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Whip Guide: King of Fighters 2000
Version 1.0
September 20th, 2004
Copyright 2004 Fabian Davy
The King of Fighters 2000, all of the trademarks, characters
or anything related are trademarks and copyrighted ownership
of SNK 2000. As of 2004, the copyrighted ownership belongs
to SNK Playmore 2003-2004.
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::: FRONT END :::
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| This "Whip Guide: King of Fighters 2000" is the original work of |
| Fabian Davy (
[email protected]). The copy that you are reading now |
| can originally be obtained from www.gamefaqs.com. |
| |
| Here is a complete list (of September 2004) of all the sites that |
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| - www.GameFAQs.com |
| -
http://cheats.de |
| - www.KOFOnline.com |
| |
| From October 2003, any web-masters or individuals who wish to |
| include my guide in their web site and have obtained my permission |
| to do so, can freely distribute this guide as long as it is not |
| used for any commercial gains. Bear in mind though that this can |
| only be done after asking for permission from me by e-mail. The |
| information here is highly prohibited to be published in any |
| paysites or game magazines or anything else that is money |
| driven/oriented whether directly or indirectly. Reproduction of |
| this guide in any form is also not allowed as long as it is for |
| your own personal use. No alteration or modification of any form is |
| allowed to the original document. However, you are allowed to use |
| the contents of this guide without informed consent by |
| acknowledging me in the credits as well as where did you obtain my |
| guide (which version, etc.). This rule however assumes that you are |
| not plagiarising this document. In short, proper referencing |
| please!!!! |
| |
| If you wish to publish this guide in your site, you can do so by |
| sending me just a simple email informing me of your intention. I |
| try my best to send new updates via email but in the case that I am |
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| My point is: Don't plagiarise. It took quite an effort to produce |
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=======================================================================
CONTENTS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
[1.0] Introduction
[2.0] Changes from KOF '99
[3.0] Game Controls
[4.0] Colour Select
[5.0] Movelist Shortcuts
[6.0] Normal Attacks
[7.0] Knockdown Attack
[8.0] Throws
[9.0] Command Move
[10.0] Special Moves
[11.0] Desperation Move
[12.0] Counter Mode Super Cancels
[13.0] Independent Combos
[14.0] Striker Combos
[15.0] Whip as a Striker
[16.0] Battle Tips
[17.0] Battle Quotes
[18.0] Tid Bits
[19.0] Acknowledgements
=======================================================================
[1.0] INTRODUCTION ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
This is basically my third Game Guide specially dedicated to Whip,
my favourite KOF character. At first I was not that inclined to write
this FAQ since this game has been released a long time ago. However,
upon reading of how much KOF fans really love this KOF (compared to
other years) and also thinking how unique this game is with its striker
system, I suddenly had a change of heart. The idea of doing a Whip Game
Guide for KOF 2000 has always been lingering in my mind, it's just that
I wasn't sure if I should do so. A quick visit to the KOF 2000 GameFAQs
site reveals that there is no FAQ/Guide written for her, so I told
myself "Why not?".
An early reminder: all of my FAQs are very, very lengthy and
may not be very friendly for fast referencing. For a quick peek, I
really suggest reading the general Movelist FAQs. I have tried my best
to include in almost all of the essential details about Whip in this
guide: a move that I am sure will benefit those that are interested in
mastering her. To be honest, this guide includes the most detailed
description of her moves so far among all of my FAQs. I really hope
that you gain a lot of information from this guide.
You will found no information regarding her story in this guide.
I have decided not to write one since there are a few other FAQs that
have done so, such as Kailu Lantis Story FAQ. Maybe in the next
revision I guess.
-----------------------------------------------------------------------
:: HOW IS WHIP THIS YEAR? ::
-----------------------------------------------------------------------
Whip's introduction to the KOF series adds in a unique character
with a distinctive fighting style: long range attacks. Even though there
are other characters with similar styles before her (such as Billy and
some of Yamazaki's moves), Whip is the only real character that really
focusses on poking-style attacks. I guess that SNK was not very familiar
in programming her whip attacks hit properties, resulting in terrible
hit points detection and constant breaking of combo chain in KOF '99.
She was also very slow: both in attack speed and recovery. Playing as
Whip most of the time, would mean winning by utilising her close range
attacks, a contrast to how she should be played. To sum it all, she was
very, very bad that year. If I can give her a star rating, then she will
be given a 2-star treatment.
Well, SNK has gone back, done their homework and performed much
needed tweaks to her. So much so that she jumped from the lowest tier
in '99 to among the most annoying and deadly in 2000. She didn't gain
any new moves but got many of her original attacks taken out instead
(or swapped around). Not a big lost actually since the removal was done
on slow or less useful moves. The bad thing is, some of these moves
have not returned ever since, the most obvious example is her original
CD attack: absent all the way up to KOF 2003. All those things aside,
she is a very fun character to use. She reclaimed her title as the
queen of long range combat and has become fans favourite ever since.
