**************************************
Character Guide for Choi Bounge
King of Fighters '99: Millenium Battle
King of Fighters: Evolution (DC)
**************************************
By Big Russian (Beni Jenkins)
[email protected]
Version 1.2
-Added updated Mukuro Zuki info
-Added Kailu Lantis to thanks,
whom I cannot believe I forgot
Version 1.0
-Done. I'll add things as needed
Version 0.99
-Finished Combos, need to format
Version 0.95
-Added Thanks & Closing
Version 0.90
-Added Story, Strategy, and Fun Facts
Version 0.45
-Moves, DM's and Striker Usage complete
Version 0.35
-Still working, got moves done
Version 0.10
-Compiling data, A work in progress
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ATTENTION! ATTENTION! ATTENTION!
Do not post this FAQ or it's any of it's contents anywhere without my
permission. I have posted this FAQ at gamefaqs.com and this is the only
place I want it to be until further notice. If you wish to use or quote
part of my FAQ, email me. If I am given proper credit, everything is fine.
##################################
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TABLE OF CONTENTS
*****************
1. Introduction to Choi
2. Background Story/Profile
3. Command Moves
4. Special Moves
5. Desperation Moves
6. Choi as a Striker
7. Combos
8. Strategy
9. Choi Fun Facts
10. Closing Remarks and Thanks
-----------------------
1. INTRODUCTION TO CHOI
-----------------------
If I were to be asked whom I thought was the least-appreciated character in
KoF (Sports Team guys notwithstanding) I'd definetly say that it was Choi.
Not that he isn't appreciated as being an effective character by the KoF
community, because he most certainly is, but I've heard few people say that
they relied on him as I did. I've never been in an Arcade where Choi was
being played. A sad misfortune, to be sure, since I desperately want to
learn from someone better than me.
I have limited experience with KoF in the Arcade as well, due to the fact
that there were never KoF machines around when I wanted them. Now, I look
on the internet and I cannot find a Choi FAQ to reference, so I decided to
start writing. This may turn out to be crap by someone else's standards,
but I hope it turns out better than that. With that having been said, on
to the FAQ. ^_^
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2. BACKGROUND STORY/PROFILE
---------------------------
---------------------------------------------------------------------------
CHOI BOUNGE
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Birthplace: Korea
Birth date: October 25, 1961 (39 at the writing of this FAQ)
Height: 1.53 m (5')
Weight: 44 kg (96 lbs)
Blood type: B
Hobbies: Cutting things
Favourite food: Crab
Favourite sport: Gymnastics
Most valuable: His claws, which he made himself
Hates the most: Kongyaku
Fighting style: Taekwondo with self-taught claw fighting
Before he and Chang were known as partners in crime, Choi lived a happy and
relatively peaceful life. As the proud owner of a butcher shop in a small
Korean suburb, he enjoyed his work, for precision cutting came as a natural
talent to him from the time he was very young. Being small of size, it came
in rather handy sometimes when the going got rough. He loved a good fight,
especially when he got to use his claws to slash his oppressors, claws he had
fashioned himself. Choi also had a wife, whom he loved very much... but
something stirred within him that made him hunger for a more exciting life.
He had a desire to see more of the world, and he wanted to live a life of
action and danger.
One cool night, Choi was standing outside his butcher shop, staring at the
stars and contemplating their magic. As nice and peaceful as it seemed, the
hunger for excitement crept up into his conscious thoughts. He was about to
wish upon the stars to bring him his desire, when suddenly a huge mountain of
a man came tearing around the corner, at speeds that men his size should not
be able to achieve. He slammed right into Choi, who was too surprised to
move out of the way. The big man tripped as Choi went sailing through the
air, both of them falling to rest a moment later.
When the dust settled, Choi got a good look at the guy. He was shocked. The
man before him was taller than anyone he'd ever seen, bald and bearded, with
a gut the size of a live cow. Over his shoulder, a large iron ball gleamed,
it's chain trailing down his back. Choi then noticed that this ball was
shackled to him. Suddenly, a realization came to Choi. "Could this be the
infamous criminal, Chang Koehan? That would mean that he's just escaped from
jail!"
