances, allowed to be hosted in any
other gaming-related or non-gaming-related website except for:

http://faqs.ign.com
http://www.gamefaqs.com
http://www.1up.com

and their affiliated sites.  Use of this guide on any other web site
or as a part of any public display is strictly prohibited, and a
violation of copyright.  It is also not allowed to distribute this
guide through the use of neither Torrent applications nor any peer-
to-peer applications or any other software in a public or private
network, such as but not limited to: Usenet, Limewire, Azureus,
BitTorrent among others.  It is also a violation of copyright to
distribute this guide through any instant messaging systems or e-
mail services to anyone, unless the distributor asks for permission.
In the case that the permission were granted, it is REQUIRED for this
paragraph to be included in the FAQ as part of the agreement, even if
I fail to mention it at the time said permission is granted, and it
is also required of the receiving part of the distribution to read and
abide by the statements on this paragraph.  All trademarks and
copyrights contained in this document are owned by their respective
trademark and copyright holders.  This notice may change between
versions, and so the latest notice will have priority.  The guide's
user has the responsibility of making sure he has the updated version
of the guide if he chooses to ask for permission to distribute.  The
latest version of this guide will be available through the internet
only in the afforementioned websites.
[/legal]

Whew... Sorry, but I know that if I don't place it here, you WON'T
read it!  So we got the legal stuff covered... OK, let's get cracking!

[RVN]-----------------------REVISION INFO-----------------------------

To find the most updated version of this guide, go to:

http://faqs.ign.com/articles/713/713397p1.html
http://db.gamefaqs.com/coinop/arcade/file/king_of_fighters_xi_qs.txt
http://www.1up.com/do/userFAQ?cId=7218150&cmId=3141909


v 2.03  7/5/2006        Corrected the introduction and various
                       spelling errors.  Added 1up.com link to the
                       updated guide.  Added more chains to some
                       characters.  Added more combos, and links
                       to my Youtube videos of some of the combos.
                       Added Ash's LDM chain in a combo, with an
                       explanation of how to do it.  I started on
                       6/30/2006.  Hope you come up with beautiful
                       combos to celebrate the 4th of July! lol
                       Dang, I also fixed a LOT of errors in
                       notation (mostly confusing A's and B's in
                       command moves).

v 2.02  6/29/2006       Corrected errors in QS combo submissions.
                       This took me like half a second. lol  Also
                       added a couple of requirements for QS combo
                       submissions.  Also fixed the legal section,
                       and checked Robert's chains for a critical
                       error (f+A was mistakenly written instead of
                       f+B, which is the correct one).  Added a
                       couple more combo chains to some characters.

v 2.01  6/28/2006       Corrected errors in some combos' notation,
                       specifically Momoko and Ramon.  Fixed legal
                       section.

v 2.00  6/27/2006       Fixed a lot more stuff, wrote information on
                       PS2-specific characters and bosses, added more
                       questions and even added sample starters and
                       enders to some characters for use in sample
                       QS combos.  Fixed Tizoc's DM motion, which was
                       incorrect (wrong button).  Added more combos
                       to the QS combo section.  This took me two
                       days (started 6/26/2006).

v 1.01  6/21/2006       Fixed spelling errors and added notes about
                       Oswald's qcf+E and df+A moves.  Added links
                       to updated versions of the guide.  Added an
                       entry to the frequently asked questions
                       section.  Added Kyo's DC combo to satisfy
                       avid fans everywhere to the combo section,
                       plus added a QS version of the combo.

v 1.00  6/20/2006       First build, does not include PS2 characters.
                       wrote introduction, QS info, legal stuff,
                       contact info, QS moves and data for all
                       arcade-selectable characters (33 normal,
                       5 sub-bosses... no Shion or Magaki).  Wrote
                       notation section and FAQ section.  This took
                       me 5 days to finish (started 6/15/2006).


[WQS]----------------WHAT IS QUICK SWITCHING (QS)?--------------------

Quick Switching (hereby referred to the guide as QS, and is a "verb"),
means to be able to switch in the middle of an attack, combo or DM
(Desperation Move) into another playing character, who will jump in
to substitute the playing character completely, all while leaving the
attacked character still stunned (or blocking) from the previous
attack.  This is possible by switching out at specific moves, and
spending a stock called a Skill Stock (new to KOF XI) that
regenerates over time to a maximum of two (takes about 30 seconds to
fill both).

Please note that these stocks are also responsible for other
details, like SC, Saving Shift, Dream Cancel (DC) among others you
need to watch out for when wanting to QS, BUT these are NOT covered
in this here guide.


[LQS]---------------------LIST OF QS MOVES----------------------------

Why make a guide for JUST QS?  Because the combo possibilities are
nearly limitless now that you can switch mid-combo and continue the
onslaught!  Because of this, making a combo guide is MUCH more
difficult, not to mention time-consuming since we'd have to try
EVERY COMBO SUBMISSION that we'd get through the mail, wouldn't we?
Thus, it's simpler to announce which moves your favorite characters
can QS out of, so you can put together your very own, beautiful stun
combos, DCs and other marvelous things you may want the world to
know you did and make them say "OMGWTF!" when they see it.  See?
Won't that feel GREAT?

If you make a combo that makes other people say "OMGWTF!" and wish
for me to post it, I'll gladly do it for you!  Make sure you've done
this combo yourself!

Have fun reading this!


[EXM]--------------------EXAMPLE OF NOTATION--------------------------

I wouldn't want you to be completely lost!  Here's my notation.

(WARNING:  The following ASCII art may suck.  Do not blame your
eyesight if this doesn't resemble an arcade joystick facing right.)

   JOYSTICK

      u
   ub   uf         BUTTONS         (S)
      O
  b   I   f    (A)   (C)   (E)

   db   df     (B)   (D)
      d

Directions:
u=up
d=down
b=back (left if you're facing right, and vice-versa)
f=forward (right if you're facing right, and vice-versa)
db = down/back diagonal
df = down/forward diagonal
uf = up/forward diagonal
ub = up/back diagonal
qcf= quarter-circle motion forward (forward "fireball"; d,df,f)
qcb= quarter-circle motion backward (reverse as above; d,db,b)
hcf= half-circle motion forward (lower semi-circle: b,db,d,df,f)
hcb= half-circle motion backward (inverted as above: f,df,d,db,b)
dp = "dragon punch" motion forward (f,d,df)
rdp= reverse "dragon punch" motion (b,d,db)
+ = indicates that the following button be pressed immediately after
   (ie. qcf+A means that you motion d,df,f then immediately press A)
A,B,C = means to tap A, then B, then C in succession
ABC = means to tap A, B and C simultaneously
* = means to charge the preceding direction (ie. b*,f+C means to hold
   the joystick back for about a second, then move it forward + C).

Buttons (since PS2 doesn't come with a joystick!):
A = light punch
B = light kick
C = strong punch
D = strong kick
E = knockback attack/guard crush/special move/leader move
P = notation used for "any punch button"
K = notation used for "any kick button"
S = start button (only for show here, really)

This is what a sample character will look like:

[FINDCODE]---------------------TEAM NAME------------------------------
[FINDCODE]------------------CHARACTER NAME----------------------------

MOTION          DESCRIPTION
qcb+A           He jumps around with a deadly look in his eyes and
               pokes you with his shoe.  Hits low.  QS only when
               cancelled into, or when he yells "Uncle!" or
               immediately after applying makeup.
               DCGPS = 2(1),3(2),14(8),10,25

**MEANING OF DCGPS DATA:
Damage = 2 (1) (roughly the ammount of life the move takes without
               taking defense, life or damage scaling into
               consideration.  Parenthesis state stats when
               cancelled into, plus signs indicate multiple hits)
Counter = 3 (2) (same as above, but when hit as a counter; this means
                when the opponent is still during the animation
                frames of an attack)
Guard = 14 (8) (very important, guard bar damage that opponent takes
               when guarded; does not take guard crush resistance
               into consideration)
Power = 10 (amount of power stock gained from successfully performing
           the move or hitting)
Stun = 25 (VERY important, percent of stun bar damage taken when
          move hits; does not take into consideration stun
          resistance; counter stun will not be noted.)

With the exception of Stun, Guard and Gauge stats, plus signs do NOT
signify values when all hits are linked together.  This is due to
damage scaling and hit scaling.

Gauge values do not account for unsuccessful (whiffed) move gauge
gain, and assume the move is successful.

See?  Not too difficult at all!  Let's start with the REAL fun!

**MOVES THAT WILL ALWAYS QS:**

E - The knockback attack is QSable, but really has no comboability,
   unless your next character has a sure-juggle LDM or OTG move.
Any standing normal attacks - These will QS always.  These are any
                             standing or crouching attacks that are
                             done simply by pressing a button.
                             Command attacks (attacks done by moving
                             the joystick in a certain direction and
                             pressing a certain button as well) are
                             listed in their character sections.

**MOVES THAT WILL NEVER QS:**

Jumping or hopping moves - NEVER works (except Ramon's dp+K and Mary's
                          f+A's first hit).
LDM - Leader moves won't allow QS (except for Ryo Sakazaki's).

**NEW FOR VERSION 2.00!**

You will find after every character's QS move list a special addition.
Now, for every character, there's a sample QS combo starter (which can
also be a part of the chain) and sample finishers!  Some characters
have more than one choice, so choose how you want!  You can now choose
your characters, use their sample chains and you should have no
problem!  If you have another sample chain or finisher you'd like to
add, e-mail me!

Next up, character specifics!


[HRT]--------------------------HERO TEAM------------------------------
[ACM]-------------------------ASH CRIMSON-----------------------------

MOTION          DESCRIPTION
f+A             Is a bit slow unless cancelled into.  QSable either
               way.  Hits overhead unless cancelled into (can be
               blocked low if it is).
               DCGPS = 11(10),13(12),12(6),14,14(8)

b+B             Spin kick in which Ash moves away from the opponent.
               I'm not sure, but may be cancellable into.
               DCGPS = 9,11,6,10,8

b+D             Same as b+B but moves forward (animation is slightly
               different.  May also be cancellable into but not sure.
               DCGPS = 11,13,6,10,8

d*,u+K          Fire sommersault.  Anti-air.  Only QSable on the first
               hit.  Will not stun AT ALL if used during his Sans
               Culotte LDM.
               DCGPS (for B) = 16,18,16,16,14
               DCGPS (for D) = 18,20,18,16,14

qcf,qcf+K       Fire sommersault DM.  Anti-air, Only QSable on the
               first, third and fifth hits (needs verification).
               DCGPS = 34,36,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, crouch A, crouch A, d*,u+D (QS out)

SAMPLE QS COMBO FINISHER:
QS in D, crouch A, crouch A, qcf,qcf+K


[HRT]--------------------------HERO TEAM------------------------------
[OWD]---------------------------OSWALD--------------------------------

MOTION          DESRIPTION
df+A            Downward slash, rising upward.  QSable only on the
               second hit (needs verification).  Can be cancelled
               into.  This move is UNBLOCKABLE when used against
               an opponent who is coming into the battle after his/
               her partner was down.  This is a glitch, and it's
               not taken kindly by others.  It's a good move, regard-
               less.
               DCGPS = 12(8),15(10),7,14(7),8(9)

Note:  Oswald's qcb+P, qcf+P, qcf+K and qcb+K moves can be chained
      one into another (or once again into itself) to make a total
      of three moves per chain.  This means you can do qcb+A, qcb+A,
      qcb+K and the chain would work, or qcf+A, qcb+A, qcf+B, for
      example.  Note that some of these moves, specifically qcb+K
      knock down and cannot be followed by any other one of these,
      unless it is hit after another one of the chain moves and the
      opponent bounces on the screen to be juggled later.

qcb+P           Running side slash.  Can be performed twice back-to-
               back, doing two hits total.  (Addition symbols
               indicate added DCGPS stats if second or later hit is
               performed.)
               DCGPS (for A) = 11+5,13+7,10+5,18+10,11+5
               DCGPS (for C) = 12+6,14+9,10+5,19+10,11+5

qcf+P           Running downward slash.  Can be performed twice back-
               to-back for a total of two hits.
               DCGPS (for A) = 8+6,11+9,10+5,12+10,8+3
               DCGPS (for C) = 8+7,11+10,10+5,12+10,8+3

qcf+K           Upward slash that sends the opponent bouncing against
               the opposite wall to be juggled later.  Will only send
               the opponent bouncing if this is performed after any
               one fo the following moves: qcf+P, qcb+P, qcb+K.
               DCGPS (for B) = 6,9,12,12,10
               DCGPS (for D) = 8,11,13,12,10

qcf+E or        Perform when the opponent is bouncing back from the
qcb+E          move above.  Hits HARD if the opponent was high enough
               to start the move.  Unblockable, needs no stock,
               broken lol (READ NOTE BELOW)
               DCGPS = 39,39,0,20,0

Note:  I accidentally included this in v. 1.00 of this guide, and it
      is a BIG oversight, as this is NOT a QSable move (Oswald will
      hop up to hit the opponent).  However, it IS noteworthy as a
      QS combo chain finisher move.  How would you like to end a QS
      combo with a broken, nearly non-damage-scaling-affected, no-
      stock-cost, easy-setup move?  Hey, if you have the chance,
      don't waste it.

qcb+K           Hopping downward slash that knocks the opponent down.
               Hits overhead.  QS to anyone with OTG moves, I guess!
               DCGPS (for B) = 9,12,13,12,12
               DCGPS (for D) = 10,14,14,12,13

qcf,hcb+P       His "ranbu"-type DM.  QS between the 2nd and 8th hits.
               DCGPS (for A) = 33,33,0,0,0
               DCGPS (for C) = 37,39,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, qcb+A, QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, qcb+A, qcf+B, qcf+E


[HRT]--------------------------HERO TEAM------------------------------
[SHN]--------------------------SHEN WOO-------------------------------

MOTION          DESCRIPTION
f+B             A front kick.  Comes out slower unless cancelled into.
               DCGSS = 8,10,15(6),6,6(5)

f+B,f+C         Punch.  Never seen it before.  I think it's a followup
               to the move above, or cancelled out of it.  Need to
               verify.
               DCGPS = 10(8),12(10),20(10),6,14(10)

qcf+P, hold P   A dash punch.  Holding P will delay the move, but make
               it up to three levels of power.  Level 1 will just hit
               while level 2 will also knock away but opponent may be
               juggled.  Level 3 is unblockable (this all needs
               verification).  QSable on either level.
               DCGPS (for A, level 1) = 14,17,13,14,16
               DCGPS (for A, level 2) = 18,22,15,16,18
               DCGPS (for A, level 3) = 20,25,16,20,20
               DCGPS (for C, level 1) = 16,20,13,14,16
               DCGPS (for C, level 2) = 20,25,15,16,18
               DCGPS (for C, level 3) = 22,27,16,20,20

qcb+A           Overhead double handed chop.  Blockable only high, can
               be cancelled into; has a followup performed qcf+A.
               Can be QS after either hit.
               DCGPS (for qcb+A) = 10,12,8,8,8(7)
               DCGPS (for qcf+A follow-up) = 12,15,8,10,10

qcf+E or        This move is a follow-up to qcf+E or qcf+E.  Both
qcb+E, P       punch versions are identical.
               DCGPS = 14,17,16,15,15

qcf,qcf+K       Four-punch autocombo.  Need verification on when to
               QS, which I believe is on either one of the first
               three hits.
               DCGPS = 38,41,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, qcf+A, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf,qcf+P


[RVT]-------------------------RIVAL TEAM------------------------------
[ERZ]--------------------ELISABETH BRANTORCHE-------------------------

MOTION          DESCRIPTION
f+A             Slap.  Can be cancelled into.  QSable either way.
               DCGPS = 12(6),14(9),8(6),10(6),18(12)

f+B             Hit with her horse whip thingy.  There’s a delay in
               the move to hit, unless cancelled into.  QSable either
               way.  Can be followed up with f+A above.
               DCGPS = 15(7),18(10),10(8),12(8),14(8)

dp+P            Elisabeth does a ducking dash (depending on punch
               button), and ends with an uppercut.  Has some
               invincibility frames, more of them for the C button
               version.  The C version does not hit immediately, but
               opponent can be juggled after it, can even be hit by
               the A version afterwards, or her DM version.  The A
               version can only be juggled with the DM.
               DCGPS (for A) = 16,20,26,14,18
               DCGPS (for C) = 18,23,28,19,19

qcf,hcb+P       I have verified the information.  QSable after the
               first hit, when the opponent will slowly float,
               allowing more than ample time to juggle.  Will ONLY
               QS when cancelled into, whether from a command
               attack like f+B, f+A or if super cancelled from her
               dp+C.
               DCGPS = 36,40,0,0,0

Note:  Elisabeth seems to be perfect for QS, although her movelist
      might seem limited.  She can cancel her f+B into f+A for about
      20 stun damage.  Foe example, a jump D, a close standing C,
      f+B, f+A and any of her moves for a nice 70+ stun!  Use her to
      finish your combo to be sure to reduce the opponent's stun
      gauge as much as possible!  If he is stunned, switch in your
      best character and celebrate!

