<><><><><><><><><><><><><><><><><><><>
<>The King of Fighters 99 Combo FAQ v1.0<>
<>Written by Serpent Wave               <>
<>Started 12-6-99 v1.2                  <>
 <><><><><><><><><><><><><><><><><><><>



------------------------------------------------------------------------------------------>
____ __  __ ____           ''  999999999____  ____  999999999
/_ _// /_/ // /_             ' 999999999/    \/ /_  99999999999
// / /-/ // /--              99999  99/  /  / /-- 99999  999999
// / / / // /__                99999999\    / /     99999999999
-  --  -- ----                     99999------           99999
                                 99999                 99999
              __ __ __ __ __ ___9999              ____99999___ __  __ ____ ___ ____  ____
             / |/ // // \/ // /\|99              / /_ / // /\|/ /_/ //_ _///_ / /\ \/ __/
            /  |\ / // /\ // /|--               / /--/ // /|-/ /-/ /  // / /_ / /--//-- /
           /  /\ \ // / // \    /              / /  / / \   / / / /  // / /__/ / \ \   /
           --   --- --  -   ----               --   -- -- ----  --   -  ---- --  ------

       M____I____L____L____E____N____I____U____M________B____A____T____T____L____E_
       /__________________________________________________________________________/
------------------------------------------------------------------------------------------>




Version History - June 12th, 1999  (v0.1): Started, made the layout and
non-combo sections.
               - June 13th, 1999  (v0.2): Added ascii, added Controls and Motions.
               - August 9th, 1999 (v0.3): Fixed the layout, and half of the Movelist.
               - August 10th, 1999(v0.4): Finished Movelist.
               - August 11th, 1999(v0.5): 3/4ths of Combos Finished.
               - August 14th, 1999(v0.6): More Combos.
>RELEASED<     - August 16th, 1999(v0.7): Just Some Corrections and Cleanup of
Combos.
               - August 28th, 1999(v0.8): Removed/Edited the Combos
               - December 11th, 1999(v0.9): Infinites Added, and ALOT of Combos.
>RE-RELEASED<  - January 8th, 2000(v1.0): FAQ completion
               - February 1st, 2000(v1.1): AIR/Striker Combos Added
               - March 6th, 2000  (v1.2): Touch-ups with Combos and Other Stuff


=- DISCLAIMER -=

FAQ researched and written by Serpent Wave

This FAQ is for private and personal use only.  It can only be reproduced
electronically, and if placed on a web page or site, may be altered as
long as this disclaimer and above copyright appears in full. This FAQ may
not be used for profitable/promotional purposes; this includes being used
by publishers of magazines, guides, books, etc. or being incorporated into
magazines, guides, etc. in ANY way. This FAQ was created and owned by
myself,
Serpent Wave<[email protected]>.

All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ.  Please give credit where credit is due.


The King of Fighters '99 is (c) SNK <snkusa.com>, (c) NeoGeo Japan
<neogeo.co.jp> and
(c) NeoGeo USA <neogeo-usa.com>



------------------------------------------------------------------------------------------>
This FAQ can be found at:

Combo Lair                              http://i.am/serpent_wave

GameFAQ's                               http://www.gamefaqs.com

------------------------------------------------------------------------------------------>

Contents:

1 - Introduction

2 - Controls
       2.b - Motions
       2.c - Shortcuts
       2.d - Legend
       2.e - Movelist

3 - Combos
       3.b - Infinites

4 - Credits

5 - Conclusion

----------------------------------------------------------------------------------------->

Introduction:

Welcome once more, everyone. To my KoF '99 Combo FAQ.
I hope these combos are helpful to everyone who reads this document.
However I have only one request to you regarding the infinite combos, that
they not
be used in excessive fashion, especially in VS matches, they are only meant
to be used
on CPU matches in which there's no heat whatsoever among anyone.
I'm only saying this for obvious reasons, 'cause we all want a nice, safe
environment to
enjoy in, with no conflicts or argument, nothing but competition, and just
having fun.

------------------------------------------------------------------------------------------>

Controls:


ub      u       uf                   up-back         up        up-forward

b       N       f                    back          NEUTRAL        forward

db      d       df                   down-back      down     down-forward
                                (defensive crouch)        (offensive
crouch)


          A           B            C            D

       Low Punch   Low Kick    High Punch   High Kick

------------------------------------------------------------------------------------------>

Controls and Motions:
Dodge Slide (AB)
Slide Attack (Attack during slide animation)
Body Toss Attack (CD)
Armor Mode (ABC)---CONSUMES 3 STOCKS
Counter Mode (BCD)---CONSUMES 3 STOCKS
Striker (BC)---CONSUMES 1 STRIKER STOCK
MaxSlide (AB while blocking)---CONSUMES 1 STOCK
CD Counter (CD while blocking)---CONSUMES 1 STOCK
Hyper Jump (qcf into jump)
Low Jump (Tap Jump lightly)
Run (Tap F,F)
Hop Backward (Tap B,B)
Taunt (Press Start)
SDM Mode (Automatic upon low life)



Motions:
QCF     - D,DF,F
HCF     - B,DB,D,DF,F
QCB     - D,DB,B
HCB     - F,DF,D,DB,B
DP      - F,D,DF
RDP     - B, D, DB



Shortcuts:
QCF HCB - D,DF,F,DF,DB,B or
         D,DF,F,D,DB,B
QCB HCF - D,DB,B,DB,DF,F or
         D,DB,B,D,DF,F



FAQ Legend:

s       - Standing Attack
s far   - Standing Far Attack
c       - Crouching Attack
j       - Jumping Attack
cX      - Crossup/Crossover/Overlap Jumping Attack
SA      - Slide Attack
(S)     - Requires 1 full Power Stock
(C)     - Requires combo to be done near or in corner
(BUG)   - Combo is activated with help of a glitch/bug in the game



Armor Mode:

Press BCD (3 Stocks)
This mode lasts around 10 seconds.
You character flashes GOLD during the time limit.

You will have HYPER ARMOR during this mode which means:
-You will not stagger nor fall when hit by most (ground) attacks
-Attacks inflict more damage
-You have no DMs
-Slide Attacks knock down



Counter Mode:

Press ABC (3 Stocks)
This mode lasts around 30 seconds.
Your character will flash RED during it's activity.

You will have:
-Unlimited DMs, however most DM's have a longer lag on startup
-Attacks inflict more damage
-Some Special Moves can be canceled into DM's
-Slide Attacks are cancel-able



Strikers:

Press BC (Costs 1 Striker Stock)
You start out with 3 Striker Stocks.
Striker Stocks build gradually.
                       (3 for 1st character, 4 for 2nd, and 5 for final character).

Note:   1. Used up Striker Stocks Don't regenerate for the succeeding
character,
          only one stock is added in case of striker stocks being used up.
       2. Different Strikers have different purposes.


Movelist

Special Legend:
*/x     - CM Cancel (Special Moves That Are Cancelable Into DM's in Counter
Mode)
         The number of symbols indicates the number of hits for the move, "*"
means
         cancelable, while "x" means it is incapable of cancel-ing.
         Capital "X" indicates the C/D version of the move.

Command Attack Legend:
o(u)*/x - "o" indicates an overhead attack, the letter that is enclosed
indicates
         the blocking position of the command attack when cancel-ed from a normal
         attack. The "*" or "x" indicates if the move is cancel-able or not.

OTG     - Indicates that the move hits opponents "on the ground".
AIR     - Indicates that the opponent has to be airborn while performing the
combo.
(Refer Misc. Section for Help)

o       - Overhead (Must be blocked standing)
u       - Upper Attack (May be blocked either way, standing or crouching)
l       - Lower Attack (Must be blocked while crouching)
*       - Cancelable
x       - Un-cancelable

**************************<
K'
f A     o(u)            x(*)
f B     u(u)            *(*)

Iron Trigger                    qcf P
Second Shoot                    f B after Iron Trigger
Second Shell                    f D after Iron Trigger
Crow Bite *(A ver)              dp P
Crow Bite Finisher              f D after Crow Bite C
Minute Spike                    qcb K (can be done in air)
Blackout                        qcf K

Chain Drive                     qcf qcf P
Heat Drive                      qcf hcb P
**************************<
Maxima
f A     o(u)            x(*)
                       * on Counter Mode

df C    u(u)            x(*)

M4 Model Vapor Cannon *         qcb P
SYSTEM 1: Maxima Scramble       qcf A
Double Bomber                   qcf A after SYSTEM 1: Maxima Scramble
Blood Gaps                      qcf A after Double Bomber
SYSTEM 2: Maxima Scrambler      qcf C
Skull Crusher                   qcf C after SYSTEM 2: Maxima Scramble
Senton Press                    f K after Skull Crusher
M11 Model Dangerous Arc         hcf K near opp

Bunker Buster                   qcf hcb P
Maxima Revenger                 hcb hcb K
**************************<
Benimaru
f B     u(u)            *(*)
d D in the air

