=============================================================================
THE KING OF FIGHTERS 2001
=============================================================================
[Guide] : Terry Bogard a.k.a. The Legendary Wolf
[Game] : The King of Fighters 2001
[System] : Arcade
[Author] : Orochi K
[E-mail] : kartelkertra <at> caramail <dot> com
[Version] : 2.50
[Date] : July 4, 2002
© 2001-2002, Orochi K. All rights reserved.
This FAQ is for personal use only. Do not distribute it or use it for
profitable purposes. If you want to post this FAQ on a website, contact
me first and send me the link to the site. Plagiarism is a deadly sin,
just ask. I have no objection on my FAQ being posted on someone else's
website but you must give credit where it is due.
Also, please keep in mind that under no circumstances, are you allowed to
make any changes to this FAQ! It must remain as it is and moreover, you are
not allowed to rip off part(s) of this FAQ to put in another FAQ. No
banners or advertisements are to be attached to it and it must remain in
its original form (NO HTML!). Moreover, the site must be a non-commercial
and non-profitable one.
The King of Fighters 2001 © Eolith & SNK.
Terry Bogard © SNK.
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TABLE OF CONTENTS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1. Introduction
2. Control notation
3. Bio sheet
4. Movelist
5. Move descriptions
6. Combos
7. Strategies
- Close to opponent
- At a distance
- As wake-up
- Airborne
8. Revision history
9. Credits
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INTRODUCTION
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Damn! I should be intent on finishing my full FAQ and yet, here I am,
writing a guide for Terry. Well, can't really help it. Terry's always been
my favorite character and I got the urge to write this while I was doing
his section in the 2001 movelist! ^_^
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CONTROL NOTATION
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ub u uf A B
\ | /
b -- n -- f
/ | \
db d df D C
General Notations:
--------------------
n - neutral A - Weak Punch
d - down B - Weak Kick
u - up C - Strong Punch
b - back D - Strong Kick
f - forward
Special Notations:
--------------------
db - down-back P - Press A or C
df - down-forward K - Press B or D
ub - up-back AB - Escape
uf - up-forward CD - Attack
qcf - d,df,f BC - Call Striker
qcb - d,db,b START - Taunt
hcf - b,db,d,df,f
hcb - f,df,d,db,b
dp - f,d,df
rdp - b,d,db
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BIO SHEET
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Fighting Style: Martial Arts & Jeff's Deadly Brawling Arts
Birthdate: March 15
Age: 24
Country: USA
Blood Type: O
Height: 182cm
Weight: 82kg
Hobbies: Playing video games, trawling
Favorite Food: Fast food
Mastered Sport: Basketball
Prized Things: A glove inherited from Jeff (his father)
Dislikes: Slugs
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MOVELIST
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|--------------------------------- [Throws] -------------------------------|
Grasping Upper close to opponent, b or f + C
Buster Throw close to opponent, b or f + C
|----------------------------- [Command Attacks] --------------------------|
Hammer Punch f + A
Rising Upper df + C
|------------------------------ [Special Moves] ---------------------------|
Power Wave qcf + A
Round Wave qcf + C
Burn Knuckle qcb + P
Rising Tackle charge d,u + P
Crack Shoot qcb + K
Power Dunk f,d,df + K
|---------------------------- [Desperation Moves] -------------------------|
Power Geyser qcb,db,f + P
High Angle Geyser qcf,qcf + K
|------------------------- [Super Desperation Moves] ----------------------|
Power Geyser qcb,db,f + P
His Super Cancel Moves are the Round Wave and the Rising Tackle (first hit
only).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MOVE DESCRIPTIONS
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----------------------------------------------------------------------------
Grasping Upper close to opponent, b or f + C
----------------------------------------------------------------------------
Terry will hold the opponent and kick them once in the face. Good throw.
A nice way of using this effectively is to do the (A) Burn Knuckle and
you'll land close to the blocking opponent. If the latter is too slow and
just remains blocking like a fool, just press f + C and Terry will perform
his Grasping Upper. OK, I know this is pretty cheap but what other thing
can you do if you have only Terry left and your opponent is taunting you
with his 4 characters?!