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), f+B, f+A, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+B, f+A, qcf,hcb+P/qcf,qcf+E (either)
or
QS in D, stand C (1-hit), f+B, f+A, dp+A/qcf,hcb+P/qcf,qcf+E


[RVT]-------------------------RIVAL TEAM------------------------------
[DLN]--------------------------DUO LON--------------------------------

MOTION          DESCRIPTION
f+A             Reminiscent of Lin, Duo Lon uses his ponytail to
               attack.  Unlike Lin's version, this does not hit low.
               Not sure if it can be cancelled into; needs
               verification.
               DCGPS = 8,10,0,8,4

df+D            This is a low sweep kick, but opponent is left
               standing.  Hitss low, obviously.  Can be cancelled
               from qcf+A; needs verification.
               DCGPS = 8,10,6,6,4

df+D, E         This is a followup to df+D (tap E afterwards).  It is
               a roundhouse kick.  This is the only way to access it.
               May knock down with no recovery (needs verification!).
               DCGPS = 10,12,6,6,5

qcf+P (up       This is a small dash and punch.  It can be QSd on
to 3 times)    either one of the three times (needs... you know).
               Last hit lifts opponent on air, but delay is too large
               to juggle.
               DCGPS = 6+8+8,8+10+10,4+4+8,8+6+6,2+2+10

qcf+P, f+B      This is a knee attack, only accessible if cancelled
               into from the first qcf+P attack.  QSable (it wouldn't
               be in this guide if it weren't!).
               DCGPS = 8,10,2,6,2

qcf+P, f+B,     The third hit on this small chain that was once the
qcb+C          start of his 2k3 infinite... a palm strike.  This move
               has some hit stun, enough to be able to link a
               crouching A after it.
               DCGPS = 12,15,12,8,14

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch A, qcf+A, f+B, hcb+C, QS out

SAMPLE QS COMBO FINISHER:
QS in D, crouch A, qcf+A, f+B, hcb+C, crouch A, qcf+Ax3
or
(needs 1 skill stock) QS in D, crouch A, qcf+A, f+B, hcb+C, quickly
[A,C,B,D], crouch C, f+A, (crouch A, qcf+A, f+B, qcf+B)

Note:  A,C,B,D needs to be entered quickly.  Repeat the moves in
      parenthesis at the end to continue the combo.  The qcf+B
      crosses the opponent up.  If you're successful, you might
      eliminate the opponent completely just with that combo.  The
      skill stock is needed to activate the A,C,B,D LDM in a SC after
      the hcb+C hits.


[RVT]-------------------------RIVAL TEAM------------------------------
[BNM]----------------------BENIMARU NIKAIDO---------------------------

MOTION          DESCRIPTION
f+B             Benimaru hops forward and kicks.  Same kick he had
               since God knows when.  But this time, you can QS out
               of it!  It can be linked after any normal attacks,
               such as a stand C or D, and will combo.
               DCGPS = 10,13,12,14,5

qcf+K           Benimaru does a quick knee.  The startup his old
               triple attack.  QSable as it hits.
               DCGPS (for B) = 8,11,6,20,6
               DCGPS (for D) = 9,12,6,20,6

qcf+K,qcf+K     The other two attacks in his old triple attack thingy.
               QSable on the first hit of the followup only.
               DCGPS (for B) = 11,13,12,30,12
               DCGPS (for D) = 13,16,12,30,12

hcb+K           His old floor spinning low kick attack.  QSable on
               either hit, but be careful not to lift the opponent up
               on the last hit.  Unless that's what you're looking
               for!  Hits, as if not obvious, low on all hits.
               DCGPS (for B) = 18,24,21,12,3
               DCGPS (for D) = 22,24,42(holy crap!),20,18

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, hcb+D (5-hits), QS out
or
jump (or QS in) D, stand C, f+B, qcf+K, qcf+K (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcb,qcb+K


[FFT]-----------------------FATAL FURY TEAM---------------------------
[TRB]------------------------TERRY BOGARD-----------------------------

MOTION          DESCRIPTION
df+C            A rising uppercut, comboable from stand C.
               DCGPS = 10,12,9,14,9

C, E            From close stand C, tap E to hit once more.
               DCGPS = 9,11,8,12,6

dp+B            This needs verification.  It's his Power Dunk move.
               It will only QS out of it if it's the B version.
               DCGPS = 19,21,14,16,18

hcf+K, f,f+K,   Terry's Power Charge sequence.  Essentially a dash
f,f+K          elbow, followed by a punch and finally a shoulder
               charge.  QSable on either hit (and SCable only in the
               second, just so you you know).
               DCGPS (for B) = 8+8+13,10+10+16,8+8+8,6+10+10,8+8+8
               DCGPS (for D) = 9+9+14,11+11+17,8+8+8,6+10+10,8+8+8

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+C, hcf+B, f,f+B, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, dp+B (1-hit), AB, qcb,hcf+E

Note:  The AB must be done while Terry is still on the ground,
      immediately after the dp+B motion.  This is called a Breaking,
      and it was introduced in Garou: Mark of the Wolves, which is
      the game where this Terry version originated (no cap, brown
      jacket, loose hair).  If done successfully, the opponent will
      be airborne but Terry will not.


[FFT]-----------------------FATAL FURY TEAM---------------------------
[KKH]-------------------------KIM KAPHWAN-----------------------------

MOTION          DESCRIPTION
f+B             Falling axe kick.  Hits overhead, unless cancelled
               into.
               DCGPS = 14(10),18(12),8(12),14(7),16(14)

d,d+K           It's a ground stomp.  The opponent will get hit if
               he's next to Kim or if the ground smash sprite comes
               into contact with them.  D version knocks down, and
               B version is SCable as well.
               DCGPS (for B) = 12,15,18,18,20
               DCGPS (for D) = 14,20,20,19,20

qcb+K           Kim does a sommersault kick, landing on a split kick.
               Both versions are QSable; not sure on which hit of the
               D version is QSable.
               DCGPS (for B) = 16,20,14,11,17
               DCGPS (for D) = 18,21,36,16,18

qcb+P           Can be repeated up to three times.  Depending on the
               punch used, the move's animation differs.  QSable on
               either hit, except for any aerial attacks that result
               in using certain button combinations.
               DCGPS (for A) = 6+6+13,9+9+16,8+8+18,11+13+18,8+6+14
               DCGPS (for C) = 6+6+7,9+9+10,8+8+10,11+13+14,8+6+8

b*,f+K          Low sweep, followed by an overhead attack.  First
               attack lifts opponent.  Knocks other character down on
               second attack.
               DCGPS (for B) = 11,13,16,17,13
               DCGPS (for D) = 13,16,18,18,14

qcb,db,f+K      Kim's signature DM.  A dash that results in an
               autocombo when it connects.  QSable between the 5th
               and 8th hits.  Can be done in mid-air.  Needs
               verification.
               DCGPS = 37,37,0,0,0

qcf,qcf+K       Kim does a tall kick that lifts the opponent up.  The
               D version takes slghtly longer and has more
               invincibility frames at startup.  Opponent can be
               juggled afterwards.
               DCGPS (for B) = 25,26,0,0,0
               DCGPS (for D) = 26,28,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), qcb+B, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), qcf,qcf+B, qcb,hcf+K/qcb,hcf+E (either)
or
QS in D, stand C (2-hits), qcf,qcf+B, f,f+A, A, qcb,hcf+K/
qcb,hcf+E


[FFT]-----------------------FATAL FURY TEAM---------------------------
[DKK]--------------------------DUCK KING------------------------------

MOTION          DESCRIPTION
f+A             Downward chop.  Overhead attack.
               DCGPS = 12,15,13,14,8

df+B            Sliding low kick.  Hits... well, low.  Unsure if this
               knocks down, needs verification.
               DCGPS = 12,15,13,14,8

qcb+D           Hits low on first hit, then jumps with a knee attack.
               You won't use the knee attack part, since it can only
               QS after the first hit.  Unless you don't want to QS
               this.  The B button version just doesn't QS, so it's
               not listed here.
               DCGPS = 17,18,15,20,14

dp+D            First attack hits low, then jumps with a spinning
               kick.  Like the previous QS, since you can't QS on
               air, this can only be QSed after the first hit.  Also,
               like the previous, the B version doesn't QS, so it's
               not listed.
               DCGPS = 21,23,14,10,14

d,d+CDE,        Hits low then jumps and... doesn't matter since you
qcb,hcf+K      can only QS this before he jumps, during the first two
               hits.  Like any other DMs, the damage shown does not
               take QS into consideration.
               DCGPS = 39,41,0,0,0

d,d+CDE,        Hits low, hops, hits again then launches into the air.
qcf,qcf+K      Due to this, it is only QSable on the first and third
               hits.
               DCGPS = 35,37,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand/crouch A, stand/crouch B, f+C, QS out
or
(in corner) jump (or QS in) D, stand/crouch A, stand/crouch B, f+C,
d,d+CDE (3-hits), qcf,qcf+K (1-hit), QS out (leaves opponent open to
juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch A, stand/crouch B, f+C, hcb,f+P, A, A, B, A, C,
C, D, C, dp+E


[ARF]---------------------ART OF FIGHTING TEAM------------------------
[RSZ]-------------------------RYO SAKAZAKI----------------------------

MOTION          DESCRIPTION
f+A             Kneeling downward chop.  Hits overhead unless
               cancelled into.
               DCGPS = 16(11),20(13),14(8),16(8),18(12)

dp+P            Anti-air uppercut.  Can be QSable while Ryo is still
               on the ground (1st hit on both versions).
               DCGPS (for A) = 14,17,16,20,14
               DCGPS (for C) = 22,24,32,24,16

f,b,f+P         Multi-hit move that ends with a knockdown punch.  The
               A version does not allow for recovery rolls, and the C
               version allows for juggles.  QSable only on the very
               last hit, the 13th hit.  DCGPS data is the same for
               both.
               DCGPS = 22,22,0,21,14

qcb+P           Ryo gathers some momentum and punches forward.  QSable
               after hitting on either version.
               DCGPS (for A) = 20,22,18,16,20
               DCGPS (for C) = 20,23,10,16,22

hcf+K           A fast side chop.  QSable upon hitting either version.
               DCGPS (for B) = 15,18,10,20,14
               DCGPS (for D) = 16,19,10,18,15

hcb,f+K         A slow startup move that automatically causes guard
               crush damage upon hitting, and can be super cancelled
               out of.  The D version qill delay more, but will
               ALWAYS cause the guard crush, ensuring the next move
               hits.  Can be QSed after it connects or is blocked.
               DCGPS (for B) = 22,26,50,22,26
               DCGPS (for D) = 22,27,128(see?),22,30

qcf,hcb+P       A dash DM that will autocombo after connecting.
               QSable between the 9th and 14th hits.
               DCGSS = 35,35,0,0,0

qcf,qcf+E       THE ONLY LEADER MOVE YOU CAN QS OUT OF!  You must, of
               course, choose Ryo as your Leader to do this.  It's a
               fast punch forward that automatically stuns if it
               hits!  Can be cancelled into, and although the damage
               is minimal, it will stun anyways.  And what's best,
               the combo counter resets after hitting so the next
               combo will not be affected by the previous combo's
               damage scaling!
               DCGPS = 24(10... not a typo),30(18),0,0,255(nice,huh?)