The big man rose up, dwarfing the small butcher. At first, it seemed that
he had a mind to crush the little guy where he stood, but then, his face
softened up as he introduced himself. It was indeed Chang Koehan. He had
indeed just escaped from prison. "It's not so bad! The food's good, the
people are funny, and the life of crime is really exciting!" Excitement?
That was the magic word for Choi. An idea crept into his head. This guy
looked like a big lummox, that's probably why he always gets caught... but
with his brawn and Choi's brains...
"Hey Koehan! I gotta proposition to make!"
The rest is history.
Choi chose to remain living at home, continuing to work at his butcher shop.
However, late at night, when his wife was asleep, he would leave to begin his
criminal adventures with Chang. They had a great time; Chang and his iron
ball were a human wrecking crew, and Choi terrorized the night-goers with
his steel claws and rabid laughter. They mugged many people, and knocked
over (sometimes literally) many stores, accumulating a large amount of cash.
He was having the time of his life, and really becoming good friends with
Chang, though he made some pretty stupid mistakes at times. Choi felt that
he'd finally found his calling in life, and he grinned savagely every night
as he realized his dreams.
That all came abruptly to a stop, however, one fateful evening. Chang and
Choi were casing a target. It was a young woman. She looked wealthy, and
certainly defenseless. The two bandits decided to scare her and take her
purse. Just as they readied for the strike, they were swept up in a tornado
as white as snow! They knew they were being attacked by a man, but he moved
so swiftly and gracefully... it was as if they were being assaulted by an
irresistable force of nature. When they had been throughouly trounced,
they got a good look at their assailant. Wearing a white Taekwondo Gi,
it was none other than internationally renowned martial artist, Kim Kaphwan!
The two were dumbfounded at their bad lUck. They were caught this time
for certain.
Kim spoke. "You must be Chang and Choi. I've heard about the two of you.
Terrorizing the people of this fine town... I'm going to rid the world of
you scum once and for all!"
Chang and Choi screamed, fearing their deaths!
Kim raised one eyebrow in wonder. "Uhhh... no, I don't mean I'm going to
kill you."
Chang and Choi sighed in simultaneous relief.
"Instead, I'm going to whip the two of you into shape by training you in the
ways of Taekwondo! Through rigorous discipline, the two of you will be
reformed into model citizens once again!"
Chang and Choi screamed again!
After many failed escape attempts (all of which were Chang's fault, he and
his big mouth!), Chang and Choi began to learn the arts. Though they were
strictly opposed to the training, the swift and violent beatings that Kim
layed upon them were enough to get them to cease their protestations. At
least, externally...
Chang and Choi still planned on escaping, they just had to wait for the right
opportunity. Kim came to the two one evening after a hard day of training and
told them his plans. He decided to enter the new King of Fighters tournament,
with three fighters being the regulation. The two ex-criminals figured out
the rest. They were the other two fighters. Choi came up with a plan to
escape after the tournament, but Kim thwarted it, as he would continue to do
every year leading up to the KoF 99 tourney.
That time, however, Kim had been in contact with his old sparring partner,
Jhun. An imposing and frightening man (for Chang and Choi anyway), Jhun
thought Kim's method of justice was soft and ineffective. When Kim accepted
his challenge to see who's justice method was the best, the more subtle (???)
way of Kim, or the ultra-violent (!!!) way of Jhun, Choi was the unfortunate
one. He ended up drawing the short straw, so to speak, and began training
under the brutality of Jhun's methods of justice.
Currently, Choi's skills have improved greatly. He feels very confident that
he and Chang can nail Kim and Jhun and escape after they win the
tournament... yes, indeed! They'll be unstoppable!! (Yeah, right...)
----------------
3. COMMAND MOVES
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1) Sankaku Tobi
Command: Jump against a wall, and as you touch it, push the joystick/pad
in the opposite direction.