It's a good throw but personally, I like to use the Buster Throw better.
Anyway, just use it when you can. It will save your day on more than one
occasion.
----------------------------------------------------------------------------
Buster Throw close to opponent, b or f + C
----------------------------------------------------------------------------
Terry will hold the opponent and slam him down on the other side. This
throw will make you and your opponent switch sides. Again, you can apply
the (A) Burn Knuckle technique to be able to pull the Buster Throw. Also,
if the opponent is of the aggressive type, one thing you can do is to
retreat and wait for the freak to come at you. Keep holding back and
immediately press the D button to throw them. It works very often and is
deadly against challengers if you know how to use it.
----------------------------------------------------------------------------
Hammer Punch f + A
----------------------------------------------------------------------------
This is an overhead attack and it has considerable lagtime when used alone.
You may cancel this into a special move or a desperation move but you need
to have cancelled in it first. I really don't advise anybody to use the
Hammer Punch as an overhead simply because of the recovery time. Besides,
even though it can only be standing-blocked, the moves takes so much time
to come out that your opponent will easily know what to expect. Instead,
use it in combos instead and always start with a stand C. The Hammer Punch
will flow in nicely and you can finish with a good move for a strong combo.
----------------------------------------------------------------------------
Rising Upper df + C
----------------------------------------------------------------------------
Hits high and comboable in the Rising Tackle, which makes it pretty useful.
It has considerable recovery time though mainly because Terry is still
crouching when he does it. But the fact that the move is comboable into
one of Terry's best moves saves it. A good way to use it effectively is
to run. As you run, move your finger such that your are holding the
down-forward direction. Now, if you press C, Terry will perform the Rising
Upper. You only need to press up & C and the Rising Tackle will combo in.
----------------------------------------------------------------------------
Power Wave qcf + A
----------------------------------------------------------------------------
Terry's projectile as seen in RB. It comes out very quickly and will
travel the whole screen quite fast. The Power Wave also has a nice
recovery time but that won't really change anything against very fast
characters. Besides, it is possible to jump over it. Your opponent may
very well jump over it and can land near you before you recover and you'll
be in serious trouble.
You can win using only the Power Wave against some CPU characters. Just
abuse it and you'll win through tick damage. Of course, that's cheap play
but it is possible, I need to mention it. :)
The Power Wave is comboable and can be used along with the Hammer Punch.
Use it in combos to make sure that it connects all the time. Note that
the Power Wave doesn't knock down the opponent. The opponent appears to be
dizzied for a short time but whether you use it alone or in a combo, it
won't knock down the opponent.
----------------------------------------------------------------------------
Round Wave qcf + C
----------------------------------------------------------------------------
This is considered as the stronger version of the Power Wave but in fact,
it is very different from its weak counterpart. The Round Wave takes a
hell of a time to come out and if blocked, watch out for the recovery time
which implies you'll eat anything, even from Chang.
The Round Wave looks like a big Power Wave except that it doesn't travel
at all. Instead, it remains by Terry just like Robert's projectile in '98
and Terry remains crouching as long as it is on-screen.
In previous versions of this guide, I used to say that the Round Wave
hits low and must then be crouch-blocked. Well, this is no longer the
case as the projectile is now a regular one (thanks to debourge eric
for the correction).
This is also a Super Cancel Move. You can cancel into any of Terry's DM
from it provided you have enough power stocks.
----------------------------------------------------------------------------
Burn Knuckle qcb + P
----------------------------------------------------------------------------
Terry will throw his hands forward with energy radiating from them in the
form of a ball and he'll rush at the opponent. The weak version travels
about 1/3 the screen distance while the strong version goes up to 3/4
the screen distance. However, it has a really poor recovery time and takes
to much time to come out. On the other hand, the weak one comes out soon
and Terry does not take that long to recover from it.
The weak Burn Knuckle should be used in combos or to tick the opponent.