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f,b,f+A, QS out (leaves opponent on the
ground with no recovery)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, qcf,qcf+E STUN


[ARF]---------------------ART OF FIGHTING TEAM------------------------
[YSZ]------------------------YURI SAKAZAKI----------------------------

MOTION          DESCRIPTION
df+B            Low kick.  Hits... low.  Can be used standalone or can
               be cancelled into, with both DGCCS data being the
               same.  QS upon contact.
               DCGPS = 10,12,8,8,6

df+D            Rising high kick that lifts the opponent up, setting
               him up for a nice juggle.  QS upon hitting.  Can be
               cancelled into and DCGPS data does not change.
               DCGPS = 10,12,8,8,6

dp+P            Anti-air uppercut.  QS on first hit.
               DCGPS (for A) = 14,17,10,18,15
               DCGPS (for C) = 12,14,8,14,8

dp+C,dp+C       A followup uppercut to the C version of the move
               above.  QS after the first hit.  Opponent will be on
               the air.
               DCGPS = 13,15,12,10,8

qcf,qcf+K       Her SF Ryu parody uppercut now connects with full
               hits, even against a jumping opponent.  QS on the 2nd
               hit.  Opponent will be on the air.
               DCGPS = 39(25),43(26),0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+B, QS out
or
jump (or QS in) D, stand C, df+D, QS out
or
(in corner) jump (or QS in) D, stand C, df+D, (qcb+C optional here),
dp+C (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, df+D, (if cornered, add qcb+C here), qcf,hcb+K/qcf,
qcf+P (either)


[ARF]---------------------ART OF FIGHTING TEAM------------------------
[KNG]-----------------------------KING--------------------------------

MOTION          DESCRIPTION
df+D            Sliding low kick, but doesn't knock down.  Can be
               cancelled into, and if so, it is also cancellable.
               QSable upon hitting in either case.
               DCGPS = 14(13),18(17),12(6),14(8),14(8)

rdp+K           No idea when it is QSable, but it is.  This is a flip
               kick that, if connects, King hits a series of kicks
               that knock the opponent away.  Also, no idea the
               applicability of QS in this case...  DCGPS is the same
               for both kicks.
               DCGPS = 21,21,0,22,0

qcf,hcb+K       King does a small backflip (during which she has some
               invincibility), and hops forward.  Upon connecting,
               King unleashes a series of hits, that end in two jump
               kick attacks.  QSable between the 2nd and 8th hits
               (before King jumps to do the last two attacks).
               DCGPS = 37,37,0,0,0

Note:  King isn't too QS-friendly, but she could start or finish the
      QS combo.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, stand D (2-hits), df+D, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D (1-hit), df+D, rdp+B/qcb,qcb+K (either)
or
QS in D, stand D (1-hit), qcf,hcb+K


[GMW]-----------------------GAROU MOTW TEAM---------------------------
[BJN]---------------------------B. JENET------------------------------

MOTION          DESCRIPTION
A,A,A           Three slaps.  Must be up close.  QSable only at the
               end.  Needs verification.
               DCGPS = 6,7,6,8,6

C,C             A followup to far standing C.  Just tap C again.
               QSable upon connecting.
               DCGPS = 11,14,4,7,6

Note:  An additional combination is possible by tapping A, C.  The
      first hit is the first slap, and the C is the followup for the
      second combination.  I'm sorry about not having the data, but
      for some unknown reason this is not listed anywhere: not on the
      Arcadia Magazine, not on the Conqueror's Guide...  This was
      tested by myself.  Now, I do not know if you can QS afterwards.
      If we take into consideration that the C is the followup to the
      technique above, which is QSable, maybe this is.

qcb+P           Jenet hits with her skirt.  The A version stays in one
               place, and the C version moves forward but comes out
               slightly slower.  QSable either way as soon as it
               hits.
               DCGPS (for A) = 18,24,10,16,14
               DCGPS (for C) = 20,26,14,16,16

qcf,qcf+P       Jenet travels horizontally in the air, kicking
               forward.  Her legs resemble torpedoes.  QSable at any
               hit, even if blocked.  Can hit a juggled opponent.
               DCGPS = 34,36,0,0,0

qcf,qcf+K       Jenet hits once and takes to the air beating the
               opponent with her skirt... but if you want to QS this,
               Jenet must not leave the ground, therefore the move's
               first hit is the only moment you can QS.
               DCGPS = 37,39,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand A, stand C, QS out
or
(in corner), jump (or QS in) D, stand A, stand C, qcf+D (2-hits), d+D,
qcf,qcf+P (6-hits), QS out (leaves opponent vulnerable to juggles and
air command throws)
or
jump (or QS in) D, stand A, stand C, qcf,qcf+P (6-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand A, stand C, qcf+D (2-hits), d+D, qcf,qcf+P/qcf,qcf+K
(K only works in the corner)


[GMW]-----------------------GAROU MOTW TEAM---------------------------
[GTO]-----------------------------GATO--------------------------------

MOTION          DESCRIPTION
f+A             Downward chop.  Slow startup, but hits overhead.
               Cannot be cancelled into, but can be followed by d+B
               (which is QSable because it's a normal attack).
               QSable as soon as it connects.
               DCGPS = 16,19,18,16,18

qcf+P           A step foward with a punch.  Comes out rather fast.
               Is QSable as soon as it hits.
               DCGPS (for A) = 12,15,12,13,14
               DCGPS (for C) = 13,16,12,17,15

qcf+P, f,f+P    A followup to the last move (just do f,f+P after it).
               Does not need for qcf+P to hit.  QSable upon hitting.
               Opponent is knocked down.
               DCGPS (for A) = 6,8,10,6,6
               DCGPS (for C) = 7,10,10,10,6

qcb+K           Gato hits the ground and leaps.  Has four different
               follow-ups (one with each button), but the leap's hit
               itself is QSable.  DCGPS is equal for both; the main
               difference is that B makes Gato jump about half the
               screen height, and D makes Gato jump much higher.
               Does not travel too far horizontally.  All follow-ups
               are essentially offensive maneuvers (whereas his qcb+P
               analogous attack's follow-ups are mainly for strategic
               movement and other defensive maneuvers).
               DCGPS = 6,9,0,12,8

qcb+K, D        After the qcb+K hop, tap D and Gato will slide on the
               floor upon landing.  Hits low and knocks down.  QSable
               upon hitting.
               DCGPS = 14,17,0,14,17

qcf,qcf+P       Gato does an almost immediate version of qcf+P, then
               hops on the opponent's neck and breaks it.  Although
               you have to admit this is very badass, you can only QS
               after the first punch, which will lift the opponent up
               to be possibly juggled.  C version moves forward a bit
               more.
               DCGPS (for A) = 32,37,24,0,0
               DCGPS (for C) = 35,41,24,0,0

qcf,qcf+K       Gato does an upward anti-air kick.  However, it is
               only QS-able on the first hit.  D version is more
               delayed.
               DCGPS (for A) = 34,38,45,0,0
               DCGPS (for C) = 37,41,45,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, qcf+P/qcf,qcf+P (either), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D (2-hits), crouch B, qcf,qcf+P
or
in corner, QS in D, stand D (1-hit), qcb+B, B, stand C, qcf,qcf+B


[GMW]-----------------------GAROU MOTW TEAM---------------------------
[GRF]-------------------------THE GRIFFON-----------------------------

MOTION          DESCRIPTION
df+C            Tizoc slides forward a little with a beak attack!!!
               (It's actually a headbutt; I'm poking fun at his bird
               mask lol).  Can be cancelled into, and is QSable even
               when used by itself.
               DCGPS = 13,15,9,24,9

rdp+P           Tizoc does a clothesline attack.  C version has him
               hop back before doing so.  QS upon hitting.
               DCGPS (for A) = 16,21,16,26,16
               DCGPS (for C) = 18,24,16,26,16

qcf,qcf+K       Tizoc does an overhead attack, followed by an uppercut
               and finally a clothesline.  QSable on either hit.  If
               hit to a standing opponent, the third hit knocks down.
               DCGPS = 37,42,0,0,0

Note:  Tizoc works well as a starter, since his df+D attack and normal
      attacks are good at breaking an opponent's guard, which ensures
      an all-important first hit for your combo!

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand D, df+D, qcf,qcf+K (2-hits), QS out (leaves
opponent open to any juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand D, df+D (good for stun combos)
or
QS in hcb+K (hits opponent on the ground, after no recovery moves like
Ryo's f,b,f+A or Ralf's dp+C... simple and effective)


[IKR]-------------------------IKARI TEAM------------------------------
[RFJ]-------------------------RALF JONES------------------------------

MOTION          DESCRIPTION
b*,f+P          Ralf moves forward, hitting two punches and an
               uppercut.  The punch strength determines how far Ralf
               travels; still, it is QSable on either hit (but the
               third hit will knock the opponent down).
               DCGPS (for A) = 21,24,12,27,12
               DCGPS (for C) = 26,29,16,35,16

Tap P rapidly   Ralf does upward fire punches repeatedly.  QSable as
               soon as it hits.  Opponent is knocked down.
               DCGPS (for A) = 18,24,18,6,18
               DCGPS (for C) = 24,27,9,18,9

dp+P            Ralf charges up and unleashes an unblockable uppercut
               that cannot be recovered from.  Goof for QSing into
               someone with OTG moves, such as Malin's LDM.  If
               cancelled into from a standing or crouching attack,
               comes out immediately but still opponent cannot do
               recovery roll when landing from the attack.  Data is
               equal for both.
               DCGPS = 28(23),35(23),12,20(10),7(5)

qcf,hcb+P       Ralf does the first two hits from b*,f+P, then does
               many punches, and finally hits the dp+P uppercut.
               QSable, but the frame is unknown to me.
               DCGPS = 37,40,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, b*,f+C (2-hits), QS out (needs you to
hold b before Ralf even hits the first D)
or
jump (or QS in) D, stand C, dp+P, QS out (knocks opponent down with
no recovery)

SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch C, dp+P/qcf,hcb+P (if you decide to do dp+P,
jump forward and do qcf+P in the air to hit the falling opponent)


[IKR]-------------------------IKARI TEAM------------------------------
[CST]------------------------CLARK STILL------------------------------

MOTION          DESCRIPTION
f+B             A front kick.  Can be cancelled into, and is QSable in
               either case.
               DCGPS = 16(9),20(12),18(13),16(12),20(8)

qcb,qcb+K       WOW, this is it.  Only two moves for Clark.  This a
               new DM addition for KOF XI, in which he does his 2003
               Gattling Attack for many hits.  QSable the whole way
               through, but the last hit knocks the opponent down.
               DCGPS = 35,37,10,0,0

Note:  Clark can combo his Leader move from both these moves.  If you
      have a skill stock and two power stocks, do hcb,hcb+E after
      hitting the stomp or near the end of the DM for major damage.
      Try incorporating this into a QS combo.  Mind your skill
      stocks, though!

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D/C, stand C, f+B, QS out

SAMPLE QS COMBO FINISHER:
QS in D/C, stand/crouch A, hcf+D/hcb,hcb+E (if you do hcf+D, motion
qcf+C to hit the opponent with an elbow drop after the move is done)


[IKR]-------------------------IKARI TEAM------------------------------
[WHP]----------------------------WHIP---------------------------------

MOTION          DESCRIPTION
f+A,f+A,f+A     Whip hits the opponent with her whip three times.  You
               must input all three hits.  You can QS after the third
               hit ONLY.
               DCGPS = 18,21,9,18,9

hcf+P           Whip hits the opponent into the air, and uses the whip
               as a lasso and brings them down hard behind her.
               QSable only after the first hit.  The opponent can now
               be juggled.
               DCGPS = 20,23,12,19,0

hcb+P           Whip holds her whip above her head (it can be held if
               you hold the P button afterwards, and Whip can step
               forward and back while holding, and can also be
               cancelled altogether with D), and then hits once,
               then a second time either overhead (for A button) or
               low (C button).  If it hits low, the opponent is
               dragged and stepped on.  This is all nice, but you can
               only QS after the first hit.
               DCGPS (for A) = 21,24,5,22,6
               DCGPS (for C) = 22,25,6,13,12

hcb+B           Whip holds her whip as above (see notes above about
               the holding and cancelling of this move), and then
               hits twice, dragging the opponent toward her in the
               second hit.  The opponent remains standing, and in hit
               stun.  This can be QS out of even at the end (perfect
               for bringing the opponent close to start the combo).
               DCGPS = 13,17,6,14,6

qcb,hcf+P       Whip hits the opponent with her whip, knife and
               finally hits him and knocks him away.  Can be QSed
               even at the end; at any point.  The very last hit
               knocks the fighter away from you, though, avoiding any
               possible followups.
               DCGPS = 35,35,0,0,0

qcf,qcf+P       Whip lashes out her whip, running forward.  The last
               hit knocks down.  QSable at any point.
               DCGPS = 37,39,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand B, crouch B, hcf+C(1-hit)/crouch C(1-hit),
QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, crouch C (1-hit), qcb,hcf+P/qcf,qcf+P/qcb,hcf+E


[PST]---------------------PSYCHO SOLDIER TEAM-------------------------
[AAM]-----------------------ATHENA ASAMIYA----------------------------

MOTION          DESCRIPTION
dp+P            Anti-air uppercut.  Only cancellable on the first 2
               hits. Punch strength signifies hits and height of the
               move.
               DCGPS (for A) = 16,18,12,10,12
               DCGPS (for C) = 22,24,20,14,20

Note:  As if it weren't enough with Clark's TWO QS moves, here comes
      Athena with ONE.  Use her to finish your combo with her LDM,
      maybe as a super cancel from the last hits of her dp+C... or
      just switch her in and do it before she even lands from the QS!

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, dp+C(1-hit), QS out
or
(opponent in corner) jump (or QS in) D, f+B (2-hits), dp+C(1-hit),
QS out (leaves opponent vulnerable to juggles but requires strict
QS timing)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B (2-hits), qcb+D
or
QS in qcf,qcf+E (before she lands from the QS)
or
(opponent in corner) QS in D, f+B (2-hits), hcb,hcb+P


[PST]---------------------PSYCHO SOLDIER TEAM-------------------------
[SIK]-------------------------SIE KENSOU------------------------------

MOTION          DESCRIPTION
f+A             Palm strike.  Cancellable if cancelled into.  Overhead,
               unless cancelled into.
               DCGPS = 13(7),16(9),15(6),14,15(8)

dp+K            Kensou stands on one hand and kicks twice upward,
               lifting the opponent into the air to be juggled.
               DCGPS = 14,15,14,12,16

rdp+K           Kensou does a handstand split kick anti-air.  QSable
               on the first hit for the B version, on the second hit
               for the D version.  B version lifts opponent on the
               first hit.
               DCGPS (for B) = 16,18,12,16,9
               DCGPS (for D) = 18,20,15,16,9

qcf,hcb+K       Kensou does three kicks (B version is on the ground,
               D is on the air) then does a handstand on the ground
               and does a souped-up version of his anti-air.  QSable
               only during the initial handstand hits (4th and 5th
               hits of the DM).
               Opponent stays on the air, and can be juggled.
               DCGPS = 37,39,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, dp+K, QS out
or
jump (or QS in) D, stand C, f+A, dp+D, qcf,hcb+D (4-hits), QS out
(leaves opponent vulnerable to juggles)
or
(in corner) jump (or QS in) D, stand C, f+A, dp+D, f+B (juggle), air
qcb+C (juggle), f+B (juggle), qcf,hcb+D (4-hits), QS out

SAMPLE QS COMBO FINISHER:</pre><pre id="faqspan-2">
QS in D, stand C, f+A, dp+K, juggle with qcf,hcb+D
or
(cornered opponent) QS in D, stand C, f+A, dp+D, f+B, air qcb+A, f+B,
land, qcf,hcb+D


[PST]---------------------PSYCHO SOLDIER TEAM-------------------------
[MMK]---------------------------MOMOKO--------------------------------

MOTION          DESCRIPTION
f+B             Momoko does a Capoeira handstand kick.  QSable upon
               hitting the kick.
               DCGPS = 10,12,7,4,8

df+B            Momoko does a step and a sweep.  This does not knock
               down, but does hit low.  QSable upon hitting... why do
               I bother saying that?  It's important in some cases
               but...
               DCGPS = 10,12,7,4,8

Note:  Momoko does a special attack "chain", like Angel in 2002 and
      NeoWave.  For her chain attacks, her b+P, u+K, d+K moves are
      all QSable.  This gives Momoko an often unseen advantage, since
      she can do her chain indefinitely, and if the opponent slips
      up, this might set them up for a nice QS combo.