Raijinken *-*-*                 qcf A (can be done in air)
Upper Raijinken *-*-*           qcf C (can be done in air)
Iaido Kick                      qcf K
Handou Sandan Geri *-x          d u K after Iaido Kick
Shinkuu Katategoma *-*-*-*-*-*  qcb P

Raikohken                       qcf qcf P
Phantom Hurricane               qcf qcf K
**************************<
Shingo
f B     u-u(u-u)        x-*(x-*)

Aragami Mikansei *              qcf A
Dokugami Mikansei *             qcf C
Oniyaki Mikansei *              dp P
Oboroguma Mikansei              rdp K
Unmastered Koto Moon Positive   hcb K
Shingo Kick                     hcf K
Shingo Kinsei Ore Shiki Katogi  dp K near opp
                       *-*-x

Burning Shingo                  qcb hcf P
Ge Shiki Kake Hourin            qcf qcf P
**************************<
Terry
f A     o(u)            x(*)
df C    u(u)            *(*)

Power Wave *                    qcf A
Round Wave *                    qcf C
Rising Tackle *-x-x-x-x-X-X     d u P
Burn Knuckle                    qcb P
Crack Shot                      qcb K
Power Drive *-*                 dp P
Power Shot *-x                  dp K
Power Charge                    hcf K
Power Dunk                      dp K canceled from Power Charge

High Angled Geyser              qcf qcf K
Power Geyser                    qcb db f P
**************************<
Andy
df A    u-u(u-u)        *-x(*-x)

Hishoken *                      qcb A
Geki Hishoken *-*-*-*-*-*       qcb C
Shoryudan *-x-x-x-x-X-X         dp P
Zaneiken *                      db f P
Zaneiken Finisher *             qcf P after Zaneiken
Dam Breaking Fists *-*-x-x      hcf P
Kuuhadan                        hcf K
Genei Shiranui                  qcf K in the air
Shimo Agito *                   P after Genei Shiranui
Uwa Agito                       K after Genei Shiranui

Choreppadan                     qcb hcf K
Ryushi Ken                      qcb hcf P
**************************<
Joe
f B     u(u)            *(*)
df B    l(u)            x(x)

Hurricane Upper x-*             hcf P
Tiger Kick *-x                  dp K
Slash Kick                      hcf K
Muay Thai Explosion             press P 4 times in under 2 seconds
MTE Finisher *(A ver)           qcf P during Muay Thai Explosion
Golden Heel Hurter              qcb K

Screw Upper                     qcf qcf P
Muai Thai Explosion             qcf hcb P
The Strongest                   qcf qcf K (hold)
Low Kick In History
**************************<
Mai
f B     o(u)            x(*)
df B    l-u(u-u)        x-x(*-x)
d A in the air  u(u)    *(*)
d B in the air  o       x
d D in the air  o       x

Kachosen *                      qcf P
Koyasen Tori                    qcb K
Ryuribu *-*                     qcb P or cancel after
Musasabi no Mai Starter         d u P
Musasabi no Mai Attack          qcb P in air or after Musasabi no Mai Starter
???                             d P after Musasabi no Mai Starter
???                             d K after Musasabi no Mai Starter
Hissatsu Shinobi Batchi         hcf K

Cho Hissatsu Shinobi Batchi     qcb hcf K
Pheonix Dance                   qcb qcb P
Water Bird Dance                qcf qcf P
**************************<
Ryo
f A     o(u)            x(x)
f B (mid/upper parry)   x
df B (lower parry)      * in Counter Mode

Koohken *                       qcf P
Koho *-X                        dp P
Hien Shippu Kyaku               hcb K
Zanretsuken                     f b f P
Raijinsetsu                     qcf K
Koho Senpuu Ken *               qcb P

Daiten Jinken                   qcf qcf P
Ryoku Ranbu                     qcf hcb P
Haoh Sho Koh Ken                f hcf P
**************************<
Robert
f/b A   o(u)            x(*)
f/b B   u(u)            *(*)
df B    l-u(l-u)        x-x(*-x)
df K    o(u)            x(x)
\in the air

Ryugeki Ken                     b f P
Hien Shippu Kyaku               b f K
Kyokugen Renbu Kyaku *-*-x-x    d u P
Ryuzanchen                      d u K

Hien Shippu Joudan Kyaku        qcb hcf K
Ryoku Ranbu                     qcf hcb P
Haoh Sho Koh Ken                f hcf P
**************************<
Yuri
f A     o(u)            x(x)
f B, B  u-u(u-u)        x-x(x-x)

Koohken                         qcf P (hold)
Haohshokohken                   qcf P hold P for 1 second
Raiohken                        qcf K
100 Violent Slaps               hcb f K
Cho Upper *(A ver)              dp P
Cho Upper Double                dp P after Cho Upper C
Hien Senpuu Ken                 qcb P (hold)
Cho Masawashi Geri              qcb K

Shin Cho Upper                  qcf qcf P
Hien Upper                      qcf qcf K
Hien Houo Kyaku                 qcf hcb K
**************************<
Takuma
f A     u(u)            *(*)
b A     u(u)            x(*)
f B     o(u)            x(*)
df B    l(l)            x(*)    -OTG-

Koohken *                       qcf P
Hien Shippu Kyaku               db f K
Zanretsuken                     f b f P
Shoran Kyaku                    hcb K
Moko Murai Garai x-*            qcb P
POW Up                          d d P

Ryoku Ranbu                     qcf hcb P
Shin Gayshin Geki               qcf qcf P near opp
Haoh Shi Koh Ken                f hcf P (hold)
**************************<
Kyo-1
f A     u(u)            *(*)
f B     o(u)            x(*)
df C    l(l)            x(x)    -OTG-

Evil Exorcism *         -OTG-   qcf P
Enigma Vessel                   dp K
Overhauled 7-5 Bouncer          qcf KK
Blue Demon *-*-X                qcb P

Serpent Shear                   qcb hcf P
**************************<
Kyo-2
f B     u-o(u-u)        *-x(x-*)
d C in the air  o       x

Demon Flamer *-X                        dp P
Rainbow Energy Dynamite Kick    rdp K
Koto Tsuki You *                hcb K
Aragami                         qcf A
Konikuzu                        qcf P after Aragami
Yanosabi                        hcb P after Aragami
Migiri Ugachi                   P after Konikuzu/Yanosabi
Nanase *                        K after Konikuzu/Yanosabi
Dokugami                        qcf C
Tsumi Yomi                      hcb P after Dokugami
Batsu Yomi                      f P after Tsumi Yomi

Freestyle                       qcf qcf P
**************************<
Shin Kyo
f B     o(u-u)          x(x-*)
df D    l-l(l-l)        x-x(x-x)
d C in the air  o       x

Shin Oniyaki *-X                dp P
Shin R.E.D Kick                 rdp K
Koma Hofuri *-*                 hcb K
Shin Aragami                    qcf A
Shin Konikuzu                   qcf P after Aragami
Shin Yanosabi                   hcb P after Aragami
Shin Migiri Ugachi              P after Konikuzu/Yanosabi
Shin Nanase *                   K after Konikuzu/Yanosabi
Shin Dokugami                   qcf C
Shin Tsumi Yomi                 hcb P after Dokugami
Shin Batsu Yomi                 f P after Tsumi Yomi
Shin Nue Tumi *                 qcb P
Style 75 Shiki Kai: Modified    qcf KK

Shin Orochinagi                 qcb hcf P
Flamer Impact                   qcf qcf P
**************************<
Iori
f A A   u-u(u-u)        *-*(*-*)
f B     u-o(u-u)        x-x(*-*)
b B in the air  o       x

Yami Barai *                    qcf P
Oniyaki *-*-x                   dp P
Aoi Hana                        qcb P x3
Koto Tsuki                      hcb K
Nail Gale                       dp K (cancelable into Aoi Hana)
Scum Gale                       hcb f P

Yaotome                         qcf hcb P
???                             qcf qcf K
**************************<
Leona
f/b B   o(u)            x(*)

Moonslasher *                   d u P
Ground Sabre *(B ver)           b f K
Gliding Buster *                f K after Ground Sabre D
X Calibur *                     qcb P in the air
Baltic Launcher                 b f P
Earring Bomb                    qcb K
Heart Attack                    rdp K near opp
Heart Attack Trigger            rdp K after Heart Attack

V Slasher                       qcf hcb P in the air
Revolver Spark                  qcb hcf K
Final Bringer                   qcf qcf P
**************************<
Ralf

Vulcan Punch                    press P 4 times in under 2 seconds
Gatling Attack *-*-X-x          b f P
Super Argentine Backbreaker     hcf K near opp
Blitzkreig Diving Fist          qcf P in the air or d u P
Ralf Kick                       hold K for at least 4 seconds
Ralf Tackle *-*-X-X             hcb K