Anyway, the strong one cannot be comboed because it takes too much time
to come out and your opponent can block it. Use the strong one to land
close to the opponent if you are too far apart. There are risks to using
it though because a fast opponent will attack you as you recover.
Thus, you should rely on the weak one most of the time. It can take
jumping opponents by surprise and hit them when they least expect it.
A good way of fooling the CPU is to perform the Power Wave quickly
followed by the Burn Knuckle. It works fine from time to time but do not
abuse it!
----------------------------------------------------------------------------
Rising Tackle charge d, u + P
----------------------------------------------------------------------------
A great move! It has been toned down but it still is useful. However, it no
longer has auto-guard and guard crush and doesn't have that high priority
which made it so cheap back in '98.
The strong version will do up to 7 hits if you manage to suck the opponent
in as from the first hit while the weak one can do 5 hits at most. Both
are highly damaging and once the opponent is caught in either, there's no
coming out.
I guess that's pretty obvious from the command itself, the Rising Tackle
is an anti-air and a very good one at that too! Use it against overly
aggressive opponents who like to jump at you like Choi. To make sure it'll
efectively connect, wait for the character to land, do a crouch C and
release the Rising Tackle.
This strategy has a lot of risks though. If your opponent manages to
cross-over, you're in for a bad time. The recovery time is another
drawback. Terry takes a lot of time to get back on his feet after a missed
Rising Tackle. If it misses completely, your opponent even has time to
taunt you before attacking you.
This is also a Super Cancel Move. You can cancel into any of Terry's DM
from it provided you have enough power stocks. However, it is very tough
to make the moves effectively connect, which is why I don't advise you
to cancel the Rising Tackle.
----------------------------------------------------------------------------
Crack Shoot qcb + K
----------------------------------------------------------------------------
Terry whirls around and tries to hit the opponent with his foot. The weak
version come out very quickly but doesn't have a very good range and is
good only against close opponents. The D version takes a lifetime to come
out and Terry takes even more time to recover from it.
The weak Crack Shoot is rather unpredictable and you can use it to take
your opponent by surprise. It is comboable after a stand C but even that
sometimes misses. I don't understand why this happens though, my guess is
that's because of the lag. It doesn't go far but is quite damaging and
has certain uses.
On the other hand, the strong one will see Terry fidget about for about 2
seconds and if the move misses, I hope you still have a lot of life left.
It's still useful though because it lets you get close to the opponent and
do some tick damage at the same time. It can also act as anti-air but I
wouldn't count on that very often if I were you. ^_^
----------------------------------------------------------------------------
Power Dunk f, d, df + K
----------------------------------------------------------------------------
The Power Dunk is primarily an anti-air but is not limited to those
situations. The animation is such that it'll even take a crouching
opponent up and all the hits will connect.
The weak version is comboable after a crouch C (I guess it is comboable
after the first hit of the stand C too but it's harder to pull and you
can't risk such stuff in KOF). The stronger Power Dunk makes Terry go
higher up and it does seems that Terry get forward more too.
If the opponent keeps jumping at you, wait for him to be close to landing
and perform the Power Dunk. Chances the Power Dunk will take him away
with 2 hits are very high. Otherwise, use it more as an anti-air even
though it is comboable. It also enables you to get close to your opponent
and may surprise turtlers.
Knowing where Terry will land is very hard and this makes the Power Dunk
a great attack against blocking challengers. They'll be so confused that
you'll have time to recover and to hit them too. A very nice move and
we're lucky enough to have it back to its original command.
----------------------------------------------------------------------------
Power Geyser qcb, db, f + P
----------------------------------------------------------------------------
Terry will punch on the ground and will perform a very big Round Wave.
The projectile is stationary too and is a very good desperation move.
Both the weak and the strong versions can be used in combos along with
the Hammer Punch and this makes the move very dangerous.
Once you can get a close C to connect, whether standing or crouching,
simply follow with the Hammer Punch and end with the Power Geyser. There's
no getting out of this.
This DM is also a great anti-air and jumping opponents cannot block it.