dp+K            Momoko does a double handstand kick.  QSable during
               the first kick hit only.
               DCGPS (for B) = 16,18,10,14,12
               DCGPS (for D) = 10,11,10,14,12

qcb+D           Momoko's version of Athena's Phoenix Arrow... but
               Momoko does it rolling on the ground.  Hits low on the
               last hit; QSable on the 5th hit.
               DCGPS = 19,20,20,16,15

qcf,qcf+B,      Momoko has a "Deadly Rave"-like DM.  It has multiple
sequences      button sequences that can follow it, such as A, C, E,
               B, A, C, E.  Momoko can QS out of it at any time.
               This needs verification.
               DCGPS (for A, C, E, B, A, C, E) = 29,30,0,0,0
               DCGPS (for A, C, E, B, A, C, D) = 25,26,0,0,0
               DCGPS (for A, C, E, B, D, C, E) = 30,31,0,0,0
               DCGPS (for A, C, E, D, A, B, D) = 17,18,0,0,0
               DCGPS (for A, C, E, D, A, C, E) = 17,18,0,0,0
               DCGPS (for A, C, E, C, D, B, D) = 17,18,0,0,0
               DCGPS (for A, C, D, D, D, D) = 23,24,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch C, u+K, QS out
or
jump (or QS in) D, crouch C, qcf,qcf+K, A, C, E, B, A, C (2-hits),
QS out
or
combo C (will not combo, can be whiffed), f+P (2-hit), u+K (2-hit),
QS out

SAMPLE QS COMBO FINISHER:
QS in C, crouch C, qcf,qcf+K, A, C, E, B, A, C, E
or
QS in C, crouch C, qcf,qcf+P, high jump E (in corner, just jump E)
or
QS in C, stand D, df+B, qcf+B/qcf,qcf+P/[qcf,qcf+K, A, C, E, B, A, C,
E]


[AGT]--------------------------AGENT TEAM-----------------------------
[VNS]---------------------------VANESSA-------------------------------

MOTION          DESCRIPTION
f+A             One-two punch.  Knocks down on the second hit.  Can be
               cancelled into, and is cancellable if it's cancelled
               into.  Second punch hits overhead unless cancelled
               into.  QSable at either hit.
               DCGPS = 14(10),15(11),10(6),10(4)

df+B            Baseball slide punch.  Hits low and knocks down.  Can
               link from normal attacks.  QSable upon hitting, but
               opponent will be knocked down regardless.
               DCGPS = 12,15,10,12,12

dp+P            One-two punch.  Second hit lifts opponent up high into
               the air.  Can be QSable on either hit, and there's a
               big juggle chance afterwards.  DCGPS data does not
               change; the button strength determines the speed of
               the move.  Unlike f+A, none of the hits are overhead,
               despite what the animation might suggest (the first
               punch seems to be an overhead punch).
               DCGPS = 16,18,10,18,12

Note:  If the opponent was already in the air when this hits in the
      corner, it's possible to keep doing the move and the second hit
      will juggle infinitely on the arcade.  Shh... don't tell anyone.
      As soon as the PS2 port comes around, I'll check myself if this
      has been corrected in the Arrange Mode of the port (the Arcade
      Mode is supposed to be equal to the arcade, though).

hcf+P, tap P    This is a series of hooks, with the final punch being
               an uppercut (knocks away).  Tap P after motioning the
               hcf+P to hit more punches.  Can be QSable on either
               hit, BUT if you do not time it right, she might hit
               the last punch and knock the opponent away.  DCGPS
               data is the same for both A and C versions.
               DCGPS = 18,19,18,20,18

qcf+K or qcb+K, The qcf+K is a dash that has some invincibility
f+A            frames, where she lowers her head and moves either
               forward (qcf+K) or backwards (qcb+K).  The kick
               strength determines the distance she travels.  Tap
               f+A during her dash, be it the forward or backward
               one to perform the attack.  The attack is identical
               for both dash versions.
               DCGPS = 16,18,20,18,26

qcf+K or qcb+K, Same deal as above.  Except you have to tap f+C
f+C            instead.  One thing I am not sure of is the guard
               crush for the forward dash (qcf+K) version.  It can
               apparently break the opponent's guard automatically;
               well, it may be a typo, but here's the data.
               DCGPS (for qcf+K, f+C) = 18,20,265(see?),18,26
               DCGPS (for qcb+K, f+C) = 16,20,12,18,13

qcb+P, hold C,  Vanessa will dash forward and hit with a cross punch.
tap f+A        Yes, this is a VERY difficult motion to understand,
               so allow me to explain.  Her qcb+P is a "stance"-like
               move.  Holding any punch will allow her to remain in
               the stance.  However, since the next attack is f+A,
               you need to hold C.  It may be possible to hold A then
               tap f+A quickly, but I think she will leave the stance
               and the move will not work.  If anyone can help me in
               this regard, please do not hesitate to e-mail me.
               Another way to start the stance is to perform any of
               her dash moves (qcf+K or qcb+K) and press and hold b+P
               during the dashes.
               DCGPS = 15,18,14,12,26

qcb+P, hold P   Read the description above for information on how this
tap b+P        motion works.  This is a single punch that knocks down
               after it hits.  QSable, but remember what I just said!
               In this case, I have no idea what the punch strength
               determines, so I need help in this one...
               DCGPS = 15,18,14,12,10

qcb+P, hold A,  Vanessa dashes in, crouching, and hits the opponent
tap f+C        with a huge uppercut.  Opponent can be juggled after
               it hits.  Again, read the description above for an
               explanation on the motion.  However, for this specific
               move, there's an alternate, stand-alone motion to
               perform it, by doing b*,f+P.  While in the stance
               version the punch strength doesn't make much of a
               difference for Vanessa, in the stand-alone version the
               DCGPS data does change, and so does the travelled
               distance.  See for yourself.  QSable as soon as it
               hits.
               DCGPS (for stance) = 15,18,14,12,10
               DCGPS (for b*,f+A) = 13,16,10,12,13
               DCGPS (for b*,f+C) = 18,22,10,12,13

qcb,hcf+P       Vanessa does her qcf+K dash, and upon hitting, she
               hits the opponent with a series of hooks, ending it
               with a one-two jab/cross combination (she then shakes
               her hands, as if that had hurt her).  QSable between
               the 2nd and 8th hits.
               DCGPS = 34,34,0,0,0

close,          This is an unblockable DM, but needs to be performed
qcf,qcf+P      up close.  It's four punches, where the last one
               sends the opponent flying across the screen.  QSable
               on either of the first three hits (but hey, if it were
               me behind that joystick, I'd wait until the third one
               for maximum damage opportunity!).
               DCGPS = 36,39,0,0,0

Note:  Vanessa has a new LDM called MAX Mode Vanessa, in which she
      starts glowing, and is essentially in MAX mode from KOF 2002.
      She can cancel any of her moves into any other moves, and she
      can QS from her moves while in this mode, but will lose any
      remaining time left for the mode, and will return to normal.
      By the way, Vanessa is a NICE QS character, isn't she?  With 11
      different moves to QS from... I think she is the most-versatile
      QS character of them all.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), hcf+P (tap P, 5-hits), QS out
or
jump (or QS in) D, stand C (2-hits), qcf,qcf+P (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (1-hit), qcb+P (hold b here), stand C
(2-hits), f+A (will trigger b*,f+A), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+A (1-hit), qcb,hcf+P/qcf,qcf+P
or
(in corner) QS in D, stand C (1-hit), f+A (1-hit), qcf,qcf+E, stand A,
f+A (1-hit), qcb+P (hold b), stand C (2-hits), f+A (will trigger
b*,f+A), [qcb+B, f+C]x3, cancel into dp+C, qcb+B, f+C (qcf,qcf+P is
optional here)


[AGT]--------------------------AGENT TEAM-----------------------------
[BMR]--------------------------BLUE MARY------------------------------

MOTION          DESCRIPTION
f+A             Mary hops forward and lands with an overhead hammer
               chop.  Can be cancelled into.  Hits overhead unless it
               is cancelled into.  If cancelled into, can also be
               cancelled from.  That was, like, 4 "cancels" in two
               sentences.
               DCGPS = 10(5),13(7),12(5),10(4),12(7)

f+B             Mary does a high/low kick combination.  While it's not
               listed as such, the second kick hits low.  Only QSable
               on the second kick (Mary hops on the first kick).  Can
               be cancelled into from normal attacks and cancels out
               if it's cancelled into.  Not sure if the second kick
               still hits low if cancelled into.  Need verification.
               DCGPS = 16,19,12,10,12

b*,f+K          Mary does a slide kick (which has a followup, but the
               followup is not QSable).  Hits low.  The difference
               between the kick strengths is the distance covered.
               DCGPS data is the same for both.
               DCGPS = 10,13,10,12,10

dp+K            Mary does an anti-air using her legs.  Due to the fact
               that she leaves the ground after the first hit, it is
               only possible to QS out of it during the first hit.
               DCGPS (for B) = 8,11,6,12,0
               DCGPS (for D) = 18,21,12,16,0

qcf,hcb+P       Mary dashes, and when she connects, hits the opponent
               multiple times while crossing them up, and finally
               does a jumping attack.  Due to the fact that the end
               is a jumping attack, you must QS on or before the 8th
               hit (the 9th hit is the first jumping hit).  If the
               move hits a jumping opponent, he is brought down to
               the floor for the rest of the move.
               DCGPS = 37,37,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C (2-hits), f+B (2-hits), b*,f+B, QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C/D (1-hit), f+A, qcf,hcb+P/qcf,qcf+K/hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), qcf,hcb+P/qcf,qcf+K/
hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), dp+K, dp+K
or
QS in C, stand C/D (1 or 2 hits), f+B (2-hits), b*,f+K, qcf+K


[AGT]--------------------------AGENT TEAM-----------------------------
[RMN]----------------------------RAMON--------------------------------

MOTION          DESCRIPTION
f+A             A headbutt.  Can be cancelled into.  Hits overhead
               unless (yep, you guessed it...) it is cancelled into.
               I think if you're reading this entirely, you're
               getting a good idea so far!  QSable either way.
               DCGPS = 8,10,8,14,8

df+B            A low drop kick.  Hits low unless (come on, repeat
               after me) it is cancelled into!  That's the spirit!
               QSable either way.
               DCGPS = 6,7,8,14,8

dp+K            A spinning hop kick.  Now, contrary to what you'd
               guess from what we've seen so far, this move DOES
               QS after hitting, even though technically Ramon is
               in the air.  HOWEVER, the opponent is knocked down
               fast, with no recovery.  This may not make sense...
               so try the next move combination!  The D version is
               an overhead attack, while B comes out faster.
               DCGPS (for B) = 10,12,16,20,12
               DCGPS (for D) = 12,15,16,20,12

dp+K, dp+K,     If just using the last move wasn't good enough (it's
d,d+P          a matter of taste, really...), you can use this nice
               chain.  After doing the kick I mentioned above, Ramon
               dives forward with a splash, landing on the grounded
               opponent.  The third input picks the opponent up from
               the ground and hits them in the face.  THIS hit is
               QSable!  So for more ow, do the entire thing!
               DCGPS (for second dp+K) = 8,10,0,8,0
               DCGPS (for final d,d+P) = 8,10,0,8,13

qcb+K, E        This is... a rather unusual QS move.  Ramon's qcb+K is
               essentially a running move, but he runs BACK.  After
               he reaches the end of the screen, he can do some
               followup moves.  BUT he can cancel his run with E.  If
               the opponent was running of jumping toward Ramon, the
               stop will hit with Ramon's butt.  This hit is QSable.
               I have NO clue what the use is with this move, as I
               think this hit knocks down (needs verification).
               DCGPS = 8,10,10,10,8

qcb,hcf+K       Ramon runs forward, and upon connecting, unleashes a
               series of attacks, then poses and struts a little, and
               finally hits a dropkick.  QSable between the 2nd and
               10th hits.
               DCGPS = 33,36,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, qcb+C (will not hit), crouch C, df+B, QS
out (excellent for stun combos)
or
jump (or QS in) D, stand C, dp+B, dp+B, d,d+P, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, qcb+C (will not hit), crouch C, df+B, qcb+A/
qcb,hcf+B


[AKK]---------------------ANTI-KYOKUUGEN TEAM-------------------------
[MLN]----------------------------MALIN--------------------------------

MOTION          DESCRIPTION
f+B             Malin hops and lands with a downward strike with her
               tazers.  Can be cancelled into.  Hits overhead unless
               (you're tired of hearing this) it is cancelled into.
               QSable either way.
               DCGPS = 12(10),15(12),13(6),14(8),8(6)

Note:  Do not QS from this if you can help it.  Instead, cancel this
      move into the next move on the list!  After all, it's also
      QSable, right?

qcf+K           Malin takes out her tazers and shocks the opponent.
               This move does three hits (decent damage, safe on
               block).  QSable on the either of the hits (the third
               hit knocks the opponent far away, though).  Nice stun.
               DCGPS = 18,19,24,16,24

Note:  See what I mean?  After Malin's f+B, do qcf+K and QS on the
      second hit from THAT.  More hits and nice damage.

qcf,qcf+K       An instant-startup kick (short horizontal range but
               has nice anti-air priority) followed by a throwing
               knives attack.  While the move might trade hits, the
               opponent can be juggled after it, even by another
               qcf,qcf+K (and you can QS out of THIS one), or her
               Leader move (qcf,qcf+E, also hits fallen opponents).
               DCGPS = 37,42,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C/D, f+B, qcf+D (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in qcf,qcf+P (before she lands)
or
QS in C/D, stand C/D, f+B, qcf+D
or
(if opponent cannot recovery roll from last attack) QS in, land, qcf,
qcf+E


[AKK]---------------------ANTI-KYOKUUGEN TEAM-------------------------
[KTD]------------------------KASUMI TODOH----------------------------

MOTION          DESCRIPTION
f+A             Kasumi steps forward with a downward chop.  Can be
               cancelled into.  Hits overhead unless cancelled into.
               Seems to hit twice unless cancelled into (if so, hits
               once).
               DCGPS = 16,18,20(17),12,10(9)

qcb+P           This move can be repeated up to four times (although
               Kasumi will do four different things).  QSable on
               either hit, but the fourth hit is a knockdown with
               very little juggle possibilities.
               DCGPS = 21,22,16,32,8

close,          Kasumi grabs the opponent and hits him four times.
hcb,f+P        Opponent can be juggled at the end.  QSable on either
               hit.  The fourth hit lifts the opponent from the
               ground.
               DCGPS = 15,15,0,32,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A (1-hit), qcb+Px3, QS out
or
jump (or QS in) D, stand C, f+A (1-hit), hcb,f+P (4-hits), QS out
(will leave opponent vulnerable to juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A (2-hits), hcb,hcb+P/qcf,qcf+P


[AKK]---------------------ANTI-KYOKUUGEN TEAM-------------------------
[EKR]------------------------EIJI KISARAGI----------------------------

MOTION          DESCRIPTION
qcb+P           Eiji creates a circular energy field that can work
               as an anti-air, but does not knock down any standing
               opponents (good for continuing the combo).  Punch
               button differences are slim to none (DCGPS data is the
               same).
               DCGPS = 16,21,13,18,13

hcf,df,d+K or   Two motions for the same move!  Eiji dashes.  Upon
qcf,hcb+K      connecting, he unleashes (love that word) a series of
               attacks, ending it in a qcb+P that knocks down.
               QSable between the 2nd and 10th hits.
               DCGPS = 36,36,0,0,0

Note:  Eiji might look rather... plain here, but his regular normals,
      like everyone else's, can be QSed from.  Also, it helps to use
      his close standing D, as it hits twice, is cancellable and
      offers more than enough time to chain either one of these two
      QS attacks after it.  A final note on Eiji: his qcb+P can be
      super cancelled into his hcf,df,d+K DM.  Be sure you're ready
      to use up that extra skill gauge!  If you just link the
      hcf,df,d+K DM from the stand D, you can use the remaining skill
      stock, if you have any, to QS out of it.  Oh, and don't mistake
      my writing a lot here with me liking Eiji.  I can't seem to
      play well as him, so if you're able to do something cool, good
      for you!