Vari Vari Vulcan Punch          qcf hcb P
Mounted Vulcan Punch            qcb hcf K
Galactica Phantom               qcf qcf P
**************************<
Clark
f B     u(u)            x(x)
                       * in Counter Mode

Gatling Attack *-X-X            b f P (cancelable into Napalm Stretch)
Super Argentine Backbreaker     hcf K near opp
Napalm Stretch                  dp P
Frankensteiner                  dp K
Elbow Drop                      qcf P after S.A.B./ Napalm Stretch/ Frankensteiner
Running Tackle                  hcf P
Running Tackle Follow Ups       d d P/K

Ultra Argentine Backbreaker     hcb hcb P near opp
Running Three                   hcf hcf K
**************************<
Whip
f A x5 u-u-u-u-u        x-x-x-x-x

Boomerang Shoot "SC" *-x        hcf P
Assassin's Strike "BB"          dp A/B/C/D
Hook Shot "Wind"                qcb P in the air
Strength Shot "Superior" x-x    hcb A (hold)
Strength Shot "Power" *-x       hcb B (hold)
Strength Shot "Victory" x-x     hcb C (hold)
Strength Shot Cancel            hcb D
Desert Eagle                    rdp P (tap)

Sonic Slaughter                 qcb hcf P
**************************<
Athena
f B     u-u(u-u)        x-*(x-*)
d B in the air  o(u)    *(*)

Psycho Ball *                   qcb P
Psycho Reflector("Old") *       hcb B
Psycho Reflector *              hcb D
Pheonix Arrow *-*-*-*-*         qcb K in the air
Psycho Sword *-*-*-*-*-*-*      dp P (can be done in the air)
Psychic Teleport                qcf K
Psycho Shoot                    hcf P

Shining Crystal Bit             hcb hcb P (can be done in the air)
Crystal Shoot                   qcb P after Shining Crystal Bit
Fang Arrow                      qcf qcf K in the air
**************************<
Kensou
f A     o(u)            x(*)
f B     u(u)            *(*)

Sen Shippu *-x/*(C ver)         qcb P
Ryu Gen Ga: Earth Dragon        hcf A
Ryu Gen Ga: Heaven Dragon       hcf C
Ryu Geki Sai *-*-X              rdp K
Ryu Renda                       dp P near opp
Dragon Talon Attack             qcb P in the air

Shin Ryu Sei Rekka Kyaku        qcf hcb B
Shin Ryu Tenbu Kyaku            qcf hcb D
Sen Ki Hakkai                   qcf qcf P near opp
Niku Bun                        qcb qcb P
**************************<
Chin
f A     o(u)            x(*)

Hyoutan Geki *-*                qcb P
Ryu Rin Hou Rai *-*-*-*-X-X..   dp P
Sui kan kan Dou                 d d P
Sui kan kan Dou Follow          f P
Bou Getsu Sui                   d d K
Bou Getsu Sui Follow Up 1       u B
Bou Getsu Sui Follow Up 2       u D
Sui kan kan Dou/Bou Getsu Sui   ABCD
Totsu Ken *                     hcf K

Gau Ran Enpou                   qcf qcf P
Gau En Shourai                  qcf hcb P
**************************<
Bao
f A     u(u)            *(*)
f B     o(u)            x(x)
df B    u(u)            x(x)
df D    l(l)            x(x)
d A in the air  o(o)    x(x)
d B in the air  o(o)    x(x)

Psycho Ball Attack Front *      qcb A
Psycho Ball Attack Rise *       qcf A
Psycho Ball Attack Bound *      qcf B
Psycho Ball Attack Reflect      qcb B
Psycho Ball Attack Air Front    qcb A in the air
Psycho Ball Attack Air Bound    qcf B in the air
Psycho Ball Crusher Front *     qcb C
Psycho Ball Crusher Rise *      qcf C
Psycho Ball Crusher Bound       qcf D
Psycho Ball Crusher Reflect     qcb D
Psycho Ball Crusher Air Front   qcb C in the air
Psycho Ball Crusher Air Bound   qcf D in the air

Psycho Ball Attack MAX          qcb qcb P
Psycho Ball Attack DX           f hcf K
Psycho Ball Crusher SP          qcb qcb K
**************************<
King
f B     o(u)            x(x)
df D    l(u)            x(x)

Venom Strike *                  qcf B
Double Strike *-*               qcf D
Trap Shot                       dp K
Tornado Kick '95                hcb B
Tornado Kick                    hcb D
Surprise Rose                   dp P
Mirage Kick *-*-*-x             hcb P
Mirage Dance *-*-x-x            hcf P

Silent Flash                    qcb qcb K
Illusion Dance                  qcf hcb K
**************************<
Mary
f/b A   o(u)            x(*)
f/b B   u-l(u-l)        x-x(x-x)
df B    u(u)            *(*)

Spin Fall                       qcf P
M. Snatcher                     qcf P after Spin Fall
Straight Slicer *(B ver)        b f K
Crab Crunch                     qcf K after Straight Slicer
Vertical Arrow *-x              dp K
M. Snatcher                     dp K after vertical Arrow
Reverse Facelock                qcb B (counters ground/special moves)
M. Head Buster                  qcb D (counters jump ins)
Real Counter                    qcb P (evade move)
Real Backdrop                   hcf P after Real Counter
M. Bulldog                      hcf K after Real Counter

M. Typhoon                      hcb hcb K near opp
M. Splash Rose                  qcf hcb P
M. Dynamite Swinger             qcf qcf K
**************************<
Kasumi
f A     u-o(u-u)        x-x(*-*)

Kasane Ate *                    qcf P (can be done in the air)
Messhin Muto                    qcf B (counters ground/special moves)
Sasho Inshu:                    qcf D (counters jump ins)
Hakuzantoh *-*                  qcb K
Tatsumaki Souda *-*-*-*         hcb P
???                             qcb P x3

Cho Kasane Ate                  qcf qcf P
Atemi Nage                      qcf hcb P (counters physical attacks)
**************************<
Xiang Fei
f A     o(u)            x(*)
f B     l(l)            x(*)
df D    l(l)            x(x)

Ten Bao Zan *-x                 dp K
Nanpa *                         qcf P
Zen Chuoh                       qcf B
Zen Chuoh Kanku                 qcf B after Zen Chuoh
Zen Chuoh Shin Saiha            qcf D
???                             qcb P
???                             hcb f P

Majinga                         hcb hcb P
Taitetsujin                     qcf hcb K
Chou Pairon                     qcf qcf P
**************************<
Kim
f A     u-u(u-u)        *-x(*-x)
f B     u-o             x-x(x-*)

Hangetsuzan (B:*-x D:*-*-*-X)   qcb K
Comet Crusher *-x               b f K
Spirit of Conquest Kick         d d K  (cancel into Houo Kyaku)
Hienzan                         d u K
Hienzan Finisher                d D after Hienzan D
Hishokyaku *-*-*-*-*            qcf K in air

Houo Kyaku                      qcb db f K
Pheonix Raiser                  qcf qcf K
**************************<
Chang
df A    l(u)            x(x)

Tekkyuu Dai Kaiten              press P 4 times in under 2 seconds
Tekkyuu Funsai Geki *           b f P
Hakai Nage                      hcb f P near opp
???                             hcf K (counter)

Tekkyuu Dai Bousou qcf hcb P
Tekkyuu Dai Bousatsu qcf qcf P
Tekkyuu Dai Assatsu qcf qcf K
**************************<
Choi
f A     u(u)            *(*)    -guard crush-
f B     o(u)            x(x)

Tatsumaki Shippu Zan            d u P
Shi Sou Hisho Zan               b f P
Hisho Ku Retsu Zan              d u K (release K for fake, hold for attack)
Direction Change                direction+button during Shi Sou Hisho Zan/ Hisho Retsu Zan
Hishou Kyaku *-*-*-*-*          qcf K in the air
???                             qcb P
Finisher                        f P after ???

Houou Kyaku                     qcf hcb K
Shin ! Cho Shinkuu Zan          hcb hcb P
Shin ! Cho ???                  qcf qcf P in the air
**************************<
Jhun
f B     u(u)            x(x)
d B in the air  o(o)    *(*)

Exhaust Attack *                qcb P
Man'in Getsuzan *-*-*-*-*-X     qcb K
Kusajin                         d u P
Falcon Stance                   d d A
??? *                           C during Falcon Stance
??? *                           u C during Falcon Stance
Push Kick *                     D during Falcon Stance
Tiger Stance                    d d B
??? *                           C during Tiger Stance
???                             u C during Tiger Stance
???                             d C during Tiger Stance
Dodge                           D during Tiger Stance

Houo Tenbu Kyaku                qcf qcf K in the air
Houo ????? Kyaku                qcf qcf K



------------------------------------------------------------------------------------------>

COMBOS::::::::

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\

K'

(low)
c B, c A, dp A.