Result: Choi will jump off of the wall, increasing the height and distance
he can reach. This is a very useful move for escaping from corners
or dropping down on an unsuspecting enemy. The nice thing about
the move is that you can still perform any attack that you'd
normally be able to perform in mid-air, including the Hishou Kyaku
and Chouzetsu Rinkaiten Toppa.
2) Mukuro Zuki
Command: Back or Forward + A
Result: Choi thrusts forward with his claws, body turned sideways, while
appearing to nearly lose his balance on one leg. It only hits
once and comes out slow, but this move is awesome when comboed.
It guard crushes, which means that any move succeeding it is
unblockable. It can cancel into a special move, and also into
the Hou'ou Kyaku DM if you use the B button version. This can
be your main form of damage. More in the Combos section.
3) Toorima Geri
Command: Back or Forward + B
Result: Choi flips his body forward and strikes the enemy with his heel.
It's a nice little overhead that's Worked pretty well for me.
Don't abuse it, or it loses it's usefulness.
----------------
4. SPECIAL MOVES
----------------
1) Tatsumaki Shippuu Zan
Command: Charge Down, then press Up + P
Result: Choi rapidly spins, twirling upward with his claws outstretched,
slicing the opponent several times. This move is good for
chipping damage in a corner (though it leaves you wide open if
they live through it), and can be used as an anti-air from a good
distance away, but there are better moves to use for that (like
jump CD). This is a fun move to use in Counter Mode, though,
due to the fact that you can cancel it into a Chouzetsu
Rinkaiten Toppa.
2) Hishou Kyaku
Command: While in the air, roll the joystick or pad a quarter circle from
down to forward and press Kick
Result: Choi diagonally dives on his opponent, flapping his arms and
attacking with rapid kicks to the head. This move is highly useful
for covering yourself in the air, and quickly punishing missed
moves by your opponent. You can also cancel this move into a DM
while in Counter Mode, making it a great move to use while in CM.
3) Senpuu Hien Sashi
Command: Charge Back, then press Forward + P
Result: Choi spins towards his his enemy longways, like a rotating spear,
striking with his claws. After the first strike, you can follow
it up with two more by simply pressing the direction you want him
to fly in and any button. This is called the Houkou Tenkan, and
is listed below as a separate move.
On the whole, I prefer to use the Hishou Kuuretsu Zan instead of
this move, as it comes out faster and you can fake out with the
wall jumps. That move is also listed below.
4) Hishou Kuuretsu Zan
Command: Charge Down, then press Up + K. If you hold K, you'll attack
after hitting the wall.
Result: Choi screeches and jumps up into the air. Depending on where
you are in comparison to the wall and to your enemy, Choi will
either leap over the head of the enemy or bounce off the wall.
If K is held when he hits the wall, Choi spins at the enemy like
a spear (just like the Senpuu Hien Sashi) and strikes with his
claws.
You can follow this move up with the Houkou Tenkan for another
1 or 2 strikes. You can also change direction, just like with
the Punch version. Note that the B version makes Choi attack
on a 45 degree downward slope.
5) Houkou Tenkan
Command: Press any direction + P or K during Senpuu Hien Sashi or
Hishou Kuuretsu Zan
Result: A repetition of the previous strike, in whatever direction
you like. You can use this to escape after an unsuccessful
strike, or to juggle if the situation permits.
6) Kaiten Hien Zan
Command: Roll the joystick or pad a quarter circle from down to back
and press Punch
Result: Choi rolls on the ground forward and slowly advances. Once
it hits, Choi continues to roll up the body of the opponent,
jumping backwards after hitting several times. This move is
like a vacuum. If the enemy is hear you and not blocking, they
may get sucked into it for most of the hits. However, throwing
this move out isn't always safe, so use it sparingly. You can be
countered by a quick opponent. You can use the Kishuu Hien Zuki
before this move hits, though.