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D (2-hits), qcb+P, QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand D (2-hits), qcf+P/dp+P/qcf,hcb+K/hcf,df,f+K/
qcf,hcb+P/hcb,hcb+E


[KDT]---------------------------K' TEAM-------------------------------
[KDS]------------------------------K'---------------------------------

MOTION          DESCRIPTION
f+A             A punch with a delay.  Can be cancelled into.  Knocks
               down unless cancelled into.  Comes out faster if it is
               cancelled into.  QSable either way.
               DCGPS = 15(7),20(9),12(6),14,14(8)

f+B             A front step and side kick.  Can be cancelled into,
               but makes no difference (will hit easily after a C or
               D).
               DCGPS = 15,20,12,14,14

qcb+K, qcb+K    A slide which hits low.  Covers an area equivalent to
or qcf+P,      the kick button used in the final input.  There are
 qcb+K         two different starting motions.  The qcb+K will make
               K' jump and kick the opponent away, but if you do
               qcb+K before it hits or after it connects or is
               blocked, he will perform this move.  The qcf+P will
               make a flame circle in front of K'.  The A version
               knocks down but opponent can be juggled (qcb+K will
               not hit if qcf+A hits).  The C version will last a
               little longer, but will not knock down the opponent,
               and therefore the qcb+K followup will hit.  Not to
               be confused with qcf+P, b+K, in which it looks
               similar but doesn't hit.
               DCGPS (for qcb+B) = 15,20,8,18,6
               DCGPS (for qcb+D) = 16,21,6,18,8
               DCGPS (for qcf+P) = 10,13,6,12,6
               DCGPS (for qcb+K followup) = 13,17,6,12,6

dp+P            K' does an anti-air flame uppercut thingy.  Both punch
               versions are QSable on the 1st and 2nd hits (since K'
               goes into the air on the 3rd hit).  Punch strength
               indicates the height and number of hits achieved, but
               in QSing, C is easier because it allows for more time.
               DCGPS (for A) = 16,20,14,18,15
               DCGPS (for C) = 18,21,9,9,12

qcf,qcf+K       K' does a repeated dp+P move, ending it in the air
               with a downward kick.  QSable between the 1st and 5th
               hits (K' will be in the air on the 6th).
               DCGPS = 30,33,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, dp+C (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf,qcf+P/qcf,hcb+E
or
(in the corner) QS in D, stand C, f+B, qcf+A, f+K, hop D, land,
qcf,hcb+E
or
(if opponent is juggled, not in the corner) QS in (attacking is
optional), land, qcf,hcb+E


[KDT]---------------------------K' TEAM-------------------------------
[KDM]-------------------------KULA DIAMOND----------------------------

MOTION          DESCRIPTION
f+A             Same as K'.  Punch.  Can be cancelled into.  Comes out
               slow unless cancelled into.  Knocks down unless it is
               cancelled into.  QSable either way.  Even the name is
               the same. lol
               DCGPS = 15(7),19(9),12(5),14,14(7)

df+B            A sliding kick that hits low and knocks down the
               opponent.  The opponent can recovery roll from this,
               and is not lifted high enough to be juggled.
               DCGPS = 12,16,5,14,7

df+C            Kula forms an icicle in front of her, coming out of
               her hands.  Knocks down, but opponent might recover
               (needs verification).
               DCGPS = 18,20,12,12,12

dp+A            Kula does a jumping, icy uppercut that acts as an
               anti-air.  While I believe I've seen the C version be
               QSed from, this needs verification.  For now, the A
               version does QS, and hits only once.
               DCGPS = 14,19,10,18,12

qcb+K, f+D      Kula does a jumping spinning kick (qcb+K), then when
               she lands, she does a sliding kick that hits low and
               lifts the opponent.  The opponent can be juggled
               afterwards.  The D version of qcb+K hits twice, BUT
               knocks down so f+D will not hit.  Might I suggest the
               B version?  It hits once and doesn't knock down.
               DCGPS (for qcb+B) = 12,16,10,18,10
               DCGPS (for qcb+D) = 14,16,24,26,24
               DCGPS (for f+D followup) = 10,13,6,18,6

Note:  After this move, QS Kula out and bring in someone who is very
      juggle-friendly.  Gato and Oswald (surprise) come to mind, but
      also consider anyone with DMs and LDMs that juggle the enemy.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), qcb+B, f+D, QS out (leaves
opponent open to juggles)
or
jump (or QS in) C/D, stand C (2-hits), df+C (up to 2 hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C(1-hit), f+A, dp+C/qcf,qcf+P/hcb,hcb+E
or
(if opponent is juggled, not in the corner) QS in (hitting is
optional here, but encouraged), land, hcb,hcb+E


[KDT]---------------------------K' TEAM-------------------------------
[MXM]---------------------------MAXIMA--------------------------------

MOTION          DESCRIPTION
f+A             Seems like it's a rule of thumb to assume f+A to be
               QSable, huh?  Anyways, this is an overhead chop.  Can
               be cancelled into.  Hits overhead unless cancelled
               into.
               DCGPS = 16(11),20(14),18,16(14),18(8)

df+C            Maxima kneels down and throws a punch at a 45 degree
               angle.  Can be cancelled into.  Knocks down when used
               stand-alone; does not when cancelled into (needs
               verification).
               DCGPS = 15(9),17(12),20,20(13),19(6)

qcf+P, qcf+P    Maxima throws a front chop (qcf+P) and then hits a
               back elbow and a front punch (qcf+P).  While this
               combination has another qcf+P followup, you can only
               QS during either of these three hits.  If it were me,
               I'd wait until the second qcf+P for more hits and
               damage, but either way it works.
               DCGPS (for first qcf+A) = 5,7,8,14,8
               DCGPS (for first qcf+C) = 6,8,8,14,8
               DCGPS (for qcf+P followup) = 8,9,16,16,16

qcf,qcf+K       Maxima kneels down then launches into the air, coming
               down on the opponent as a ball, launching the opponent
               in the air.  Unfortunately, from what I believe, you
               can only QS when he's launching, during the first two
               hits... shame.
               DCGPS (for B) = 34,37,0,0,0
               DCGPS (for D) = 36,39,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D, f+A, qcf+P, qcf+P (2-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand D, f+A, hcb,hcb+P/hcb,f+E
or
(if opponent is juggled) QS in, land, df+C, dp+D
or
(if opponent is cornered and juggled), QS in, land, qcf,qcf+B
or
(if opponent is juggled) QS in, land, hcb,f+E


[KIO]------------------------KYO & IORI TEAM--------------------------
[KNK]-------------------------KYO KUSANAGI----------------------------

MOTION          DESCRIPTION
f+B             A falling axe kick.  Can be cancelled into.  Hits
               overhead unless cancelled into.
               DCGPS = 10(8),12(10),4(0),10(8),8(4)

df+D            Two-hit low kick.  Can be cancelled into.  QSable on
               either hit.  Needs verification.
               DCGPS = 16,18,0,12,8

dp+P            Kyo's classic anti-air.  Kyo jumps and extends his
               flame-engulfed arms.  The A version hits once, while
               the C version hits twice up close.  Either way, QSable
               only on the first hit.  If the opponent is standing,
               the A version automatically lifts the opponent up, but
               the opponent may not be juggled except for specific
               moves.  The C version's first hit does NOT knock down
               if the opponent was hit while he/she was standing on
               the ground.  Both versions hit only once against an
               airborne or juggled opponent.
               DCGPS (for A) = 14,17,28,18,4
               DCGPS (for C) = 20,22,16,18,4

Note:  The following move sets are confusing.  Bear with me, it's just
      that Kyo has a set of "chain" moves that can be linked one
      after the other.  Now, I will list them ALL, because they can
      ALL be QSed from, except two.

qcf+A           Kyo throws a punch with his fist on fire.  After this
               move ends, he will stand back where he was before he
               started.  In other words, he steps forward to attack,
               and if you don't follow it up, he'll step back again.
               This is the starter for some of Kyo's chains.
               DCGPS = 8,10,5,14,4

qcf+A, qcf+P    A followup to qcf+A where Kyo steps forward with an
               uppercut that lifts the opponent from the ground.
               DCGPS = 6,7,5,8,4

qcf+A, qcf+P,   You can use this move as a followup to either the
hcb+K or       first qcf+A or the qcf+P followup to qcf+A (this is
 qcf+A, hcb+K  where the confusion will kick in).  However, the
               move's animation will change.  If used after the
               first qcf+A, the move is a standing uppercut.  If
               used after the qcf+P followup, Kyo hops forward and
               does a different uppercut.
               DCGPS (for qcf+A followup) = 8,10,10,10,10
               DCGPS (for qcf+A,qcf+P followup) = 14,17,10,10,14

qcf+A, qcf+P,   This move can be included in two different chains.
P or qcf+A,    If the chain starter was qcf+A, in order to do this
 hcb+P         chain, do the qcf+P followup, and follow that by
               tapping any punch button.  This version comes out
               pretty fast, and comboes very easily!  You can also
               just do hcb+P after qcf+A.  This version does NOT
               combo, as the startup is very slow.  Both versions
               knock down, and are QSable when hitting.  The DCGPS
               data is the same though.  Hits overhead.
               DCGPS = 4,5,5,8,2

qcf+A, qcf+P,   This is a kick followup to qcf+A, qcf+P.  Since the
K              qcf+P lifts the opponent up, this puts the opponent
               precisely in range to be hit with the kick.  This
               kick knocks the opponent FAR away, spinning.  QSable
               when it hits.
               DCGPS = 9,11,8,8,4

qcf+A, hcb+P,   This is a kneeling ground punch.  If the opponent
P              blocks the beginning of the chain, this move must be
               blocked low.  If the chain's second hit is successful,
               this move will hit the opponent on the ground.
               DCGPS = 8,10,8,8,4

qcf+A, hcb+P,   Essentially, the same attack as f+B, with the same
B              properties, except that it can't be blocked low under
               any circumstances.
               DCGPS = 14,17,10,10,14

qcf+A, hcb+P,   Essentially, the same attack as df+D, with the same
D              properties.
               DCGPS = 18,20,12,12,12

qcf+C           Kyo steps forward and punches with his fist on fire.
               Unlike qcf+A, after he does a qcf+C he will have
               moved forward from the starting position of the move.
               That is, unless you follow it up, as this is the
               second starter for some of Kyo's chains.  However,
               unlike qcf+A, this has only one chain!  Whew...
               DCGPS = 7,8,6,14,5

qcf+C, hcb+C    After the starter punch, Kyo punches with the opposite
               fist.  This can be followed by f+C, dp+C, BUT you can
               only QS from the first two hits of the chain (Kyo will
               leave the ground on the third and fourth hits).
               DCGPS = 5,6,5,6,4

qcf,qcf+P       Kyo reels back (this can be held to delay the move)
(can hold P)   and finally does a fast fiery punch.  Depending on how
               long the move is delayed, it will have three different
               power levels.  If you don't hold P, it's level one.
               If you hold it a bit, it's level 2.  If you hold it a
               lot (it will automatically release itself after about
               five seconds), it's level 3.  Level 3 is unblockable.
               QSable on either level.
               DCGPS (Level 1) = 30,37,0,0,0
               DCGPS (Level 2) = 32,40,0,0,0
               DCGPS (Level 3) = 38,47,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+A, qcf+C, hcb+C, QS out
or
(in corner) jump (or QS in) C/D, stand C, qcf+D, D, qcf+A, qcf+A,
hcb+A, QS out (leaves opponent on the ground with no recovery)

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, qcf+D, D, qcf,qcf+A
or
QS in C/D, stand C, f+B/df+D(1-hit), qcf+C, hcb+C, f+C, dp+C
or
QS in C/D, crouch C, hcb,hcb+E


[KIO]------------------------KYO & IORI TEAM--------------------------
[IOY]--------------------------IORI YAGAMI----------------------------

MOTION          DESCRIPTION
f+A, A          This is a two-part move, QSable on either hit.  Iori
               does a downward claw attack (is NOT an overhead attack
               like it appears), followed by a straight punch.  It is
               cancellable if cancelled into (needs verification).
               DCGPS = 14,15,9,8,

f+B             An overhead kick.  Cannot be cancelled into, and hits,
               well, overhead.
               DCGPS = 13,16,10,8,

dp+P            Iori's classic anti-air, which looks like Kyo's dp+P,
               but Iori wields his bad-ass purple flames of doom!!!!!
               Actually, there's a good side to this anti-air or two,
               as the stun damage for this is greater than Kyo's, and
               the C version hits THREE times.  The A version hits
               once.  Either version is QSable on the first hit, and
               the C version is QSable on the second hit as well.
               DCGPS (for A) = 14,17,13,14,
               DCGPS (for C) = 18,20,15,16,

qcb+P           Can be repeated up to three times in a row.  The first
               shows Iori dash forward with an uppercut.  The second
               has him do a second uppercut that lifts the opponent
               into the air.  The third move, Iori hops (a no-no on
               QSing) and slams the opponent down on the groung with
               an overhead attack.  As you can imagine, QSable only
               on the first two hits.  Punch button determines move
               quickness, recovery and travelled distance only.
               DCGPS = 16,17,28,26,

hcb+K           Iori dashes and upon connecting, throws the opponent
               down and causes a blue fire explosion to burn the
               downed opponent.  QSable only as soon as he connects.
               DCGPS = 20,21,10,22,

qcf,hcb+P       This move has Iori dash quickly, and upon connecting,
               Iori slashes and tears at the opponent with his long,
               not-effeminate-at-all, razor-sharp nails, ending it
               with a grab and an explosion.  I'm not being sarcastic
               about the nails, though... somehow he makes the nails
               look badass.  QSable before the explosion grab (i.e.
               between the 2nd and 8th hits).
               DCGPS = 34,36,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, f+A, f+A, hcb+K (1-hit), QS out
or
jump (or QS in) C/D, stand C, dp+C (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand A, f+A, f+A, qcf,hcb+P


[KIO]------------------------KYO & IORI TEAM--------------------------
[SGY]-------------------------SHINGO YABUKI---------------------------

MOTION          DESCRIPTION
f+B             Overhead kick, similar to Kyo's (you'll hear me saying
               that a lot about Shingo; search Wikipedia for more
               info on Shingo) f+B attack.  However, does not hit
               overhead, even if not cancelled into.  Good for
               pressuring.
               DCGPS = 10(6),20(12),9(5),14,11(7)

qcf+A           Identical to Kyo's qcf+A chain starter, except without
               the fire (lol), BUT it also does not knock down.
               DCGPS = 12,24,10,18,10

qcf+C           Identical to Kyo's qcf+C chain starter, except without
               the fire... HOWEVER, on occasion (at random), he will
               actually create a small flame for 2 hits!  This attack
               will do TONS of damage... more than a DM!!!  And on
               Counter Hit, does more than a LDM!!!  HOWEVER...
               remember that this is random, so most of the time
               you'll have the normal version hit for normal damage.
               Good luck!
               DCGPS (for normal) = 18,28,11,18,11
               DCGPS (randomly) = 48(ouch!),60(oh yeah!),26,26,26

dp+P            Identical to Kyo's dp+P anti air move, but no fire and
               both hit only once.  QSable after hitting.
               DCGPS (for A) = 12,18,12,18,11
               DCGPS (for C) = 14,21,12,18,12

hcb+K           Shingo runs to the opponent and hits him with an elbow
               attack, hops and hits the opponent with an overhead
               hammer attack.  QSable on the 1st hit only.
               DCGPS = 18,27,20,26,20

close,          This is an unblockable command throw in which Shingo
dp+K           does a nice, 3-hit autocombo ending in juggling the
               opponent.  Since the very last hit leaves Shingo in
               the air, you can only QS after the first two hits.
               Keep in mind, this is an unblockable way to start a QS
               combo!
               DCGPS = 16,22,0,25,0

qcb,hcf+P       Shingo does his qcf+A, qcf+C, qcf+A and 2-hit qcf+C in
               succession, all while moving forward.  QSable only on
               the first three hits.
               DCGPS = 36,44,0,0,0

qcf,qcf+P       Shingo runs and does a giant shoulder tackle that
               lifts the opponent for a nice juggle.  QSable as soon
               as it hits.
               DCGPS = 34,57,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, qcf+A, QS out
or
jump (or QS in) D, stand C, qcf,qcf+P, QS out (leaves opponent open to
juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcb,hcf+P/qcf,qcf+E
or
QS in D, stand C, qcf,qcf+P/qcb,hcf+P/qcf,qcf+E


[XTR]-----------------------EXTRA CHARACTERS--------------------------
[GTD]---------------------------GAI TENDO-----------------------------

Note:  In the case of the Extra Characters, I don't know much about
      the move properties, so please feel free to help me if you
      play as these characters often.