Pull this and win laughing! It is very quick to come out although the
recovery time for the strong version really sucks. Terry remains crouching
for too long and any player can punish you for that.
As as a desperation move, you couldn't ask for more. Quick, comboable and
works anytime. It is more damaging that the High Angle Geyser when it
connects too!
----------------------------------------------------------------------------
High Angle Geyser qcf, qcf + K
----------------------------------------------------------------------------
Terry's second desperation move where he'll start with the Power Dunk and
finish with a Power Geyser. The move does 5 hits in all and Terry even
swears during it. Yeah, right, I know I said something else in my 2000
FAQ and Run Hin Hun and Kao's FAQ confirmed that but I still get the
impression that Terry's swearing. Can't really help it! ^_^
This DM does 5 hits and when blocked, does massive tick damage. It takes
off less life than the Power Geyser when it fully connects though. The
High Angle Geyser is comboable just like the Power Geyser.
The best thing about it concerns its recovery time. It is very quick and
you are safe performing it. Not to be abuse against real fast opponents
though.
It is also very useful as even if the opening part misses because you
are too far from the opponent or he has managed to roll back, the rest
may still hit him. CPU characters tend to eat it a lot and let themselves
fooled by the tick damage.
----------------------------------------------------------------------------
Power Geyser qcb, db, f + P (AC for SDM)
----------------------------------------------------------------------------
His SDM is a stronger version of the DM Power Geyser and you'll understand
that alone just by looking at its animation. Here, Terry will pull three
of these geysers. It has the same properties as the DM and is darn
powerful. You need 2 power stocks to pull this SDM.
Can be used in combos too just like the DMs. However, if you pull this
against a cornered opponent, the third geyser will miss as it isn't
on-screen. This also applies to jumping opponents. There are cases
where either the second or the third geyser will miss if you pull this
move against a jumping opponent. It's all a random process though and I
can't really comment on that.
Otherwise, Terry is lucky enough to have a very effective SDM and this'll
make you win if you know how to use it. Never use it alone except against
jumping opponents (I simply love to see Choi eat it ^_^). That'll just
be a waste of stocks. It isn't that hard to combo it after a stand C
and the Hammer Punch simply adds another hit.
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COMBOS
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The combos are divided into 2 parts :
i) Normal Combos
ii) Striker Combos
I suppose I don't have to explain what each means but just to avoid
confusion, 'Striker Combos' doesn't mean that Terry is the striker, okay? :)
~ NORMAL COMBOS ~
* qcf + C -> qcf + A
* qcf + C -> qcb + A
* qcf + C -> qcb + B
Obviously, (D) doesn't connect.
* qcf + C -> dp + K
This cool-looking combo used to be tough to perform but it's relatively
easy this year.
* Stand/crouch C -> f + A
* Stand/crouch C -> df + C
(Hold df while Terry does the stand C to perform this combo)
* Stand/crouch C -> qcb + A
* Stand/crouch C -> qcf + A
* Stand/crouch C -> qcb + B
* Crouch C -> f,d,df + K
* Crouch C -> charge d,u + P
* Run -> df + C -> charge d,u + P
* Crouch C -> df + C -> qcf + A
* Crouch C -> df + C -> qcb + A
* Crouch C -> df + C -> qcb + B
* Jump D -> crouch C -> charge d, u + P
* Stand C -> f + A -> qcf + A
* Stand C -> f + A -> qcb + A
* Stand C -> f + A -> qcb + B
* Stand C -> qcb,df,f + P / AC
* Stand C -> qcf,qcf + K
* Jump D -> stand C -> f + A -> qcf + A
* Jump D -> stand C -> f + A -> qcb + A
* Jump D -> stand C -> f + A -> qcb + B
* Stand C -> f + A -> qcb,df,f + P / AC
* Stand C -> f + A -> qcf,qcf + K
* Jump D -> stand C -> f + A -> qcb,df,f + P / AC
* Jump D -> stand C -> f + A -> qcf,qcf + K
* Corner -> jump D -> crouch B -> crouch A -> charge d,u + P
* Corner -> jump D -> crouch B -> crouch A -> df + C -> qcb,df,f + P / AC
-= Combos contributed by HoTaRu =-
* qcf + C -> cancel into qcb,db,f + P or qcf,qcf + K
= 2 power stocks needed
* Stand C -> f + A -> qcf + C -> cancel into qcb,df,f + P / AC
= 2 power stocks needed
* Jump D -> stand C -> f + A -> qcf + C -> cancel into qcf,qcf + K
= 2 power stocks needed
Note: In the last 2 cases, the hits don't add up. However, you can try
pulling this since some opponents can get confused in it.