7) Kishuu Hien Zuki
Command: Press Punch during the Kaiten Hien Zan, before it hits the
opponent
Result: Choi dives foward out of his roll and strikes with both claws.
Can be used as a surprise maneuver, and can be cancelled into a
DM if you're in Counter Mode.
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5. DESPERATION MOVES
--------------------
1) Hou'ou Kyaku
Command: Roll the joystick or pad a quarter circle forward, then a half
circle from forward to back, then press Kick.
Result: Choi runs along the ground with his hands by his sides until he
meets with the enemy. When the move hits, he goes into a
series of strikes using his claws, feet, and his body. He ends
up twirling like a tornado, then kicking the enemy into the air
with a kick similar to Kim's.
This move is great when the B button is used because it comes out
quick and can be easily comboed (especially when used with the
guard-crushing Mukuro Zuki). More on this in the combos section.
2) Shin! Chouzetsu Tatsumaki Shinkuu Zan
Command: Roll joystick or pad in a half circle from forward to back twice,
then press Punch
Result: Choi begins to spin at a rapid rate, and a huge tornado forms
around him. You can move back and forth during this, so press
the enemy. To my knowledge, you're invincible during this, so
use it to your advantage. Best use of this move is to catch
and juggle a fallen enemy. The SDM version is the best for this.
3) Shin! Chouzetsu Rinkaiten Toppa
Command: While in the air, roll the joystick or pad a quarter circle from
down to forward twice, then press Punch
Result: Choi dives on his enemy from the air, surrounded by orange wind
(too... much... tang...). The A button version makes Choi dive
straight down, while the C version makes him dive at a 45 degree
angle. The SDM versions are both like the C version, flying at
an angle.
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6. CHOI AS A STRIKER
--------------------
Here is an outline of what Choi does when called as a Striker.
The move is called "Chouhatsu Sanmai". During this, Choi will come out
from the side of the screen just like all strikers and if the opponent
is far away, he will do one of three taunts. This has the effect of
lowering the enemy's Power Gauge. If the opponent is close, Choi will
do a Tatsumaki Shippuu Zan that will either hit two times close up, or
11 times if they're a bit father out.
What makes Choi's Striker unique is that he can attack after he's
taunted. If the enemy gets close to Choi while he's taunting them
(any taunt, it doesn't matter which one), then he attacks with the
Shippuu Zan. This gives Choi great use as a Striker, since he can
both lower the opponent's Power Gauge AND attack in the same Striker
bomb.
A good time to use this is at the end of a match. Save all 5 bombs
for the final match. There are plenty of times when you'll break even
with your opponent and you'll both be near death. You can use him as
an attacking deterrent (due to the automatic pop-up) and to ensure
they don't get a game-winning super or worse, Armor or Counter mode.
I've won several matches this way, and let me tell you from experience
that it's quite effective, even if it's just to eat a few more seconds
off the clock or to scare off the opponent.
Personally, I'd rather be using him as a fighting character, but
that's me. :)
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7. COMBOS
---------
Okay, before I list the combos, let me just say a few things. First,
this section isn't a section to outline every single combo in Choi's
arsenal, just a few basic combos, then a few more advanced combos.
Some can be done easily in everyday play, and some only with hours of
practice (or a lot of experience). I'll leave it up to you which are
which.
Second, know that while combos are the fastest and most 'economical'
way to drain an opponents' life bar, there are other ways to win. I
generally go for short combos because I'm certain they'll connect.
If you can perform the "Triple All-Beef Phatty McBoot Combo" without
batting an eyelash, more power to ya.
UPDATE: It seems the majority of combos involving the Guard Crush
of the Mukuro Zuki (when preceeded by a move) only work in the
Arcade version, as this bug seems to have been taken out of the
DC and PSX versions. Command moves usually lose their
special properties (such as overhead or guard crush) when
preceeded by another move in a combo). This ommittance was
apparently a mistake on the part of the programmers corrected in
the home versions. Thanks to Duo Yang (Sophia) who told me it
didn't work for him.