MOTION          DESCRIPTION
f+C             Gai hits with an overhead punch.  Don't know if the
               move can be cancelled into or is cancellable.
               DCGPS = 13,16,10,10,11

f+D             Gai hits a roundhouse kick.  Properties are also
               unknown to me.
               DCGPS = 10,12,7,4,8

f+D, b+D or     This can be used as a followup to f+D or to a special
qcb+E, b+K     "evade"-like move, qcb+E.  Either version is the exact
               same kick.  Properties are unknown to me.
               DCGPS = 13,16,13,16,12

Note:  Prepare to be confused from this point on.

f+D, d or       That's not a typo, folks.  Gai comes from a game that
qcb+E, d+D or  is called Buriki One.  In that game, directions were
f+D, f, d or   apparently used to attack.  So do the f+D kick then
f+C, f, d      tap d.  Just tap down.  Another way is his evade move
               start, then do d+D.  Also, you can tap f before you
               tap d after f+D, or you can substitute f+D for f+C
               in that last chain.  Hits low and knocks down,
               apparently.
               DCGPS = 17,21,13,16,15

qcb+E, d+P, u   Each link move has a different property but I have no
or f+D, f, uf  clue.  The move is an uppercut.  I would've listed all
or f+D, uf or  his possibilities, but they won't fit.  Try, in the
d,d+P, u or    last two chains listed, to substitute f+D for f+C and
f+D,f,b,uf or  THERE you have all the combinations for the uppercut!
f+D,f,b,df,u   knocks opponent away.  Data only for last hit.
etc...         DCGPS (for any directional chains) = 18,22,10,14,13
               DCGPS (for d,d+A, u version) = 15,18,10,14,13
               DCGPS (for d,d+C, u version) = 16,20,0,10,0

f+D, df, uf or  Again with the crazy chains.  This is a knee attack.
f+D,f,b,df,uf  Try in the last chain to substitute f+D by f+C.
               DCGPS = 14,17,13,16,12

f+D, f or       Hook punch.
f+C, f         DCGPS = 8,10,7,4,8

f+D, f, b or    Back knuckle punch.  Data varies with chain.
f+C, f, b or   DCGPS (for f+D or f+C chains) = 15,18,10,14,13
qcb+E, b+P     DCGPS (for qcb+E chain) = 8,10,4,4,6

f+D, f, f or    In the first two chains, f+D can be substituted by
f+D,f,b,f or   f+C.  DCGPS data changes with the chains.  Another
               hook punch.  The f,b,f chain one hits overhead.
               DCGPS (for f,f chain) = 12,15,4,4,4
               DCGPS (for f,b,f chain) = 13,16,13,12,12

qcb+E, u+P      An uppercut.  MAY knock down, not sure.
               DCGPS = 14,15,10,14,12

qcf,qcf+K, f,   This starts as Gai dashes.  Upon connecting, input all
f, b, df, u,   directions to keep the attack going.  The 7th hit hits
f, d, f,       low.  You can QS on any hit.  This move has three
FINISHER       different finishers.  Two of these can be QSed from,
               done by tapping u (uppercut) or d (sweep).  Both
               finishers knock down.  In case you're wondering, the
               other finisher has him do a jumping overhead attack
               (tap b), but won't QS because he's hopping.  The data
               for this one is the same as the sweep finisher one.
               DCGPS (for chain) = 31,33,0,0,0
               DCGPS (for u finisher) = 16,20,0,0,0
               DCGPS (for d finisher) = 18,22,0,0,0

qcf,qcf+E       Gai hits with an uppercut.  If it doesn't trade hits,
               neither character can switch in any way until either
               Gai or the victim is KOed.  Now... QSing would make
               him switch out before the LDM flash (which occurs
               after the opponent is sent flying from the uppercut),
               so although I'm unsure, I believe this won't make the
               LDM effect, so it's a relative waste of power stock.
               Needs verification.
               DCGPS = 7,8,5,2,6

Note:  During this LDM, none of your moves will QS because of this
      effect.  However, moves that were once only tied to chains can
      be used standalone.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+D, f, f, QS out
or
jump (or QS in) D, stand C, f+D, qcf,qcf+K, f, f, b, df, u, f, d, f,
QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D, f+D, qcf,qcf+K, f, f, b, df, u, f, d, f, u


[XTR]-----------------------EXTRA CHARACTERS--------------------------
[SHT]--------------------------SYO HAYATE-----------------------------

MOTION          DESCRIPTION
f+C             Syo with with his boomerang.  The animation differs
               slightly whether you're far or close to the enemy at
               the time, BUT the DCGPS data does differ as well.
               DCGPS (close) = 8,11,11,14,13
               DCGPS (far) = 8,12,13,14,15

df+C            Syo moves his boomerang upward.  If the attack is done
               from up close, the boomerang's corner will face up.
               If done from far away, the corner will face down.  NO
               difference whatsoever besides the animation.
               DCGPS = 8,11,11,14,13

b+C             Syo does a hook punch.  That's... it.
               DCGPS = 15,19,11,14,13

qcb+C           Syo does an anti-air arc move while standing.  This is
               QSable on the 2nd and 3rd hits of the move.
               DCGPS = 13,15,6,17,9

dp+K            Syo does an anti-air move.  Essentially a rising knee
               attack.  QSable on the 1st and 2nd hits only (Syo will
               leave the ground after).
               DCGPS (for B) = 16,19,6,17,9
               DCGPS (for D) = 19,22,12,21,12

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+C, dp+K (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+C, qcb,qcb+P


[XTR]-----------------------EXTRA CHARACTERS--------------------------
[JZU]----------------------------JYAZU--------------------------------

MOTION          DESCRIPTION
f+C             Jyazu stabs the opponent with a (wtf?) pair of claws.
               I don't know much else about this move.
               DCGPS = 12,15,13,14,13

df+C            A low kick followed by the claw stab.  QSable only on
               the low kick (which hits... well, low).
               DCGPS = 16,18,12,28,12

qcb+P           Wow, this is a move reminiscent of Gen-an in Samurai
               Spirits (Samurai Shodown in the states).  Jyazu rolls
               himself into a ball and rolls forward, extending his
               claws to give the move more range.  QSable between the
               1st and 5th hits.
               DCGPS = 24,26,13,30,30(wow)

hcb,f+P         This is a DM in which Jyazu extends his claws (which
               are on fire), burning the opponent.  QSable at any
               point before the 17th hit (1-16 only).  Will not
               lift a grounded opponent from the ground until the
               end of the move.
               DCGPS = 42,44,0,0,0

hcb,f+K         Essentially the same move as above, except that Jyazu
               extends his kicks, which are on fire.  DOES lift an
               opponent in the air as it hits.
               DCGPS = 30,32,0,0,0

Note:  While this is a weaker DM, the LDM will DC off of it and hit
      all three painful fire geysers (hcb,f+E) the opponent was not
      in the corner to begin with.  Try after the fourth or so hit.
      Otherwise the first geyser will miss, and so will your juggle
      opportunity.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+C (1-hit), qcb+C (5-hits), QS out
or
jump (or QS in) D, stand C, df+C (1-hit), hcb,f+P/hcb,f+K (K version
leaves opponent juggled in the air), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+C, hcb,f+K/hcb,f+E


[XTR]-----------------------EXTRA CHARACTERS--------------------------
[SLV]----------------------------SILVER-------------------------------

MOTION          DESCRIPTION
f+A             Silver hits with a back knuckle attack.  The attack
               can be cancelled into, and comes out much faster if it
               is.  QSable either way.
               DCGPS = 20(8),22(15),22(14),14(8),22(12)

hcb,f+P         Silver will uppercut the opponent into the air, and
               receive them back with his E stomp attack.  The move
               is a counter move.  If the opponent does not attack
               Silver during an initial pose, he will not strike and
               cannot QS.
               DCGPS = 43,43,0,0,0

qcf,hcb+P       Silver dashes, then hits three nasty attacks.  QSable
               between the second and fourth hits.
               DCGPS = 40,40,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, qcf,hcb+P (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in with D, stand C, b*,f,b,f+E (must hold back from the incoming D)


[XTR]-----------------------EXTRA CHARACTERS--------------------------
[ADH]---------------------------ADELHEID------------------------------

MOTION          DESCRIPTION
df+A            Adelheid does a high kick.
               DCGPS = 17,22,15,14,

f+B             Adelheid does a front kick, followed by an overhead
               kick.  QSable on either hit.  May knock down (needs
               verification).
               DCGPS = 18,21,16,28,

b+B             Adelheid does a three kick combo than ends in knocking
               the opponent down with apparently no recovery (needs
               verification).  QSable on either kick.
               DCGPS = 19,21,20,35,

qcf,qcf+D       Adelheid does a sliding kick followed by a jumping
               slicing kick.  QSable only after the first hit, which
               by the way, hits low.
               DCGPS = 35,37,0,0,0

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), b+B (3-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), b+B (3-hits), qcf+D/f,hcf+C/qcf,qcf+K/
qcf,hcb+E/qcb,hcf+E


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[NPI]-------------------------MAI SHIRANUI----------------------------

Note:  Unlike the rest of the cast, the DCGPS data is not available
      for the following characters.

MOTION          DESCRIPTION
df+B            Mai does a low, sliding double kick.  Can be cancelled
               into from normal attacks, and can cancel out on either
               of the two kick hits.  Second kick knocks down with no
               possibility of juggling (or recovery rolling).  QSable
               on either hit, except that the second kick doesn't...
               help too much to QS out of, unless your next opponent
               has a OTG move (move that hits on the ground).

qcb+C           Mai spins around, hitting once with her elbow and a
               second time with a flaming fan.  QSable only on the
               first hit.  Can juggle an aerial opponent (after any
               attacks that ALLOW juggles to start, such as her air
               qcb+P in the corner).  If this juggles the opponent,
               it will allow the incoming character to juggle as
               well.

qcb+K           Mai uses her fan to create a wide arc that knocks the
               opponent down.  QSable when it hits, and will also
               leave the opponent open for the next character's
               juggles.

qcf+K           Mai rolls forward, hitting once, and hops to hit again
               with her elbow.  QSable only on the first hit.

qcb,hcf+K       Mai does the same move above, except she's covered in
               flames after hitting the first elbow.  Sadly, QSable
               only on the first elbow attack.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+B (1-hit), qcf+D (1-hit), QS out
or
(opponent in corner) jump (or QS in) D, stand C, f+B, qcb+C, land,
qcb+C (1-hit), QS out (leaves opponent open for juggles)

SAMPLE QS COMBO FINISHER:
QS in qcf,qcf+E (before she lands from the QS)
or
QS in D, stand C, f+A, qcf,qcf+E
or
QS in D, stand C, df+B, qcb+C/hcf+K/qcb,hcf+K


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[RBG]------------------------ROBERT GARCIA----------------------------

MOTION          DESCRIPTION
b+A             A back forearm attack.  Will always leave opponent
               open to juggles, but his qcf,hcb+P will no longer
               combo like in NGBC.

f+B             A side kick.  Can be cancelled into, and can also be
               SCed if it was cancelled into.

b+B             A falling kick.  Unlike in NGBC, this does not hit
               overhead.  In fact, it will miss crouching opponents
               completely.  Holding B too long will cause Robert to
               do a feint, which is not QSable.

f,b,f+K         Robert does one straight kick, and upon hitting, does
               a barrage of kicks and finally knocks the opponent
               down next to him with no recovery.  QSabble on the
               last hit, so make sure your next character has an OTG
               move (Malin's qcf,qcf+E comes to mind).

qcf,hcb+P       Robert dashes in (this is usually called a "ranbu" DM)
               and upon hitting, does a long autocombo ending in a
               jump kick.  QSable on the 1st OR 12th hit (not a nice
               time frame, but QSable and you CAN continue the combo
               from there).

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, stand C, f+B, qcf,hcb+A/f,hcf+C

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, f+B, qcf,hcb+A/f,hcf+C/qcf,qcf+E
or
(in corner) QS in C/D, stand C, f+B, qcb+Bx4, land, juggle with
qcf,qcf+E


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[TFR]-------------------------TUNG FU RUE-----------------------------

MOTION          DESCRIPTION
f+A             Tung created and energy ball and hits with it.  Can be
               cancelled into and is QSable either way.

dp+K or dp+E    Tung does a high lifting kick then hops after the
               opponent and kicks him some more.  QSable on the first
               hit, and will leave the opponent open for juggles.

Tap P rapidly   Tung grows in size and hits many times.  He does not
               move from where he is.  QSable on either hit.

qcf,qcf+K       Tung grows and hits the opponent five times.  QSable
               on either hit, but the last hit knocks down with no
               juggle opportunity.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, QS out
or
jump (or QS in) C, tap C rapidly, QS out
or
jump (or QS in) C, stand C, f+A, qcf,qcf+K (4-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, f,hcf+P/qcf,qcf+K/qcf,qcf+E


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[GSH]-------------------------GEESE HOWARD----------------------------

MOTION          DESCRIPTION
hcb+P           Geese rushes forward with three hits.  QSable on any
               hit.  The A version can combo from normals, the C
               version lags too much to combo.