(basic)
j/cX A/C/D, c B, c A, dp A.
j/cX A/C/D, s C (2), qcf P.
j/cX A/C/D, s C (2), dp A.
j/cX A/C/D, s C (2), dp C, f D.
j/cX A/C/D, s C (2), qcb B.

(intermediate)
j/cX A/C/D, s C (1), f A, qcf A.
j/cX A/C/D, s C (1), f A, dp A.
j/cX A/C/D, s C (1), f A, dp C, f D.
j/cX A/C/D, s C (1), f A, qcb B.
j/cX A/C/D, s C (1), f B, qcb B.
j/cX A/C/D, s C (1), f A, qcf qcf P.(S)

(expert)
cX A/C/D, s A, s C (1), f A, qcb B.
cX A/C/D, s A, s C (1), f B, qcb B.
cX A/C/D, s A, s C (1), f A, qcf qcf P.(S)
j A/C/D, s C (1), qcf A, f D, j CD.(C)
j A/C/D, s C (1), qcf A, f D, dp C, f D.(C)
j A/C/D, s C (1), qcf A, f D, qcf qcf P.(C)(S)
qcf P (no hit), f D, hcf D, qcf P, f B.(AIR)
c D, C Throw, Striker OTG, D Throw.(Iori Striker)

(counter mode)
SA, dp C, f D.
SA, qcb B.

(armor mode)
SA, SA, SA, SA, SA, SA, SA, SA, dp C, f D.(AIR)

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Maxima

(low)
c B, qcf A x3.
c B, qcf C, qcf C, f D.
c B, hcb hcb K.(S)

(basic)
j A/B/C, s C (2)/D, hcf K.
j A/B/C, s C (2)/D, qcb A.
j A/B/C, s C (2)/D, qcf A x3.
j A/B/C, s C (2)/D, qcf C, qcf C, f K.
j A/B/C, s C (2)/D, hcb hcb K.(S)

(intermediate)
j A/B/C, s C (1), df C, hcf K.
j A/B/C, s C (1), df C, qcb A.
j A/B/C, s C (1), df C, qcf A x3.
j A/B/C, s C (1), df C, qcf C, qcf C, f K.
j A/B/C, s C (1), df C, hcb hcb K.(S)

(expert)
cX C, s C (1), df C, hcf K.
cX C, s C (1), df C, qcb A.
cX C, s C (1), df C, qcf A x3.
cX C, s C (1), df C, qcf C, qcf C, f K.
cX C, s C (1), df C, hcb hcb K.(S)
cX C, c B, qcf A x3.
cX C, c B, qcf C, qcf C, f D.
cX C, c B, hcb hcb K.(S)

(counter mode)
SA, qcf A x3.
SA, qcf C, qcf C, f K.
SA, hcb hcb K.
s C (1), df C, qcb A, qcf hcb P.(C)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Benimaru

(low)
c B, c B, c B, qcf K.
c B, qcf D, d u K.(C)

(basic)
j A/D, s C/D, qcf K.
j A/D, s C/D, qcf A.
j A/D, s C/D, qcb P.
j A/D, s C/D, qcf qcf A.(S)
j A/D, s C/D, qcf qcf K.(S)
j A/D, c B, c B, qcf qcf A.(S)
cX D, s C/D, qcf K.
cX D, s C/D, qcf A.
cX D, s C/D, qcb P.
cX D, s C/D, qcf qcf A.(S)
cX D, s C/D, qcf qcf K.(S)
cX D, c B, c B, c B, qcf qcf A.(S)

(expert)
cX D, c A, s D, qcf A.
cX D, c A, s D, qcb C.
cX D, c A, s D, qcf qcf A.(S)
cX D, c A, s D, qcf qcf B.(S)
j d D (3), qcf qcf P.(AIR)(S)

(counter mode)
c B, qcf C(1/2), qcf qcf A.
c B, qcf B, d u K (1), qcf qcf K.
SA, qcf A (2), qcf qcf K.(C)
SA, qcb P (3/6), qcf qcf K.
j A/D, s C/D, qcf A (2), qcf qcf K.(C)
j A/D, s C/D, qcb P (3/6), qcf qcf K.
cX D, s C/D, qcf A (2), qcf qcf K.
cX D, s C/D, qcb P (3/6), qcf qcf K.
cX D, c A, s D, qcb C (6), qcf qcf K.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Shingo

(low)
c B, f B (2), hcb B.
c B, s A, rdp K.
s B, s B, dp K, dp P.
s B, s B, dp K, rdp D.

(basic)
j B/C/D, s C/D, qcf A.
j B/C/D, s C/D, qcf C.
j B/C/D, s C/D, qcf D.
j B/C/D, s C/D, hcb K.
j B/C/D, s C/D, qcf qcf P.(S)
j B/C/D, s C/D, qcb hcf P.(S)
cX B/D, s C/D, qcf A.
cX B/D, s C/D, qcf C.
cX B/D, s C/D, qcf D.
cX B/D, s C/D, hcb K.
cX B/D, s C/D, qcf qcf P.(S)
cX B/D, s C/D, qcb hcf P.(S)

(intermediate)
j B/C/D, s C/D, f B, qcf C.
j B/C/D, s C/D, dp K, dp P.
j B/C/D, s C/D, dp K, rdp K.
j B/C/D, s C/D, dp K, hcb B.
cX B/D, s C/D, f B (2), hcf B.
cX B/D, s C/D, dp K, dp P.
cX B/D, s C/D, dp K, rdp K.
cX B/D, s C/D, dp K, hcb B.
cX B/D, c B, f B, hcb B.

(expert)
cX B/D, c B, s B, c A, hcb B.
cX B/D, c B, s C, f B, qcf C.
cX B/D, c B, s C, f B, rdp B.
cX B/D, c B, s C, hcb K.
cX B/D, c B, s C, qcf qcf P, j D.(S)
cX B/D, c B, s C, qcb hcf P.(S)

(counter mode)
s B, dp K (2), qcf qcf A, rdp D.
SA, f B, qcf C.
SA, rdp K.
SA, f B, hcb K.
SA, qcf A, qcf qcf P.
SA, qcf A, qcb hcf P.
j B/C/D, s C/D, qcf A, qcf qcf P.
j B/C/D, s C/D, qcf A, qcb hcf P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Terry

(low)
c B, c B, c B, s B.
c B, c A, dp P.
c B, c A, d u P.
c B, df C, qcb A.
c B, df C, qcb B.
c B, df C, hcf B, dp K.
c B, df C, qcb db f P.(S)
c B, df C, qcf qcf K.(S)
c B, c A, df C, qcb A.
c B, c B, df C, hcf B, dp K.
c B, c B, df C, qcb db f P.(S)
c B, c B, df C, qcf qcf K.(S)
c B, c A, df C, qcb A.
c B, c A, df C, qcb B.
c B, c A, df C, hcf B, dp K.
c B, c A, df C, qcb db f P.(S)
c B, c A, df C, qcf qcf K.(S)

(basic)
j A/C/D, s C (2)/D, qcf A.
j A/C/D, s C (2)/D, qcb A.
j A/C/D, s C (2)/D, qcb B.
j A/C/D, s C (2)/D, dp P.
j A/C/D, s C (2)/D, dp K.
j A/C/D, s C (2)/D, hcf B, dp K.
j A/C/D, s C (2)/D, qcb db f P.(S)
j A/C/D, s C (2)/D, qcf qcf K.(S)
cX C/D, s C (2)/D, qcf A.
cX C/D, s C (2)/D, qcb A.
cX C/D, s C (2)/D, qcb B.
cX C/D, s C (2)/D, dp P.
cX C/D, s C (2)/D, dp K.
cX C/D, s C (2)/D, hcf B, dp K.
cX C/D, s C (2)/D, qcb db f P.(S)
cX C/D, s C (2)/D, qcf qcf K.(S)

(intermediate)
j A/C/D, s C (2)/D, f A, qcb A.
j A/C/D, s C (2)/D, f A, qcb B
j A/C/D, s C (2)/D, f A, hcf B, dp K.
j A/C/D, s C (2)/D, f A, qcb db f P.(S)
j A/C/D, s C (2)/D, f A, qcf qcf K.(S)
cX C/D, s C (2)/D, f A, qcb A.
cX C/D, s C (2)/D, f A, qcb B
cX C/D, s C (2)/D, f A, hcf B, dp K.
cX C/D, s C (2)/D, f A, qcb db f P.(S)
cX C/D, s C (2)/D, f A, qcf qcf K.(S)
cX C/D, s C (2)/D, df C, qcb A.
cX C/D, s C (2)/D, df C, qcb B
cX C/D, s C (2)/D, df C, hcf B, dp K.
cX C/D, s C (2)/D, df C, qcb db f P.(S)
cX C/D, s C (2)/D, df C, qcf qcf K.(S)