Otherwise, the real thing starts with the Power Wave as shown
earlier.
-= Combo contributed by spinel =-
* Crouch B -> df + C -> charge d,u + P
~ STRIKER COMBOS ~
There are obviously countless striker combos. I'll only be listing a
few and the most damaging ones.
* With Maxima/Kyo/Lin/Benimaru/Iori/Kim/Mary :
Call striker and perform a Rising Tackle or a Power Geyser. It is
impossible to pull real combos with these strikers but the DM easily
connects.
* With Vanessa :
Vanessa is a great striker for Terry. Simply call her and you may pull
a powerful combo while she's hitting the opponent. However, you need to
be quick enough or otherwise, she'll have knocked the opponent down.
* With Clark :
Clark is another great striker when your fighter is Terry. When Clark
does his Gatling Attack, you can add a combo as from the third hit.
By 'continuing' with the attack, you will prevent the opponent from
being knocked down. Just make sure that you are performing your standing
strong punch as Clark is going away and anything will connect.
* With Leona :
Same as Clark. Standing C as Leona plants her bomb on the opponent.
* With Kensou :
Do your combo-starter just as Kensou does his first hit. Then, pull any
combo you feel like.
For combos involving more than one striker, I haven't really tried out
those yet myself for the simple reason that I almost never play with a
1-3 team. Contrary to what you may believe, multi-striker combos are
not a waste. Consecutive strikers in a single combo always do more
damage and may thus really drain the opponent's life.
Here are a few "basic" combos just so you can get started.
* With K' and Iori [3~4 stocks] :
Jump D -> stand C -> f + A -> call K' -> call Iori -> Power Geyser
(DM/SDM)
* With Robert and Angel [3~4 stocks] :
Jump D -> stand C -> f + A -> call Robert -> call Angel -> stand C ->
f + A -> Power Geyser (DM/SDM)
Call Angel -> stand C -> f + A -> call Robert -> stand C -> f + A ->
Power Geyser (DM/SDM)
* With Robert, Angel and Vanessa [4 stocks] :
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STRATEGIES
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section deal with various strategies which you can use against CPU
opponents and challengers using Terry. Of course, there are tons of way to
play and you need to adapt to your opponent's style but I'll just be
listing the more common situations.
----------------------------------------------------------------------------
CLOSE TO OPPONENT
----------------------------------------------------------------------------
Terry is extremely powerful in close situations but like any character,
there are certain things that you must never do because you're very likely
to be punished. First of all, never use the Hammer Punch alone. You may
feel tempted to use it from time to time as you feel that the opponent will
surely eat it but forget about using it alone ANYTIME. This is because
the move takes too much time to come out and your opponent will see it
coming miles away. So, if you want to stay alive, just forget about using
it alone!
Your most useful moves here are the Round Wave and the Power Dunk. Since it
hits low, the Round Wave has a greater probability of connecting and if
it does, you can pull the Power Dunk for a 3-hit combo. The Power Dunk
itself is quick to come out and besides, it's a close move as you'll be
able to score the 2 hits instead of using it to surprise far-away wimps.
Otherwise, his standing D and crouching C have decent range and may take
the opponent by surprise. Beware of the recovery of the stand D though as
some of the quicker opponents will easily punish you.