(Charging down) Crouching B, Crouching A, Up + Punch (Shippuu Zan)
(Charging down) Jump-in D, Crouching C, Up + Punch (Shippuu Zan)
Jump-in D, Crouching C, QCF HCB + B (Hou-ou Kyaku)
Crouching B, Crouching A, Forward + B (Toorima Geri), QCF HCB + B
(Hou'ou Kyaku)
Crouching B, Crouching A, Forward + A (Mukuro Zuki), QCF HCB + B
(Hou'ou Kyaku)
Note: The guard crush properties of the Mukuro Zuki makes the DM
in this combo UNBLOCKABLE!
Jumping Cross-up C (may hit twice if the C hits high enough),
(Charging down) Crouching C, Up + Punch (Shippuu Zan)
Jumping Cross-up C (as above), Standing C, Forward + B
(Toorima Geri), Standing B, QCF HCB + B (Hou'ou Kyaku)
Jumping Cross-up C (as above), Crouching B, Crouching A, QCF HCB + B
(Hou'ou Kyaku)
Jumping Cross-up C (as above), Standing C, Forward + A (Mukuro Zuki),
QCF HCB + B (Hou'ou Kyaku)
Note: As above, the Mukuro Zuki before the DM makes it UNBLOCKABLE!
(While in Counter Mode)
(In air) QCF D (Hishou Kyaku), QCF x2 + C (Rinkaiten Toppa)
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8. STRATEGY
-----------
Strategy with Choi is relatively simple, and open to modification by
whatever means you're comfortable with. Note that these tips are
merely meant as guidelines for the way I play, and you may not be
comfortable playing how I do, or you may have better ways. If you
feel that something in this section needs correction or clarification,
please feel free to e-mail me.
First of all, know that Choi jumps higher and moves faster than any
character in the game. Add his tiny size to that, and you've got a
very dangerous character. While leaping around madly and slashing
may be effective against some scrubs (and fun, to boot!), you'll get
better results with controlled bursts of offense. Allow me to
outline a few offensive strategies.
Foremost on the list of strats are the use of his normal moves. His
crouching D comes out relatively fast and can be used with impunity.
His CD, both standing and jumping, should be used to cover you and
to push the enemy back. His jumping C is his best combo starter,
especially when you cross up (see Combos section above). His
standing or crouching B can be used to chain special attacks or a
Hou'ou Kyaku executed with B. Most of his normal attacks other
than that are simply not as effective as those listed above.
Recapping: Standing and Jumping CD, Crouching D, Standing or
Crouching B.
His command attacks are great. As you saw in the Combos section,
that Mukuro Zuki (Forward or Back + A) can guard crush and can be used
to make a (B) Hou'ou Kyaku unblockable. This by itself makes Choi a
menace. And as far as his overhead goes, well who doesn't like an
overhead? Because he's so small, it doesn't always look like an
overhead, which can be used to fool opponents into blocking in the
wrong areas. Use that speed to your advantage, fake them out, then
combo.
I hate to sound like a broken record, but Combos are easily the fastest
way to do damage as Choi. After you lay into them for a few seconds
with the odd special move, you'll have a DM cocked and ready to fire.
Start crossups and low/high combos. Tack that (B) Hou'ou Kyaku onto
the end of everything.
On a side note, I think it goes without saying, but Counter Mode is
the way to go for Choi. With the ability to link all of his supers,
it makes every move he does a potential match-ender. Very dangerous
in the right hands.
If it's single move strategy you're after, I have a few strats to
outline on that basis, too. Not everyone can do combos like crazy.
You should work towards those larger and more complicated combos,
but nothing's wrong if you don't feel like doing so.
You can use the Shippuu Zan as an anti-air, but several higher-priority
moves can knock you out of it or trade hits with you. You're not Chang,
so trading hits isn't a good idea. However, sometimes the A button
version can be used safely and in the right situations, hitting for
a few hits when they don't expect it. The best time to use the C
version is when you're being crossed up, especially in the corner.