(expert)
j A/C/D, c B, c A, dp P.
j A, c B, c A, df C, hcf B, dp K.
j A, c B, c A, df C, qcb db f P.(S)
j A, c B, c A, df C, qcf qcf K.(S)
cX C/D, c B, c A, dp P.
cX C/D, c B, c A, df C, hcf B, dp K.
cX C/D, c B, c A, df C, qcb db f P.(S)
cX C/D, c B, c A, df C, qcf qcf K.(S)
cX C/D. c B, c B, s far A, df C, hcf K, dp K.
cX C/D. c B, c B, s far A, df C, qcb db f P.(S)
cX C/D, s A, s far A, s far A, s far A, df C, hcf K, dp K.
SA (Last Frame), s D, hcf K, dp K.(C)
qcb D, j B/C.(AIR)
qcf C, qcb A.(AIR)
qcb D (Connects During 2nd Upper), j CD (After 3rd Upper).(Yuri Striker)
hcf B (Connects After First Upper), qcf C (Connects After Final Upper), d u
C.(Yuri Striker)(C)

(counter mode)
c B, dp A (1), qcf qcf B.
c B, d u C, qcf qcf K.
c B, df C, qcf A, qcf qcf D.(C)
SA, qcb A.
SA, qcb B.
SA, qcf A, qcf qcf K.
SA, f A, hcf K, dp K.
SA, df C, hcf K, dp K.(C)
cX C/D, c A, df C, qcf A, qcf qcf K.
cX C/D, s C (2)/D, qcf A, qcf qcf K.
j A/C/D, s C (2)/D, qcf A, qcf qcf K.
j A/C/D, c A, df C, qcf A, qcf qcf K.(C)

(armor mode)
SA, SA, SA, SA, SA, SA, SA, SA, qcb A.(AIR)(C)

(100% Combo)
Striker, s far A, s far A, s far A, s far A, s far A, df C, qcb db f P.(Life
on Red)(S)(K' Striker)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Andy

(low)
c B, s B, dp A.
c B, s B, df A (1), db f A, qcf P.
c B, s B, df A (1), qcb hcf P.

(basic)
j A/D, s C (1), qcb A.
j A/D, s C (1), dp P.
j A/D, s C (1), db f C, qcf P.
j A/D, s C (1), qcb hcf P.(S)
cX A, s C (1), qcb A.
cX A, s C (1), dp P.
cX A, s C (1), db f C, qcf P.
cX A, s C (1), qcb hcf P.(S)

(intermediate)
j A/D, s C (1), hcf P, run in dp P.
j A/D, s C (1), hcf P, qcb A.
j A/D, s C (1), hcf P, hcf K.
j A/D, s C (1), hcf P, jump qcf K.
j A/D, s C (1), hcf P, qcb hcf K.(S)
cX A, s C (1), hcf P, run in dp P.
cX A, s C (1), hcf P, qcb A.
cX A, s C (1), hcf P, hcf K.
cX A, s C (1), hcf P, jump qcf K.
cX A, s C (1), hcf P, qcb hcf K.(S)

(expert)
j A/D, s C (1), df A (1), db f C, qcf P.
j A/D, s C (1), df A (1), qcb hcf P.(C)(S)
j A/D, s C (1), hcf P, df A (1), dp P.
j A/D, s C (1), hcf P, df A (1), hcf D.
j A/D, s C (1), hcf P, df A (1), qcb hcf K.(S)
cX A, s C (1), df A (1), db f C, qcf P.
cX A, s C (1), df A (1), qcb A.
cX A, s C (1), df A (1), qcb hcf P.(S)
cX A, s C (1), hcf P, df A (1), dp P.
cX A, s C (1), hcf P, df A (1), hcf D.
cX A, s C (1), hcf P, df A (1), qcb hcf K.(S)

(counter mode)
c B, s B, df A (1), db f A, qcb hcf P.
SA, dp P.
SA, hcf K.
SA, df A (1), db f A, qcb hcf P.
SA, hcf P (2), qcb hcf P.
SA, hcf P (2), qcb hcf B.
j A/D, s C (1), hcf P (2), qcb hcf P.(C)
j A/D, s C (1), hcf P (2), qcb hcf K.(C)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Joe

(low/basic)
c C, c B.
c B, c B, c B, s B.
c B, c A, dp B.
c B, c A, tap P, qcf P.
c B, c A, qcf qcf A.(S)
c B, c A, qcf hcb P.(S)

(intermediate)
j A/C/D, s C/D, hcf A.
j A/C/D, s C/D, hcf K.
j A/C/D, s C/D, dp K.
j A/C/D, s C/D, tap P, qcf C.
j A/C/D, s C/D, qcf qcf P.(S)
j A/C/D, s C/D, qcf hcb P.(S)
cX D, s C/D, hcf A.
cX D, s C/D, hcf K.
cX D, s C/D, qcb B.
cX D, s C/D, dp K.
cX D, s C/D, tap P, qcf C.
cX D, s C/D, qcf qcf P.
cX D, s C/D, qcf hcb P.

(expert)
j A/C/D, s C/D, f B, hcf B.
j A/C/D, s C/D, f B, qcf hcb P.(S)
j A/C/D, s C/D, qcf qcf K.(Life On Red)(S)
cX D, s C/D, f B, hcf B.
cX D, s C/D, f B, qcf hcb P.

(counter mode)
SA, dp K.
SA, tap P, qcf P.
SA, f B, hcf B.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Mai

(low/basic)
c B, s B, qcb C.
c B, s B, df B (1), qcf A.
c B, s B, df B (1), qcb P.
c B, s B, df B (1), qcb K, qcb C.

(intermediate)
j/cX C/D, s C/D, qcb P.
j/cX C/D, s C/D, hcf K.
j/cX C/D, s C/D, qcf P.
j/cX C/D, s C/D, qcb hcf K.(S)
j/cX C/D, s C/D, qcf qcf P.(S)

(expert)
j/cX C/D, s C/D, df B (1), qcb P.
j/cX C/D, s C/D, df B (1), hcf K.
j/cX C/D, s C/D, df B (1), qcf P.
j/cX C/D, s C/D, df B (1), qcb K, qcb P.
j/cX C/D, s C/D, df B (1), qcb hcf K.(S)
j/cX C/D, s C/D, df B (1), qcf qcf P.(S)

(counter mode)
c B, s B, df B, qcf A, qcb hcf D.
c B, s B, df B, qcb C, qcb hcf D.
SA, df B (1), qcb P (1), qcb hcf D.
SA, df B (1), qcf P, qcb hcf D.
SA, df B (1), hcf K.
SA, df B (1), qcb K, qcb P.
j/cX C/D, s C/D, df B (1), qcb C (1), qcb hcf D.
j/cX C/D, s C/D, df B (1), qcf A, qcb hcf D.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Ryo

(low)
c B, c B, c B, s B.
c B, s A, dp A.
c B, s A, qcf qcf P.(S)
c B, c C, dp A.
c B, c C, hcb K.
c B, c C, qcf qcf P.(S)

(basic)
j A/C/D, s C/D, qcf A.
j A/C/D, s C/D, hcb K.
j A/C/D, s C/D, dp P.
j A/C/D, s C/D, qcf qcf P.(S)

(intermediate)
cX C, s C/D, qcf A.
cX C, s C/D, hcb K.
cX C, s C/D, dp P.
cX C, s C, f b f P.
cX C, s C/D, qcf qcf P.(S)

(expert)
cX C, c B, c C, hcb D.
cX C, c B, c C, dp A.
cX C, c B, c C, qcf A.
cX C, c A, c B, c C, hcb D.
cX C, c B, c C, qcf qcf P.(S)

(counter mode)
c B, s A, dp C (1), qcf qcf A.
SA, qcf A.
SA, hcb K.
SA, dp C (1), qcf qcf A.

(armor mode)
SA, SA, SA, SA, SA, SA, SA, SA, f b f P.(AIR)(C)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Robert

(low)
c B, c A, d u P, d u K.

(basic)
j A/C/D, c C, b f K.
j A/C/D, c C, d u P, d u K.