Note:  I thought Athena was the only one, but Geese only has one move
      to QS from.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, hcb+A (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, crouch C, hcb,f+C/hcb,hcb+P/db,hcb,df+P/db,hcb,df+E/(hcb,f+E,
A, A, B, B, C, C, D, D, qcb+E)


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[MTB]---------------------------MR. BIG-------------------------------

MOTION          DESCRIPTION
f+A             Mr. BIG hits with an upward strike and a downward one.
               QSable on either one.

qcf+K, tap K    BIG hammers away with his sticks.  Tap K for more hits
               when you perform the move, up to 2 additional hits.
               QSable on either hit, but remember the last hit knocks
               down.

dp+P            BIG travels (button determines the distance) and hits
               the opponent a few times, ending in knocking the
               opponent into the air.  The A version hits twice, is
               QSable on either hit but the second hit knocks down
               with no juggling possibility.  The C version hits 4
               times, is QSable on either hit but the 4th hit knocks
               the opponent high into the air.  Sadly, cannot be
               juggles either (except for sure-juggle LDMs).

hcb+K           His NGBC anti-air, BIG extends his arms carrying his
               sticks and spins around (kick button determines the
               duration).  While doing this, BIG can also move to
               a side.  QSable when it hits.  Opponent can be juggled
               afterwards.

qcb,hcf+P       BIG rushes to the opponent, and starts hitting him/her
               with his sticks, knocking him/her down on the last hit
               of his sticks.  QS able only on the 1st hit and on any
               hits between the 4th and 9th hits.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C/crouch D, dp+C (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (2-hits), QS out
or
jump (or QS in) D, crouch D, qcb,hcf+P (9-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C/crouch D, qcb,hcf+P/hcb,hcb+E


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[HTF]------------------------HOTARU FUTABA----------------------------

MOTION          DESCRIPTION
f+B             Hotaru does a forward kick.  Can be cancelled into.
               Hotaru stays in a low stance (usually done d,d+A),
               unless this was cancelled into (in which case, it will
               stay in a regular stance).  If it is cancelled into,
               you can quickly do any of her two stances (peformed
               d,d+A and d,d+B) and link most of her stance attacks
               to continue a combo.

df+C            Hotaru does her crouching C animation, a back forearm
               smash.  Can be cancelled into.  After this move she
               will stay in her d,d+B stance, regardless of whether
               it was cancelled into or not.  Will no longer combo
               into anything.

d,d+A, B        Hotaru does a low kick in her low stance.  QSable
               upon hitting.  Can link into the next move in this
               list.

d,d+A, C, A     Hotaru does two palm strikes, both of which can be
               QS from.  The second hit knocks down with no recovery.

d,d+A, d+D, f+B Hotaru does a sweep attack and her f+B command kick.
               QSable on either hit.  After this move, if it's not
               QSed from, she will return to her d,d+A stance, unlike
               in NGBC.

d,d+B, B        Hotaru does the same kick as her standing B.  QS when
               hitting.

d,d+B, C        Hotaru does a crouching C.  QS when hitting.

d,d+B, D        Hotaru does a high kick, knocking the opponent away.
               QS when hitting.

qcb+P           Hotaru hops forward once, hitting many times and then
               hits a palm strike forward.  QSable only when she
               lands from the hop (around the 4th hit).  Button
               strength determines the distance covered.

qcb+K           A high kick that can reflect projectiles.  QS when it
               hits the opponent.  Cannot be QS out of by reflecting
               projectiles.
</pre><pre id="faqspan-3">
dp+P            Hotaru hops forward, hitting (twice for A, more hits
               for C) as she rises.  QSable only on the first hit.
               The A version's first hit lifts the opponent only
               about half the screen height, while the C version's
               first hit can lift the opponent for juggling.

qcf,qcf+P       Hotaru does two qcb+P moves, a full height dp+P then
               ends in a downward knee strike.  QSable immediately
               after the second qcb+P animation.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, d,d+A (will not hit), B, C, QS out
or
jump (or QS in) D, stand C, f+A, d,d+B (will not hit), C, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, qcb+P/dp+C/qcf,qcf+P/qcf,qcf+E


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[EKK]---------------------------EX Kyo--------------------------------

MOTION          DESCRIPTION
f+B             EX Kyo does an overhead kick attack.  Can be cancelled
               into.  Hits overhead unless cancelled into.  The stand
               alone kick dows only one hit, does 2 hits if cancelled
               into.  QSable on either version, on either hit.

qcf+A           Identical to Kyo's qcf+A.  Also does not knock down.

qcf+A, qcf+P    Identical to Kyo's qcf+A, qcf+P.  Lifts the opponent
               up slightly but cannot be juggled.

qcf+A, qcf+P, P Identical to Kyo's chain, knocks the opponent down
               with no recovery.

qcf+A, qcf+P, K Identical to Kyo's chain, knocks the opponent away.

qcf+A, hcb+P    Does not combo, but hits overhead.  Identical to Kyo's
               chain.

qcf+A, hcb+P, P Kyo hits the floor.  Will only combo from the hcb+P,
               since hcb+P will not combo from qcf+A.  Hits low if
               the opponent blocks the hcb+P or if it misses.

qcf+C           Identical to Kyo's qcf+C.  Does not knock down.

qcf+C, hcb+C    Identical to Kyo's chain.  Does not knock down.

qcf+C, qcf+C    EX Kyo has a new chain (from NGBC).  EX Kyo does his
               qcf+C followed by his qcf+A animation.

hcb+K           EX Kyo does a fire uppercut.  B version has Kyo hop
               forward and hit once.  D version has Kyo standing
               still and hits twice.  QSable on either hit.  The B
               version leaves opponent vulnerable to juggles, while
               both versions knock down.

qcf,qcf+P       Identical to Kyo's qcf,qcf+P.  QS when hitting.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B (may do 2-hits), qcf+C, qcf+C/hcb+C,
QS out
or
jump (or QS in) D, stand C, qcf+D, D, hcb+B, QS out (leaves opponent
vulnerable to juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf+C, qcf+C, qcf+A, qcf+B, hcb+C, qcf,qcf+P/
[if opponent is cornered, hcb+D (2-hits), dp+A, dp+A, dp+A]
or
QS in D, stand C, f+B, qcf+C, qcf+C, qcf+A, qcf+B, hcb+C, qcf+A, wait,
qcf+A, qcf+A, dp+A, dp+A, dp+A


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[SII]----------------------------SHION--------------------------------

NOTE:  Shion has two stances: wushu (her bare hand style) and spear.
      Shion does not have any QSable moves in her spear stance.  Also,
      Shion will keep whichever style she had upon switching out.
      When Shion is the first fighter, she starts with her spear, but
      otherwise she starts as wushu.  She will lose her spear as soon
      as she's hit, and she can also willingly switch her stance.  A
      final note: Shion cannot QS from her standing or crouching C
      and D attacks in her spear stance (her standing and crouching
      A and B do QS).

MOTION          DESCRIPTION
f+E             Shion does a standing palm strike, identical to her E
               attack, but does not knock down.  Can be used stand-
               alone or cancelled into from crouch B, crouch B.

qcb+P           Shion hops forward (button determines distance), and
               does two attacks: first a palm strike then a knockaway
               kick.  The first hit will always do a Guard Break, and
               luckily, this is the moment you can QS!  If this is
               not blocked, the palm strike will not knock the other
               fighter down, letting you continue the combo is you
               QS.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
In wushu, jump (or QS in) A/C/D, crouch B, crouch B, f+E, QS out

SAMPLE QS COMBO FINISHERS:
In wushu, QS in A/C/D, crouch B, crouch B, f+E, dp+A, qcf,qcf+E
or
In wushu, QS in A/C/D, crouch B, crouch B, f+E, qcf+E (dp+Provocation
is optional here)
or
In spear, QS in C/D, land, qcf,qcf+K


[POC]-------------------PS2 ORIGINAL CHARACTERS-----------------------
[MGK]---------------------------MAGAKI--------------------------------

Note:  Even less QS-friendly than Athena or Geese, Magaki's moves will
      not QS.  Only his normals do.  But... then again he doesn't
      need it.

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand D(1-hit), qcf,hcb+E (requires very strict timing)
or
(opponent in the air, on the floor or juggled), QS in, land, qcf,hcb+E


[FRQ]------------------FREQUENTLY ASKED QUESTIONS---------------------

1.  How do I decide which character to QS into?

Besides your playing character, you have two other characters whose
mugshots are underneath your life bar.  Tapping both punches tags in
the character to your LEFT, and tapping both kicks tags in the person
to your RIGHT.  This is important to remember, because if you switch
between all thre characters, the mugshots might switch so tapping both
punches will bring in the person to your LEFT, but that might not be
the same person who was there when the fight begun.

Now, if that character is down, while I haven't tested this myself,
tapping either both punch or kick buttons tags in the remaining
person.

2.  My QS combo is not working as I planned it.  What's wrong?

My initial reaction would be that you went and did a very demanding
QS combo that probably drained your skill stocks before you could
switch again or do a SC or DC.  Remember that Qsing costs one skill
stock, SC costs another skill stock and DC costs another skill stock.
So, if you want to see it this way, there's no way your QS combo will
end in a SC->DC, since you'd need three stocks, and they just don't
refill fast enough.  You CAN, if it suits you better, end it by SCing
into your LDM.

If you're going for a stun combo, 100% combo or anything like that,
keep in mind that the numbers here are just ballpark numbers to
compare between a character's moves and decide which one suits your
combo best, BUT is not by any means a constant value.

Not only does KOF XI implement some random values, but it also has
damage scaling (results in the reduction of damage if the combo
string is longer) and health scaling (which means that your opponent
will be hurt less if his or her life is below 40% when he/she was hit.

Also keep in mind that the stun gauge refills slowly with time, so if
you almost got him stunned, now's the time to act and get that final
stunning hit in.

3.  Why aren't all of [insert name here]'s moves listed?

The moves listed are only the moves that will be quick switchable
(QSable).  If you can't QS after hitting the move, I won't bother,
unless there's some sort of use toward a better QS combo, that is!

4.  This move won't QS for me!  What's wrong?

Timing could be an issue.  Some moves require you to QS immediately
after hitting, while some offer a nicer, more ample space for QSing.
As one last reminder, when a move lists to be QSable on the 7th hit,
for example, this only refers to the move alone.  If you hit 3 hits
beforehand, you can QS on the 10th hit of the COMBO, which is the
7th hit for the move.  Also, this does not mean that all 6 of the
move's first hits have to hit.  Think about this animation-wise, so
the character can only QS when he/she is in a certain position.

Think about Iori for a second.  He can QS after doing qcb+P, or after
doing qcb+P after that.  He can, and will, be able to quick switch
even if the first qcb+P does not hit.

Also goes for Kim's qcb+D, which does 3-hits and is QSable on either
hit, but if only the last hit does damage the opponent, he WILL be
able to QS there anyways.

5.  You know, you can [SC/DC] from [insert name here]'s [insert move
   name here] as well.  Why don't you mention it?

I could, but then again I also said I wouldn't mention any other
gameplay mechanics for KOF XI.  Besides, the fact is that this guide
is actually written for people who want to QS their characters OUT,
and as such it's unnecessary at best to mention that a move is SCable
as well as QSable.  There are a few exceptions, and those are people
with fewer QS moves than the rest (like Athena's ONE move).

6.  Why did you decide to write down Counter Damage data?

There's always a possibility to catch the opponent with a counter.

7.  You mention that DCGPS data is "points" or "gauge damage" taken.
   Is this a percentage?  What do you mean by points?

I haven't figured it out 100% yet, BUT I do know that the life gauge,
power gauge and stun gauge are NOT 100 points.

Apparently, 100% life gauge are 112 points.  I don't get it either.

8.  I try to do my 100% combo on the sub-bosses and bosses and it
   won't even hit for 50%!  Why is this?

Bosses have a LOT more points in their life gauges, and health
scaling is brutal.  This means that that one very last inch of life
might be equivalent to about 80% of YOUR life gauge.  This is just an
estimate, though.  At this point, poking or high hit moves/comboes
work BEST, as they suffer less from the heavy health scaling.

Now, while there are two different "schools" going on about this
subject, to them I say: take a team of Clark/Tizoc, Ryo and anyone
else.  Beat the sub boss until the life left is about 15%.  Then
do Clark or Tizoc's DM throw.  Now take out Ryo.  Jump in D, stand C,
f,b,f+C.  See the difference?  There's a minimum ammount of damage
a person can take from a move.  If the ammount of hits rises, the
damage taken approximates to the minimum damage, but will never do
zero damage.  As such, moves that already do the bare minimum of
damage (such as Kyokuugenryu's Ryo, Yuri and King's f,b,f+P, hcb+K
and rdp+K moves do) or long combo chains or DMs (again for clarity,
think a big Kyokuugenryu QS chain ending in Ryo's qcf,hcb+P DM) will
always do more damage than single-hit, high-damage moves if the
opponent's life is low enough!

If you're still not satisfied, try picking King, Ryo and Tizoc.  Then
beat a sub-boss until an inch is left.  Do Tizoc's LDM to him and see
him LIVE.  OR, bring in King, jump D, stand D (1-hit), df+D, rdp+B, SC
to qcf,hcb+B, QS on 8th hit to Ryo with jump D, crouch C, qcf,hcb+P
and see him DIE.  Two bars, two skill stocks, and he dies.  QSing is
just so good that way, that it lets you kill that very last inch of
life with a little flair.

If you're STILL not convinced, do Oswald's LDM (b*,f,b,f+E) on a boss
with an inch of life left and see him die from 53 hits.

This is NOT an opinion, it's something I've tested myself and it is
100% true.  OK, maybe not 100, but very, very close to that!  It's
a fact.

9.  OK, I am pressing the B button and a strong punch attack comes
   out!/I am pressing C button and a light kick attack comes out!
   What's going on?

Well, I am using the arcade default the Japanese use in their arcades,
but some avid Neogeo fans might be used to another button config.  No
biggie, just make sure you know where your buttons are!

In that case, consider the button with light kick to be B and the one
with strong punch to be C and you'll be fine using this guide.

10.  OK, I have the technique down.  I have the timing down.  I can
    QS my character out.  Now what?

Now, if you want to continue your combo, you'll need to enter another
attack that your NEXT character will do BEFORE he/she hits the floor.
In most combos you may have read for your characters, a QS incoming
attack will most likely act as a jump in attack, and will, in most
cases, leave the opponent close enough to you to perform a close
standing attack following the incoming air attack.

The timing is VERY VERY short, and because the timing is short you'll
have a hard time hitting the attack button in time for the next person
to jump in since it's such a short time frame (did I mention it's a
short time frame?).  Try hitting the next person's attack BEFORE you
even see the next person (i.e. assume the next character will come in)
and try your timing from there.  You'll find that you may either over-
react on the whole timing issue and hit the attack EARLIER, but most
times you'll have a hard time getting the attack to come out on time.