----------------------------------------------------------------------------
AT A DISTANCE
----------------------------------------------------------------------------
One cheap technique to take care of CPU opponents is to throw the Power
Wave continuously and win through tick damage. However, this does not
work against all opponents. Some will jump as soon as you pull the first
one while others will block a few before jumping and attacking on the
counter. Thus, if you want to be a cheapo, be careful of what may happen.
The (A) Burn Knuckle is a nice move to get in close to your opponent while
possibly do some guard damage at the same time if you're lucky enough. I
know it sounds logical to use the (C) version when the distance is greater
but that's just suicide because of the recovery time. Instead, perform two
weak version in quick succession and you'll be close to the freak in no
time.
The Power Dunk is another cool move to use against far-away opponents.
If your opponent is a turtler, you may perform it and the second hit
where Terry strikes down with his fist may connect. Time it well and you'll
land near to your opponent where you'll be able to pull a nice combo.
----------------------------------------------------------------------------
AS WAKE-UP
----------------------------------------------------------------------------
I guess this one is very obvious to everyone. Your best wake-up retaliation
is the Rising Tackle. To do this, simply keep holding down while Terry's
lying and as soon as he recovers, press up along with the punch button.
It's even better if you manage to do a crouch C beforehand as it may
confuse the opponent and leave them open to the move.
His stand CD is also great as it has a small lag and recovery. It is also
interruptable, which means you can pull a special move quickly after it
if it's blocked. In this case, your opponent will try to attack you after
the missed heavy attack and the special move will connect.
There are other ways to attack as you get up and these are just the best
ways. Remember, though, that these only apply if you let Terry get up at
his own pace and they won't work if you used recovery roll to save your
ass! :)
----------------------------------------------------------------------------
AIRBORNE
----------------------------------------------------------------------------
Simple: Rising Tackle, Power Dunk or jump CD. In the first case, you need
to have charged first. So, you won't always be able to use it effectively.
If that's the case, the Power Dunk comes in next. There is a slight
problem with it though. Since Terry goes forward as he pulls it, he may
completely miss the opponent and you'll be left wide open for anything.
Thankfully, the jump CD makes up for this. It has a small lag but a great
recovery and will work wonders in most cases.
Of course, Power Geyser if you have a stock but I don't advise relying
too much of it because you'll be the one to eat dust if you don't time it
well and it misses.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
REVISION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 1.00 on 11/20/01
------------------------
· First release.
Version 1.25 on 11/22/01
------------------------
· Completed the moves descriptions.
Version 1.50 on 12/09/01
------------------------
· Reformatted the combos section (at last...^_^). Only a minor update
though.
Version 1.60 on 1/2/02
----------------------
· A few corrections. More combos.
Version 1.80 on 1/8/02
----------------------
· Strategies added.
Version 1.90 on 2/15/02
-----------------------
· Tweaked strategies section.
Version 2.00 on 4/23/02
-----------------------
· A few corrections -- the Power Wave is not a Super Cancel Move.
Striker combos added.
Version 2.10 on 4/23/02
-----------------------
· A few MAJOR mistakes corrected!!
Version 2.20 on 4/25/02
-----------------------
· Round Wave notes edited.
Version 2.20 on 4/29/02
-----------------------
· E-mail change!
Version 2.30 on 5/5/02
----------------------
· Edited some notes and added a few comments.
Version 2.40 on 6/20/02
-----------------------
· Added 1 combo and more notes.
Version 2.50 on 7/4/02
----------------------
· Another combo courtesy of spinel.
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CREDITS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I would like to thank the following persons for their help in the making
of this guide.
- SNK & Eolith
For making sure that KOF didn't die.
- Jeff "CJayC" Veasey <
http://www.gamefaqs.com>
For hosting this guide on his website.
- HoTaRu for pointing out various typos and for the Super Cancel Moves
combos.
- debourge eric for his important Round Wave corrections.
- spinel for the crouching B bufferable note and combo.
- Special thanks to Kao Megura. His format in his Rolento (SFA3) FAQ
inspired me as I typed this up.
Thx for reading!
© 2001-2002, Orochi K. All rights reserved.