(intermediate)
cX B, c C, b f K.
cX B, c C, d u P, d u K.
cX , c C, qcb hcf K.(S)

(counter mode)
c B, c A, d u P (2), qcf hcb P.
c B, c A, d u P (2), qcf hcb K.
SA, b B, b f K.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Yuri

(low)
c B, s/c C, qcb B.
c B, s/c C, dp C, dp P.
c B, c B, c B, s B.
c B, c A, dp C, dp P.
c B, c A, qcf qcf P.(S)(C)

(basic)
j A/C/D, c B, dp A.
j A/C/D, s C/D, dp C, dp P.
j A/C/D, c B, c A, qcf qcf P.(S)
j A/C/D, s C/D, qcf hcb K.(S)

(intermediate)
cX D, c B, dp A.
cX D, s C/D, dp C, dp P.
cX D, c B, c A, qcf qcf P.(S)
cX D, s C/D, qcf hcb K.(S)

(expert)
qcb A (Last Frame), s C, qcb B.(C)
cX D, c B, c C, dp C, dp P.
cX D, c B, c C, qcf hcb K.(S)
cX D, c B, c A, qcf qcf A.(S)
qcb A (Last Frame), s C, qcf hcb K.(S)(C)

(counter mode)
SA, dp C, dp P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Takuma

(low)
c B, c B, c B, s B.
c B, c A, f A, qcf A.
c B, c A, f A, qcf hcb A, df B.(S)

(basic)
j A/D, s/c C, qcf A.
j A/D, c C, db f D, qcf A.
j A/D, c C, db f D, f b f P.
j A/D, c C, db f D, qcb A.
j A/D, s C, qcf hcb A.(S)

(intermediate)
cX D, c B, c B, c A, f A, qcf A.
cX D, c B, c B, c A, f A, qcf hcb A.(S)
cX D, s/c C, f A, qcf A.
cX D, s/c C, f A, qcf hcb A.(S)

(expert)
j A/D, s/c C, f A, qcf A.
j A/D, s/c C, f A, qcf hcb A, df B.(S)
cX D, s A, s C, f A, qcf A.
cX D, s A, s C, f A, qcf hcb A, df B.(S)
cX D, s/c C, f A, qcf A.
cX D, s/c C, f A, qcf hcb A, df B.(S)

(counter mode)
c B, c A, f A, qcf C, qcf hcb A, df B.
SA, qcf A, qcf hcb A, df B.
j A/D, s C, f A, qcf C, qcf hcb A, df B.
cX D, c B, c B, c A, f A, qcf C, qcf hcb A, df B.
cX D, s C, f A, qcf C, qcf hcb A, df B.
cX D, s C, f A, qcf C, qcf hcb A, df B.

(armor mode)
j D, c C, db f D, SA, SA, SA, SA, SA, f b f P, df B.(C)

(bug)
c D, qcf A, j CD.
*Note:  The c D must connect with the very tip of Takuma's foot, and
       the fireball must not connect in order for the j CD to be
       unblockable.

j D, c C, db f D, s CD, f hcf A, hcb B.(S)
*Note:  The Haoshikohken will connect if they R.Roll, however, if he/she
       doesn't roll, you can run over and hit them with a df B.
*Exp:   The hcb B breaks the opponent's guard for a moment, just
       enough for the Haoshikohken to connect.

cX D, s A, s C, f A, qcf hcb A, qcf A, hcb B.(S)
*Note:  This combo is R.Roll-able.
*Exp:   The hcb B breaks the opponent's guard for a moment, just
       enough for the fireball to connect.

D Throw, qcf A, hcb B.
*Exp:   The hcb B breaks the opponent's guard for a moment, just
       enough for the fireball to connect.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Kyo-1

(low)
c B, c B, s B.
c B, c B, s B, dp K, df C.

(basic)
j/cX B/C/D, s C, qcf C.
j/cX B/C/D, s C, dp D, qcf P.
j/cX B/C/D, s C, dp D, df C.

(intermediate)
j/cX B, c B, c B, s B, dp B, df C.
j/cX B/C/D, c B, c A, dp K, qcf P.
j/cX B/C/D, s C, f A, dp K, qcf P.

(expert)
j B, s C, qcf DD, qcb P (2/3), qcf A.
j B, s C, qcf DD, qcb P (2/3), df C.
j B, s C, qcf DD, dp D, qcf A.
j B, s C, qcf DD, dp D, df C.
j B, s C, qcf DD, f B, df C.(C)
j B, s C, qcf DD, qcb hcf P.(S)(C)(Life on Red)

(counter mode)
SA, f A, dp K, qcf P.(C)
j B, s C, qcf DD, qcb hcf P, df C.
j B, s C, qcf DD, qcb hcf P, qcf A.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Kyo-2

(low/basic)
c B, s A, dp A.
c B, s A, hcb B.
c B, s A, f A (2), qcf C.

(intermediate)
j/cX B/C/D/d C, s C/D, dp A.
j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P.
j/cX B/C/D/d C, s C/D, qcf A, qcf P, K.(C)
j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P.(C)

(expert)
cX B/C/D/d C, s C, f B, qcf C.
cX B/C/D/d C, s C, qcf qcf P.(S)
s D, s D, s D, qcf qcf P.(King Striker)

(counter mode)
SA, dp A.
SA, hcb B.
cX B/C/D, c A, dp C (1), qcf qcf P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Shin Kyo

(low)
c B, s A, df D.
c B, s A, dp A.
c B, s A, hcb B.
c B, s C, df D.
c B, s C, dp A.

(basic)
j/cX B/C/D, s C/D, dp A.
j/cX B/C/D, s C/D, qcf C, hcb P, f P.
j/cX B/C/D, s C/D, qcf A, qcf P, K.(C)

(intermediate)
cX B/C/d C, c B, s C, qcf C, hcb P, f P.
cX B/C/d C, s C, f B, qcf C, hcb P, f P.
cX B/C/d C, s C, hcb B.
cX B/C/d C, c B, s A, hcb B.

(expert)
j B/C/D, s C/D, qcf DD, dp C.(C)
j B/C/D, s C/D, qcf DD, rdp B.(C)
j B/C/D, s C/D, qcf DD, qcf qcf P.(C)(S)
j B/C/D, s C/D, qcf DD, qcf BB, rdp B.(C)
j B/C/D, s C/D, qcf DD, qcf A, s C.(C)
j B/C/D, s C/D, qcf DD, qcf A, dp C.(C)
cX d C, s B, s A, s C, qcf C, hcb P, f C.
j B, s C, qcf A, qcf P, K, s C.(C)

(counter mode)
SA, dp A.
SA, hcb B, qcf qcf P.(C)
j B, s C/D, dp C (1), qcf qcf P.
j B/C/D, s C/D, qcf DD, qcb hcf P.(C)
j B/C/D, s C/D, hcb B, qcf qcf P.
j B/C/D, s C/D, qcf DD, hcb B (2nd hit), qcf qcf P (2nd hit).(C)
hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, qcf qcf P.(BUG)(C)(Not
on all characters)

(bug)
hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, s C.(C)(Not on all
characters)

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Iori

(low)
s B, hcb f P, f A, qcb C x3
s B, dp A.
s B, f A, qcb C x3
c B, s B, dp A.
c B, s B, f A, qcb C x3
c B, s B, f A, qcf hcb P.(S)

(basic)
j A/C/D, s C, dp A.
j A/C/D, s C, qcf P.
j A/C/D, s C, hcb B.
j A/C/D, s C, qcb P x3
j A/C/D, s C, qcf hcb P.(S)

(intermediate)
cX b B, s C, dp A.
cX b B, s C, qcf P.
cX b B, s C, hcb B.
cX b B, s C, qcb P x3
cX b B, s C, qcf hcb P.(S)

(expert)
j A/C/D, s C, f A, qcb C x3
j A/C/D, s C, f A, qcf hcb P.(S)
cX b B, c B, s B, f A, qcb P x3
cX b B, c B, s B, dp A.
cX b B, c B, s B, f A, qcf hcb P.(S)
cX b B, s A/B, hcb f P, f A, qcb C x3.
cX b B, s A/B, hcb f P, f A, qcf hcb P.(S)
cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcb C x3 (opp near corner)
cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcf hcb P. (opp near corner)

(counter mode)
SA, qcb P x3
SA, qcf A, qcf qcf K.
j A, s C, qcf A, qcf qcf K.
cX b B, s C, qcf A, qcf qcf K.
cX b B, s A/B, hcb f P, s C, qcf A, qcf qcf K.(opp near corner)

(bug)
j A/C/D, s C, f A, qcf hcb P, qcf A, hcb f P.(S)
cX b B, s C, f A, qcf hcb P, qcf A, hcb f P.(S)
*Note   These combos doesn't work all of the time, since it requires
       certain exact timing and positioning.
*Exp:   The hcb f P breaks the opponent's guard for a moment, just
       enough for the projectile to connect.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Leona

(basic)
j A/C/D, c C, d u C.
cX C, c C, d u C.

(intermediate)
j A, s D (1), rdp K, c C, d u P.
j A/C/D, s D (1), qcf qcf P.(S)
j A/C/D, s D (2), f B, qcf hcb C.(S)
j A, s D (1), rdp K, s D (1), qcf qcf P.(S)

(expert)
b f B, qcf qcf P.(C)
b f B, j qcf hcb P.(C)
b f P, qcf qcf P.(C)
b f P, j qcf hcb P.(C)
j A, s D (1), rdp K, s D (1), f B, qcf hcb C.(C)

(counter mode)
b f B, qcb hcf K.(C)
b f D, f K, qcf hcb P.
j A/C/D, s D (1), f B, qcb A, qcf hcb C.(C)

(ToD)
j C, s D (1), rdp K, j C, s D (1), f B, qcb A.(C)

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Ralf

(low)
c B, hcf K.(Tap Throw)

(basic)
c C, b f P.
c C, hcf K.
c C, qcf hcb P.(S)
c C, qcb hcf K.(S)

(intermediate)
j A/C/D, s/c C, b f C.
j A/C/D, s/c C, hcf K.