Not as devastating as it was in previous games, the Shippuu Zan can
empty a gauge pretty fast if you catch the opponent at the right
moment. Just as they reach the apex of their hop or jump, you can pop
up with this move and kiss a large chunk of their life goodbye, as the
Shippuu Zan hits multiple times on the way up. Where it would toss
them away out in the open, in the corner it juggles for a few more hits.
In 98, this usually sounded the end of a match, but here, it's just a nice
little bonus and a good deterrent for those pesky cross-up combo
characters.
Still in single move strategy, using the Senpuu Hien Sashi and the
Hishou Kuuretsu Zan at the right moments can be thoroughly frustrating
for your opponent, making it that much easier for you to win. One of
the biggest complaints about Choi is the annoyance factor, so use it
to your advantage. Make him make as much noise as possible! These
two moves fit the bill. Choi is all, "RAKEE! RAKEE! RAKEE!" and
don't forget his hilariously annoying taunt. Use both versions to
surprise your opponent, juggle them for a couple of hits, and annoy
them thoroughly.
Use the Hishou Kyaku repeatedly. Sometimes the repetition of a move
is the last thing they expect, and sometimes it's exactly what they
expect. Depending on who you're playing against, repeating this
move can be a serious threat. Those who have uppercuts which
autoguard or quick retaliation moves may punish you for it, but if you
mix up what you do while in the air, you can sometimes do a threepeat
with the Hishou Kyaku to either do massive chip damage or hit them when
they fail to successfully retailiate. Either way, you've got a winner.
Just don't overuse it, or the effectiveness wears off with their
awareness.
The Kaiten Hien Zan to Kishuu Hien Zuki can be effective as well.
Going through with the Kaiten Hien Zan can often mean disaster during
it's long recovery time. Less so when the Kishuu Hien Zuki is used to
strike out. As with all of Choi's moves, use this carefully. If you
mix this in with a few other moves, they won't even see it coming.
Since he rolls up into such a small ball, it makes the perfect follow
up to any blocked crouching attack (especially those that don't push
you back very far).
Choi's (B) Hou'ou Kyaku comes out fast and punishes quickly. Use it
to punish whiffs and blocked moves, and to stop distant jump-ins cold.
An alternative to using Shippuu Zan when stopping a cross-up or an
attempted escape from the corner by your opponent is the Chouzetsu
Tatsumaki Shinkuu Zan DM. Especially in it's SDM form, this can end
a match if it connects near the corner.
Not to be denied, the Rinkaiten Toppa can be used in place of the
diving kick in some circumstances, to rain death from directly above
the opponent (and the unwise may not know which way to block!), or to
cause general fear and mayhem. It comes out quick and connects, so
it's usually safe to throw out at random, just don't get predictable
with it or you'll find yourself sucking on a Haohshokouken or equally
nasty super.
As fast as Choi is, he's not faster than a bullet, so to speak, so
be careful with your single moves and when you use them. Soon you'll
develop your own flow and will be able to use Choi more effectively
in your own way. I hope this section has been helpful for you.
-----------------
9. CHOI FUN FACTS
-----------------
1) Choi has often been thought to be a parody of horror film icon
"Freddy Krueger" of the "Nightmare on Elm Street" series of teen
scream cult horror movies. I'd say this was a safe bet, looking at
his KoF 94-95 costume. The claws and the hat are the biggest clues,
but who knows why they made him so small, or gave him such a high
pitched voice? I guess going along the lines of the "parody" theory,
these could be attributed to Choi being like unto a caracature of
Freddy, meant to exaggerate certain features to make a character
more (or less) frightening.
2) Choi has been in every King of Fighters game ever made except
for the portable games (excepting Card Fighters Clash). Why this
is true mystifies me. Don't get me wrong, I like Choi, but they
take out "cooler" and "more popular" characters like Billy Kane,
Eiji Kisaragi, Geese Howard, etc, and then leave in silly characters
like Chang and Choi. Personally, I'm glad this is true, but it
still seems somewhat strange.