As a special bonus for you, my reader, I say that even aerial DMs and
LDMs can act as QS incoming attacks.  So say you have a nice combo
going, you switch to Athena/Yuri/Duck/Kim/Malin/Mai(PS2) and perform
their respective aerial DMs/LDMs to continue your combo!  Mind you,
this might seem advanced at first, but try your hardest!  I recently
beat Magaki with a surprising EX Kyo (PS2) and Mai (PS2) QS combo in
which EX Kyo started it and Mai ended it with a QS incoming aerial LDM
that finished him off!  Too bad no one was around to see it, but it's
100% possible.

11.  In [insert name here]'s chain finisher, you can [SC/DC] from
    the move you wrote.  Why didn't you say so?

I could, but I'm supposing that the QS combo you're doing involves
all three of your characters, and therefore by the time the third
person comes to finish the combo, he/she will not have any more skill
stocks to do either SC or DC.  However, if your QS combo involves only
two people, feel free to use the remaining skill stock to SC or DC.

12.  If I have both skill stocks and I want to spend them doing a QS
    combo, do I have to have three people in the combo?

No, you don't.  You can make a QS combo involving only TWO people if
you just switch back to the original starter after the second person
is done.  For example, in the QS combo section (next section, after
these questions), see the EX Kyo/Hotaru 100% combo for more info.

13.  What the hell do SC and DC stand for!?  I'm going crazy here
    because you keep mentioning them but you don't say what they are!

I said I wouldn't go into detail but it seems right to place the
question here.

SC means Super Cancel, and what this means is you can interrupt a move
you're performing to perform your character's desperation move (DM) or
leader desperation move (LDM) to ensure that it has a better chance of
connecting.  SC takes one skill stock (which is why I don't mention
it here... we need those for QS).  If you are doing this in the
console version, moves you can SC from are listed with the letters SC
next to the move name.  Usually when a parenthesis next to it says
"nomi SK" (nomi is written in two Japanese symbols), this means that
ONLY the strong kick (SK, in this guide is D) version can SC.

DC stands for dream cancel.  This is new to KOF XI.  This means to
interrupt your character's DM to perform his/her LDM to ensure it is
successful (as the opponent is still in hit stun from the DM).  This
also takes a skill stock, so watch out.  If you are doing this on
the console, you can see which DMs can DC because they have the
letters DC next to the move name.  Timing is not mentioned, and it's
very important.  There are great guides to Dream Cancelling around the
net.

Now, before you go crazy on me, a desperation move (DM) is a move that
every character has (most have more than one) that spends a power
stock.  That's it, that's the whole logic.  If the numbered bars in
the bottom of the screen (power stocks) decrease by one, it's a DM.
Exceptions... only one.  Kula has a special DM which spends two power
stocks, qcf,qcf+E.  Unlike what it seems, she does not need to be the
Leader to use this, although the button command involves E.  In KOF
speak, this used to be called a Super Desperation Move (SDM), which
every character had one of in previous KOF.  You can recognize the
start of a DM by the "DM flash", which is basically that the screen
goes black, everything stops and you see a blue flash on the character
who is performing it.  After the flash (which takes less than half a
second) everything goes back to normal and the character will perform
the DM.

A leader desperation move (LDM) is a two-power-stock move which only
your Leader has access to.  Usually, this is because it's so over-
powering that its use is restricted to only one person per team.  You
can recognize an LDM by the "LDM flash" effect, which is the same as
the "DM flash", except that the flash that appears over the character
is pink.  There are only two LDMs which don't follow this rule, and
those are Kasumi's qcf,hcb+E and B. Jenet's qcb,qcb+E.  They will
extend their hands (Kasumi also yells) and the stocks are spent but
nothing happens.  The LDM flash appears only after they've been
attacked while in this pose.  They are counter LDMs, and unless they
have Dream Cancelled the LDMs, will NOT hurt you if you do nothing.

14.  I noticed on your Youtube videos that you were using the command
    button!  You cheater!  U R teh suxx0rz/haXX0RZ/(insert l33t-speak
    derogatory phrase here)!

Well, try doing the combo with one hand and filming with the other and
see what happens!  See, I rarely have someone's help in filming the
combos so I'm forced to use the command record function to record each
chain and edit them in such a way that all I have to do is tap the
command button with one hand as they QS and record with the other hand
using my digital camera.  Even doing so, I take much longer than if
someone was holding the camera for me.

15.  Can you post my combo on Youtube?

Well, no.  Problem is, if I allow one of the submitted combos to be
posted, everyone might want to and I just don't have that kind of time
or bandwidth.  Also please read the question above.

If you find a way to record your combo digitally, you can post it by
making a youtube account (free) and uploading the vid yourself.  It's
easy... I think the hardest part is doing the combo when the camera's
on lol

MORE FREQUENTLY ASKED QUESTIONS COMING SOON!


[CMB]---------------------QS COMBO SUBMISSIONS------------------------

<<Kyo Kusanagi>>

REQUIREMENTS: 3 POWER STOCKS, 2 SKILL STOCKS, CORNERED OPPONENT
jump D, stand C, qcf+DD (tap D twice), qcf+A (juggles), wait, qcf+A,
hcb+B, dp+C (1-hit) XX qcf,qcf+P (1-hit) XX hcb,hcb+E

Note:  XX means you interrupt the move after the number of hits said
      in the previous parenthesis.  This combo is a godsend if you
      have the opponent in the corner.  If you want to make this
      a QS combo, you have to eliminate either the super cancel or
      the dream cancel to be able to switch Kyo in.  why exactly is
      this combo written in a QS guide?  Well, try this next "short"
      version you can use as a QS combo finisher.

REQUIREMENTS: 3 POWER STOCKS, 1 SKILL STOCK, CORNERED OPPONENT
jump D, stand C, qcf+DD, qcf,qcf+A XX hcb,hcb+E

Note:  Use the extra skill stock to QS Kyo in, and make sure to press
      D right before he lands to get the jump D attack going in.
      Let's apply this into a QS combo now, shall we?

REQUIREMENTS: 4 POWER STOCKS, 2 SKILL STOCKS, CORNERED OPPONENT
CHARACTERS USED:  VANESSA (STARTER), KYO (LEADER)

jump C, stand C, f+A (1-hit), qcb,hcf+P (10-hit), QS Kyo with D, stand
C, qcf+DD, qcf,qcf+A XX hcb,hcb+E

<<Hotaru/EX Kyo 100% combo>>

REQUIREMENTS: 2 POWER STOCKS, 2 SKILL STOCKS, A LEADER WITH AN LDM
             THAT DOES A LOT OF DAMAGE IN A FEW HITS

This is my baby :).  Although because of the way the guide is now
written, as of version 2.00, this could be your baby too!  Watch
closely at the motions in the combos and look at their sections!

The requirements clearly state you need a leader with an LDM that does
a lot of damage in few hits.  Clark, Athena, Ralf and Tizoc do well.
Oswald, Yuri, Elisabeth and Shingo might leave the opponent alive.

Either EX Kyo or Hotaru go first.  Let's see Hotaru go first.

Hotaru jump D, stand C, f+B, d,d+A (does not hit), B, C, EX Kyo QS in
D, stand C, f+B (2-hits), qcf+C, qcf+C, Hotaru QS in D, stand C, f+B,
d,d+B(will not hit), C, STUN

EX Kyo can also start.

EX Kyo jump D, stand C, f+B (2-hits), qcf+C, qcf+C, Hotaru QS in D,
stand C, f+B, d,d+A (does not hit), B, C, EX Kyo QS in D, stand C
f+B, qcf+C, qcf+C, qcf+A, qcf+B, hcb+B, hcb+K (1-hit) STUN

Why is this a 100% combo?  The opponent will always get stunned.  Some
will get stunned just as the character switches back and does any
standing attacks.  There's a reason this costs 2 power stocks.  When
you read STUN, switch to your Leader.  Get close with your Leader and
do your LDM.  LDMs cannot be countered with a Saving Shift (which is
essentially a saving grace at the cost of both skill stocks), neither
can the opponent roll or escape, since they are forced to mash the
buttons to try to escape.

The reason for having few hits and lots of damage is to be able to
finish the last 30% of life in one shot, overriding any possibilities
for survival due to the random factors included with each hit's
damage and also health and damage scaling.

<<Elisabeth/EX Kyo/Ash 100% combo>>

REQUIREMENTS: 2 SKILL STOCKS, 2 OR 3 POWER STOCKS (SEE NOTE BELOW),
             AND A HELL OF A LOT OF PRACTICE

Elisabeth jump D, stand C(2-hits), f+B, f+A, EX Kyo QS in D, stand C,
f+B (2-hits), qcf+C, qcf+C (hold d from here), Ash QS in C, crouch C,
d*,u+D (this is why) STUN corner the opponent, jump, in the air tap A,
B (do not hit), land, C (WILL hit), D (activates LDM, opponent is now
in the air), d,u+B(2-hits), d,u+B(1-hit), b+D:

ASH LDM CHAIN FOLLOWUPS:

1)  d,u+B(2-hits), d,u+B(2-hits), d,u+B(2-hits), d,u+B(1-hit), b+D,
   d,u+B/d,u+D/qcf,qcf+E

2)  b,f+A, b,f+A, b,f+A, b,f+A, b,f+A/f+A, qcf,qcf+K/qcf,qcf+E/[b,f+A,
   d*,u+D/qcf,qcf+K]

3)  b,f+A, f+A, d,u+B (2-hits), d,u+B (1-hits), b+D, b,f+A, d,u+K/
   qcf,qcf+K/qcf,qcf+E

4)  b+B, d,u+B (2-hits), d,u+B (1-hits), b+D, b,f+A, [b,f+A, E/d*,u+K]
   /qcf,qcf+K/qcf,qcf+E

5)  d,u+B (2-hits), [d,u+B (1-hit), b+D, d,u+B (2-hits)] (repeat the
   sequence in brackets until dead)

6)  b,f+A, b+B, d,u+B (2-hits), d,u+B (1-hit), b+D, b,f+A, qcf,qcf+K/
   qcf,qcf+E

7)  b,f+A, b+B, d,u+B (1-hit), b+D, b+B/b,f+A, qcf,qcf+K/qcf,qcf+E


Note:  You may finish the combo with Ash's qcf,qcf+K DM, or his LDM
      followup (must still be flashing), qcf,qcf+E, but it will cost
      an additional stock.  Shouldn't be much of a problem since the
      combo could build up to it (any moves done when flashing,
      however, will not build stock).  The key to doing the Ash combo
      part is to immediately after the LDM hits, do d,u+B, then as
      soon as you land, do d,u+B but cancel it into b+D on the first
      hit, and immediately follow that kick with any followup listed.
      Then just do any of the chains and end them in a normal move, a
      DM or his LDM followup (but like I said, needs a third power
      stock).  Not advisable to do his qcf,qcf+E in the end, unless
      you're just showing off and you're finishing the last fighter
      on that team, or if you're doing this chain with just Ash (not
      a 100% combo).  This requires timing, as the b+D listed must
      all hit (some might miss on the 5th chain, but still works).
      By the way, there might be even more chains, because as long as
      you keep juggling the opponent with command moves or moves,
      the chain will keep going.  There's a time limit, however, and
      these chains can be done within the time limit, if the other
      player was hit by the initial blast and is in the corner.


<<My Youtube Videos>>
These are links to various 100% stun, 100% damage QS combos.

--1--
EX Kyo(PS2)/Mai(PS2)/Momoko(Leader)
(See it at http://www.youtube.com/watch?v=ZBKGQNGUK1I )

REQUIREMENTS:  2 SKILL STOCKS, 2 POWER STOCKS

EX Kyo jump in D, stand C, f+B (2-hits), qcf+C, qcf+C, Mai QS in D,
stand C, df+B, hcf+D (1-hit), Momoko QS in C, stand D, df+B, qcf+B
STUN, hop/jump back, qcf,qcf+E

Note:  Momoko's LDM will not do full damage up close; hence the jump.

--2--
Kim/Hotaru(PS2)/Elisabeth (Leader)
(See it at http://www.youtube.com/watch?v=tZufP7Qv0t8 )

REQUIREMENTS:  2 SKILL STOCKS, 2 POWER STOCKS

Kim jump D, stand C(2-hits), qcb+C, qcb+C, Hotaru QS in D, stand C,
f+B, d,d+A (stance, will not hit), quickly B, C, Elisabeth QS in D,
stand C(2-hits), dp+A STUN, jump D, stand C, f+B, f+A, qcf,qcf+E

--3--
Elisabeth/Hotaru/Kim (Leader)
(See it at http://www.youtube.com/watch?v=0PSgYbnm9B0 )

REQUIREMENTS: 2 SKILL STOCKS, 2 OR 3 POWER STOCKS (SEE NOTE BELOW)

Elisabeth jump D, stand C(2-hits), f+B, f+A, Hotaru QS in D, stand C,
f+B, d,d+A, quickly B, C, Kim QS in D, stand C (2-hits) STUN, jump D
stand C(2-hits), qcf,qcf+B, f,f+A,A XX qcb,hcf+K (or qcf,hcb+E)

Note:  If you try this combo, you can also finish the combo with Kim's
      LDM instead of the DM just to be sure ;) .  I accidentally did
      his DM when I first recorded the chain (using the command
      record function), then I gave it a try anyway and it happened
      to be 100% also lol  But rest assured that with the LDM, this
      combo will most definitely do 100% damage, no matter who's
      eating it.  Except bosses, that is (see Frequently Asked
      Questions section for more info).

--
Be sure to e-mail me with any combos this guide helped you make and
I'll post them here!  GET CREATIVE!!!  I'm sure that with enough data
that you're being supplied you can pretty much mix and match and then
try it to see if it works!

If you wish to add your own combo here, there's only two requirements:

1)  It has to be doable; must take up to 2 skill stocks; if between
   three characters, up to 3 power stocks can be used; if between
   two characters, up to 4 power stocks can be used; if it uses only
   one character, don't send it in... you can't QS there!)  There
   is a reason for this, as technically you can create a full stun
   combo if you have infinite skill stocks, but those won't be posted
   here.

2)  If you want to submit a 100% combo, it must do 100% against Maxima
   since he has the highest defense in the game.  For a stun combo,
   it must fully stun Gai, who has the largest stun resistance in
   the game.  If it's not a 100% combo, then this requirement doesn't
   apply to it, but requirement #1 will always do.

Granted, not all combos can be put here... but we could try!  In fact,
if you're able to upload your combo into any video website, give me
the link and I'll put it in this section!


[ACD]-----------------------ACKNOWLEDGEMENTS--------------------------

SNK Playmore - for making another KOF worth playing... a lot.
GameFAQs, IGN FAQs and 1up.com - for hosting this guide
Enterbrain/Arcadia - for making the KOF XI Conqueror's Guide Mook
                       (ISBN 4-7577-2561-2 Copyright 2006 by
                        Enterbrain)
You for reading this!  (Takes patience to understand how I write!)
(your name here) for (your contribution here)


[CTC]-------------------------CONTACT INFO----------------------------

If you would like to add information about any of the hundreds of QS
moves I don't know squat about, or if you have a question on QSing,
email me at:

ingeniero[underscore]rivera{at}yahoo<dot>com

Where, of course:

[underscore] = _
{at} = @
<dot> = .

Thanks for reading this, and may your QS combos be lengthy and
awe-inspiring!  ...OK, just go out there and kick some butt!