(expert)
j A/C/D, s/c C, qcf hcb P.
j A/C/D, s/c C, qcb hcf K.

(counter mode)
SA, hcf K.
SA, qcf hcb P.
j C, c A, b f C (1), qcf hcb P.

(ToD)
Conditions:
-Corner
-Ryo Striker (at least 2 Stocks)
-Desperation Mode (Life Bar Flashing)
-One DM Stock

Striker, j C/D, s/c C, qcb hcf K, Striker (OTG), hcf K.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Clark

(low)
c B, hcf K.(Tap Throw)
c B, hcb hcb P.(Tap Throw)

(basic)
s C (1), hcf K, qcf P.
s C (1), hcf P, d d A/B/C/D.
s C (1), hcb hcb P.(S)
s C (1), hcf hcf K.(S)(C)

(intermediate)
j A/D, s C (1), hcf K, qcf P.
j A/D, s C (1), hcb hcb P.(S)

(expert)
j A, s C (1), b f A, b f C.(C)
j A, s C (1), b f P, dp P, qcf P.
j A/D, s C (1), hcf P, d d C, qcf P.
b f C, dp P.(AIR)

(counter mode)
SA, hcf K, qcf P.
SA, b f P, dp P, qcf P.
SA, hcf P, d d C, qcf P.
SA, hcb hcb P.
j A, s C (1), b f A (1), hcb hcb P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Whip

(low)
c B, hcf P.
c B, qcb hcf P.(S)

(expert)
j/cX C, s B, s B, s B, hcf C.
SA, c B, hcf P.
SA, c B, qcb hcf P.(S)(C)

(counter mode)
c B, hcf C (1), qcb hcf P.
SA, hcf C (1), qcb hcf P.
cX C, s B, s B, hcf C (1), qcb hcf P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Athena

(low)
c B, c A, dp A.
c B, f B (2), dp A.
c B, f B (2), qcb P.(C)
c B, f B (2), hcb hcb P.(C)

(intermediate)
j A/C/D, s C, dp P.
cX B, s C, dp P.

(expert)
qcf P, j qcb B (3), hcb hcb P.(C)

(counter mode)
SA, dp P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Kensou

(low)
c B, c A, rdp B.

(basic)
j A/C/D, s C/D, hcf P.
j A/C/D, s C/D, qcf hcb B.(S)
j A/C/D, s C/D, qcf qcf P.(S)

(intermediate)
cX B/C/D, s C/D, hcf P.
cX B/C/D, s C/D, qcf hcb B.(S)
cX B/C/D, s C/D, qcf qcf P.(S)

(expert)
j A/C/D, s C/D, dp P, hcf A.
j A/C/D, s C/D, dp P, hcf C.(C)
j A/C/D, s C/D, dp P, rdp K.(C)
j A/C/D, s C/D, dp P, qcf K.(C)
j A/C/D, s C/D, dp P, qcf K (2nd hit), qcf K (2nd hit), hcf C.

(counter mode)
c B, s A, qcb C (1), qcf hcb K.
SA, hcf A.
SA, qcb A, qcf hcb K.
SA, qcb A, qcf qcf P.
SA, rdp K (1), qcf hcb K.(C)
SA, rdp K (1), qcf qcf P.(C)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Chin

(basic)
j C (2), s C, qcb P.
j C (2), s C, dp P.
j C (2), s C, qcf A (drunken).
j C (2), s C, qcf qcf P.(S)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Bao

(basic)
j C/D/d A, c C, qcf C.

(intermediate)
j C/D/d A, c C, f A, qcf C.(C)

(expert)
df B, c C, df D.(C)
f hcf K, df B, c C, qcb qcb K.(S)(S)(C)
f hcf K, df B, c C, f A, qcb qcb K.(S)(S)(C)(Life On Red)

(counter mode)
SA, qcf C.
qcb A, qcb qcb P.
qcb A, qcb qcb K.(C)
f hcf K, df B, c C, qcb C, qcb qcb P.

(float)
c B, c B, c B, c B, c B, c B, s A, d A, c C, qcb C.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

King

(low)
c B, s A, dp K.
c B, s A, hcb P.
c B, s A, hcf P.
c B, s A, hcb D.(C)
c B, s A, s C.

(basic)
j A/D, s C/D (1), qcf K.
j A/D, s C/D (1), hcb K.
j A/D, s C/D (1), hcb P.
j A/D, s C/D (1), hcf P.
j A/D, s D (1), dp K.

(intermdiate)
j A, c B, c A, dp K.
j A, c B, c A, hcb D.(C)
j A, c B, s A, s C.
j A, c B, c A, hcf P.

(expert)
j A, s D (1), dp A, c C.
j A, s D (1), dp A, hcb D.
j A/D, s D (1), qcb qcb K.(S)

(counter mode)
s B, hcf P (2), qcb qcb K.
SA, dp K.
SA, hcb K.
SA, hcb P (3), qcb qcb K.(C)
SA, hcf P (2), qcb qcb K.(C)
j A/D, s D (1), qcf B, qcb qcb K.
j A/D, s D (2), hcb P (3), qcb qcb K.
j A/D, s D (2), hcf P (2), qcb qcb K.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Mary

(low)
c B, c A, dp B, dp B.
c B, c A, hcb hcb K.(S)

(basic)
s B, qcb P, hcf P/K.
j B/D, s C, f A, dp B, dp B.
j B/D, s C, b A, b f B, qcf B.
j B/D, s C, f A, hcb hcb K.

(intermediate)
cX D, s C, f A, dp B, dp B.
cX D, s C, b A, b f B, qcf B.
cX D, s C, f A, hcb hcb K.

(expert)
j B/D, s B, s C, f A, dp B, dp B.
j B/D, s B, s C, b A, b f B, qcf B.
j B/D, s B, s C, b A, hcb hcb K.
cX D, s B, qcb P, hcf P/K.
cX D, s B, s C, f A, dp B, dp B.
cX D, s B, s C, b A, b f B, qcf B.
cX D, s B, s C, b A, hcb hcb K.

(counter mode)
c B, s B, s C (2), b A, b f B, hcb hcb K.
SA, dp B, dp B.
SA, hcb hcb K.
SA, b A, b f B, hcb hcb K.
dp B (1), qcf hcb P.(C)
dp B (1), qcf qcf B (1st hit only), hcb hcb K(OTG).(C)
j B/D, s B, s C, b A, b f B, hcb hcb K.
cX D, s B, s C, b A, b f B, hcb hcb K.

(bug)
qcf P, qcf P(no connect), hcb hcb K/ f C/D(OTG).(S)(AIR)
qcf qcf K(1st hit only), hcb hcb K/ f C/D(OTG).(S)(AIR)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Kasumi

(low)
c B, s A, hcb P, j CD.
c B, s A, hcb P, qcf qcf P.(S)

(basic)
j B/D, s C, qcf A.
j B/D, s C, qcb P x3.
j B/D, s C, hcb P, j CD.
j B/D, s C, hcb P, qcf qcf P.(S)
cX B/D, s C, qcf A.
cX B/D, s C, qcb P x3.
cX B/D, s C, hcb P, j CD.
cX B/D, s C, hcb P, qcf qcf P.(S)

(intermediate)
j B/D, s C, f A (1), qcf A.
j B/D, s C, f A (1), qcb P x3.
j B/D, s C, f A (1), hcb P, j CD.
j B/D, s C, f A (2), qcf qcf P.(S)
j B/D, s C, f A (1), hcb P, qcf qcf P.(S)(C)
cX B/D, s C, f A (2), qcf A.
cX B/D, s C, f A (1), qcb P x3.
cX B/D, s C, f A (1), hcb P, j CD.
cX B/D, s C, f A (2), qcf qcf P.(S)
cX B/D, s C, f A (1), hcb P, qcf qcf P.(S)

(counter mode)
SA, qcf A.
SA, hcb P, qcf qcf P.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Xiang Fei

(intermediate)
j B/D, c A, f A, qcf A.
j B/D, c A, s A (2), df D.