3) Wanna hear Choi sing? "Monster Maezuka", Choi's seiyuu
(voice actor) does a song called "Choi Bounge Ondo" on one of
the King of Fighters CD's (I'll look up which one and tell you
later). Here are the lyrics to that song in romanji.
//////////////////////////////////////////
Choi Bounge Ondo
Arrangement / Composition: Monster Maezuka
Singer: Monster Maezuka
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Zenkoku no King of Fighters Fan no minasama,
asshi ga KOF no hana no wakiyaku,
kagayaku joen dan'yuushou Choi Bounge deyansu.
Asshi to issho ni kono ondo ni notte
kyuukyoku no mai o tanoshimu deyansuu!!
Choi to odoreba kono yo wa Bravo
Choi to Choi to Choi to Choi Bounge Ondo
Migaki-nukareta kono tsume o teki no Body ni sakuretsu da!
Aa Aa yaru deyansu Kaikan deyansu Tatsumaki Shippuuzan!
Iya na yarou o buchi no meshi
(ima da!!) shouri no otakebi ukkikki.
Kim no dan'na yo mite-okure
yuushou-surebai no ichiban ni kani tabehoudaii
Choi to waraeba kono yo wa bara iro
Choi to Choi to Choi to Choi Bounge Ondo
Kitae-nukareta kono Muscle de teki no haigo ni High Jump
Oh Yeah!! Tobu deyansu kiri-kiri mai deyansu
Hishou Kuuretsuzan!!
Tsurai shuugyou ni taenuite (yaru zo) ouja no Pose kekkekke.
Son'na kouha na asshi demo sugao
wa tottemo ochame na Lonely Wolf.
KOF de yuushou-sureba taibou no jiyuu no mi ni nareru deyansu!
Shika mo Spotlight o abite kyuukyoku no
wakiyaku kara hana no shuyaku ni nareru ka mo sou naeba mou
"Otegami choudai" nante iwanakute mo
tsugi kara tsugi e to Fan Letter ya Love Letter ga mou ippai
todoite kyawaii on'na no ko kara mote-motee Hiihihhi!
to iu koto wa akogere no Athena-san
Mai-san Yuri-san Nako-chan kara mo aaa!!
Yume no you deyansuu
Choi to asobeba mina Paradise
Choi to tanoshime Happy Happy Happy
Choi ka ichiban mina hizamazuke!!
Choi to Choi to Choi to Choi Bounge Ondo
A, Kim no dan'na doo deyansu kono ondo E?
Urusai choushi ni noru na?
Shuugyou ga tarinai? Wa, su, suimasheen!!
Dan'na, yu, yurushite wa!
Gya!! H, hengee Ai ga ho-shi-ii
(END)
------------------------------
10. CLOSING REMARKS AND THANKS
------------------------------
My second FAQ is complete! This one went by much faster
(mostly since I didn't have to compile tons of information
like I did for the 'History of Sumo' in my E. Honda FAQ).
First, I'd like to thank my fiancee, Jessica, for not
killing me when I used her as a scratching post for Choi,
and for her undying support. You're getting downright
wicked with Mai, Jess!
Second, Kailu Lantis (who has been very kind). I used
his profile info and, with permission rewrote his
character background info into my own words. His hard
work on the KOF Story FAQ has long been appreciated
by the KOF community.
Third, the guys and gals on the KOF ML (
[email protected]),
especially Punny. He clarified a few points for me,
extended my combos and informed me of the unblockable
status of the (B) Hou'ou Kyaku after a Mukuro Zuki.
Fourth, to Agetec for releasing this game over here.
Despite my complaints about the editing of Chin, this
game got me back into Fighting again. Why I left is
beyond me.
Special thanks to CJAYC for his awesome site and for
posting my FAQs.
Finally, to my friends and family who always give me their
support in all my projects, no matter how small.
Thanks, everyone.