(expert)
j B/D, c A, c A, s A (1), f A, qcf A.
j B/D, c A, c A, s A (2), df D.
cX B, c A, c A, s A (2), f A, qcf A.
cX B, c A, c A, s A (2), df A.
hcb f P, qcf qcf P.(S)

(counter mode)
SA, f A, qcf A.
j B, s A, f A, qcf A, qcf hcb B.(C)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Kim

(low)
c B, c B, c B, s A.
c B, c B, c A, d u B.
c B, c B, c A, d u C.
c B, c A, f A (1), qcf K.
c B, c A, f A (1), qcb db f K.(S)
c B, c A, d d K, qcb db f K.(S)

(basic)
j A/C/D, s C (1), qcb K.
j A/C/D, s C (1), b f K.
j A/C/D, s C (1), d u P.
j A/C/D, s C (1), d u D, d D.
j A/C/D, s C (1), f A, qcf K.
j A/C/D, s C (1), f A, qcb db f K.(S)

(intermediate)
cX A, s C (1), qcb K.
cX A, s C (1), b f K.
cX A, s C (1), d u P.
cX A, s C (1), d u D, d D.
cX A, s C (1), f A (1), qcf K.
cX A, s C (1), f A (1), qcb db f K.(S)
cX qcf B, s C (1), qcb K.
cX qcf B, s C (1), b f K.
cX qcf B, s C (1), d u P.
cX qcf B, s C (1), d u D, d D.
cX qcf B, s C (1), f A (1), qcf K.
cX qcf B, s C (1), f A (1), qcb db f K.(S)

(expert)
cX A, c B, c B, c A, d u P.
cX A, c B, c B, c A, d u D, d D.
cX A, c B, c A, f A (1), qcf K.
cX A, c B, c A, f A (1), qcb db f K.(S)
cX A, c B, c A, d d K, qcb db f K.(S)
cX A, c A, s C (1), qcb B.
cX A, c A, s C (1), f A (1), qcf K.
cX A, c A, s C (1), f A (1), qcb db f K.(S)
cX A, c A, s C (1), d d K, qcb db f K.(S)
cX qcf B, c B, c B, c A, d u P.
cX qcf B, c B, c B, c A, d u D, d D.
cX qcf B, c B, c A, f A (1), qcf K.
cX qcf B, c B, c A, f A (1), qcb db f K.(S)
cX qcf B, c B, c A, d d K, qcb db f K.(S)
cX qcf B, c A, s C (1), qcb B.
cX qcf B, c A, s C (1), f A (1), qcf K.
cX qcf B, c A, s C (1), f A (1), qcb db f K.(S)
cX qcf B, c A, s C (1), d d K, qcb db f K.(S)

(counter mode)
SA, qcb D (2), qcb db f K.
j qcf B, qcb db f K.
j A/C/D, s C (1), qcb D (2), qcb db f K.
j A/C/D, s C (1), d d K, qcf qcf K.
cX qcf B, qcb db f K.
cX A, s C (1), qcb D (2), qcb db f K.
cX A, s C (1), d d K, qcf qcf K.
cX qcf B, s C (1), qcb D (2), qcb db f K.
cX qcf B, s C (1), d d K, qcf qcf K.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Chang

(low)
c B, hcb f P.
c B, df A.

(basic)
j B, s B, hcf f P.
j B, s B, df A.
s D, hcb f P.
s D, tap P.
s D, qcf hcb A.(S)

(counter mode)
SA, df A.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Choi

(low)
c B, c A, d u C.

(basic)
j D, c C, d u C.
j D, c C, qcf hcb B.(S)

(intermediate)
cX C (1/2), c C, d u P.
cX C (1/2), s C, f B, s B, qcf hcb B.(S)

(expert)
cX C (1/2), c B, c A, qcf hcb B.(S)
cX C (1/2), s C, f A, qcf hcb B.(S)

(counter mode)
j qcf D, qcf qcf C.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|

Jhun

(low)
c B, c B, c A, d u P.

(intermediate)
j A/D, s C, f B (hold) - into d d B Combos
j A/D, s C, qcb K.
j A/D, s C, qcf qcf K.(S)
qcb P, s C, f B (hold) - into d d B Combos
qcb P, s C, qcb K.
qcb P, s C, qcf qcf K.(S)
cX A, s C, f B (hold) - into d d B Combos
cX A, s C, qcb K.
cX A, s C, qcf qcf K.(S)

(expert)
d d B:
C - u C
C - A (hold), u C

d d A:
C - u C - D
C - u B - f B (hold) - into d d B Combos

(counter mode)
SA, f B (hold) - into d d B Combos)
SA, qcb D (4), qcf qcf K.(C)
j A/D, s C, qcb D (4), qcf qcf K.(C)
qcb P, s C, qcb D (4), qcf qcf K.(C)
qcb P, qcf qcf P.
d d A (hold), C - u C, qcf qcf K.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^/


-= I N F I N I T E  C O M B O S =-


K':
-corner
-Counter Mode
-First Hit Catches Opp In The Air

qcf P, f D(only f D hits opp), qcf P, f D(only f D hits opp), qcf P, f
D.......
-----------------------------------
Andy:
-corner
-vs Xiangfei
hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P....

Note: Xiangfei's Recovery Roll is vulnerable to attacks, thus making this
infinite possible.
-----------------------------------
Robert:
-corner
-vs Xiangfei
d u P, Xiangfei R.Rolls, c A, d u P, Xiangfei R.Rolls, c A, d u P....

Note: Same principle as Andy's Infinite.
-----------------------------------
King:
-corner
-vs Xiangfei
hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P....

Note: Same principle as Andy/Robert's Infinites.
-----------------------------------
Kensou (blockable):

s D, dp P, s D, dp P, s D, dp P.....

Note: CD Counter-able/Max Roll-able
-----------------------------------
Kensou:
-corner
dp P, qcf B (2nd hit only), qcf B (2nd hit only), qcf B (2nd hit only), qcf
B (2nd hit only)...
-----------------------------------
Kim:
-corner
-opp in air

j qcf B, j qcf B, j qcf B, j qcf B, j qcf B.....
-----------------------------------
FLOATING INFINITES:
-----------------------------------

Characters with Floating Bugs all have this infinite.
Those characters are:

Athena
Bao
Choi
Mai

There are 2 ways in order for you to float:

1.
- corner
- counter hit

j CD, Special Move, qcb ub P/K (depending on what move will make you
character float, eg.
Mai uses P, for her qcb P move).

or

- corner
- opp in the air
j CD, qcb ub P/K.

2.
-player must be in corner

qcf uf P/K (depending on what move will make you character float, eg.
Mai uses P, for her qcb P move).

Note: Player must be in the extreme corner for this to work, a step after
the corner and
it will fail.
This doesn't work for Choi, simply because he has no qcf move.

------------------------------------------------------------------------------------------>

Miscellaneous:

Air Pop Help:
In able to perform (AIR) combos, u may need some help from certain strikers
or moves.
Here's a list of useful Strikers/Moves:

Pop Strikers:
Maxima
Benimaru
Terry
Andy
Robert
Yuri
Kyo Clones(75 Bouncer)
Shin Kyo
Leona
Ralf
Clark
King
Mary
Kim

Pop Moves:
Andy - hcf P
Robert - d u P
Takuma - db f D
Kyo-1 - qcf KK
Kyo-2 - s D
Shin Kyo - qcf DD
Athena - hcf P
Kasumi - hcb P

Everyone - j CD (Counter Hit)



====
Bugs
====

Unblockable Projectiles:
Long Range Projectiles/Projectile Strikers thrown timed to connect on
opponents wake up, and
quickly executing a Command Throw at the exact moment of impact.

Unblockable Normal Attacks/Hit Strikers (Author's Explanation, unofficial):
Player cornered, Striker (eg. Yuri) on wake up, but during Striker attacks,
the player
trades hits with the opp, after the opponent is pushed back, striker
continues to advance,
the opponent is unable to execute block.


------------------------------------------------------------------------------------------>

Credits:

m00nrun         -       for the inspiration to even make a combo FAQ!
<http://i.am/moonrun>

SNK             -       for making KoF'99, even though it requires more bug testing.
<http://www.snkusa.com>

Yashiro         -       for being the enthusiastic combo maniac.
<http://www.multimania.com/yashiro/>

Blurkof         -       another combo freak like myself and m00nrun.
<http://i.am/blurkof>

Gunsmith        -       took some of the movenames from his FAQ.
<http://i.am/wu-tech>

Kao Megura      -       for the disclaimer as always.
<http://i.am/kao>

MJL             -       for pointing out some mistakes.
<http://fly.to/mjl>

------------------------------------------------------------------------------------------>

Conclusion:

v1.2 ...
Perfect?.

How to contact me:

e-mail  [email protected]
ICQ     35297025

others:
       KoF Combo ML                    <http://welcome.to/kof_combo>
       KoF Discussion ML               <[email protected]>
       KoF4ever BBS                    <http://kofforever.hypermart.net/bbs/index.cgi>
       Wu-Tech Discussion Board        <http://members.boardhost.com/wutech/>
       The KoF Combo Lair              <http://www.guestbook.de/yasg.cgi?X=210317>
       Combos Graveyard                <http://www.guestbook.de/yasg.cgi?X=70567>


___________________________________________________________________________________________
                                                        The King of Fighters '99 is
                                                        (c) SNK <snkusa.com>
                                                        (c) NeoGeo Japan <neogeo.co.jp>
                                                        (c) NeoGeo USA <neogeo-usa.com>
http://i.am/serpent_wave_________________________________<c>Serpent
Wave_2000______________