Her attacks speed has been improved, hit detection issues have been
fixed while recovery of her special moves been shortened. Her combos
have doubled in number as an effect of fixed attack connectivity. As
a side note, I also noticed that many of her moves now have limited
or rather fixed hit point area. This actually refers to how some of
her moves do not hit the opponent at areas that was previously possible
in '99. I theorise that this is because of the new programming of her
attack points this year. Again, this is much better than attacks that
miss most of the time.
Name : Whip
(So far as her story goes, it is not known or
confirmed yet, what is Whip's real name. The
ending of KOF 2001 provides a brief hint of who
she is. I won't spoil the story for you, just
play the game)
Date of Birth : October 12 (no year given by SNK Playmore. She was
16 years old in 1999 so that assumes she was born
in 1983. Looking at the way how SNK never reveal
birth dates of characters, I say that we will never
know anyway.)
Height : 173 cm
Weight : 59 kg
Fighting Style : Whip Slashing Skills and Heidern-style
Assassination Techniques
Weapon : (1) Whip, named Voodoo (but changed to Whip's whip
for her KOF 2003 bio),
(2) knife,
(3) Desert Eagle (the gun)
Teams : 1999 (Ralf, Clark, Leona, Whip)
2000 (Ralf, Clark, Leona, Whip)
2001 (K', Maxima, Lin, Whip)
2002 (K', Maxima, Whip)
2003 (K', Maxima, Whip)
Plus Points : All of the things that made her bad in '99 has
been fixed. She is faster, has lesser recovery
time, many moves now connect properly resulting in
an increase in number of combos. Her new ground CD
attack is amazingly fast with very good range.
Minus Points : A few normal attacks have been removed. Hit point
areas of certain moves have been restricted. Being
a long range fighter, Whip deals with recovery
speed issues and may not be as effective when
fighting up close.
=======================================================================
[2.0] CHANGES FROM KOF '99 ::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
::: WHIP SHOTS :::
+ All the five hits of Whip Shots are now able to connect with each
other resulting in a maximum of 5-Hits Combo.
- The variable attack property (of being able to hit further upwards
and downwards) has been removed though. This lessens the attack range
of the move but nevertheless was rather useless in '99 because it
requires very high precision to hit and pushes the opponents away
after each hit.
::: STRENGTH SHOT TYPE A: CODE 'SUPERIOR' :::
+ Precision factor of Type A has been reduced: meaning that it is easier
for the move to hit the opponents in varying attack frames. In short,
connectivity of the move is better than before.
::: STRENGTH SHOT TYPE B: CODE 'STRENGTH' :::
+ The 2nd hit of Type B now stuns the opponent for a few seconds after
it hits. The opponent now takes some time to recover and can be hit.
+ Connectivity factor has been improved and it is easier to hit and
drag opponent towards you compared to what it was in '99.
::: STRENGTH SHOT TYPE C: CODE 'VICTORY' :::
+ The ending recovery animation for Type C has been shortened. It can
be followed up with Crouching A for extra damage.
+ Due to the game's overall speed improvement, the execution of Type C
now feels snappier and quicker.
::: BOOMERANG SHOT: CODE SC :::
+ Boomerang Shot launching time is much faster this year. Recovery time
has been reduced too.
+ Again, the precision factor of this move has also been reduced. This
very much applies to the first hit of Boomerang Shot which is a very
important upgrade because of the very fast launching time.
::: DESERT EAGLE :::
- Desert Eagle was removed from this year's line up. Come to think of
it, it's not a major loss basically because the move didn't inflict
any damage at all in '99 and slow to come out too.
::: HOOK SHOT :::
+ Hook Shot has been given a new voice sample which was her AB Dodge
Attack in '99. Sounds fiercer too. Other than that there's no other
change
::: CD Attack (Ground) :::
+ Whip's Ground CD is now her AB Dodge Attack in '99. It posses superb
range and speed for a CD. Definitely, another great upgrade for KOF
2000.
- The original Ground CD Attack however, has been taken out. The frame
of animation for this attack was absent all the way starting from this
year onwards.
::: ALPHA Throw :::
= The Alpha throw now is actually the Zed throw done without flipping
the opponent around.
::: Normal Attacks :::
- The Jump D animation frame has been removed. Instead, any Jump D
attack is now the same.
- Jump B animation frame has also been removed.
As an overall, in line with the game's improved game speed, Whip has
become faster too. Definitely an improvement from her '99 self.
=======================================================================
[3.0] GAME CONTROLS :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
As applicable to this guide
------------------
::: DIRECTIONS :::
------------------
Facing right:
ub u uf f = Forward u = Upward
\ | / b = Backward d = Downward
\ | /
b ----- + ----- f df = Down Forward
/ | \ db = Down Backward
/ | \ uf = Up Forward
db d df ub = Up Backward
qcf = Quarter Circle Forward (press down, down forward, forward)
qcb = Quarter Circle Back (press down, down backward, backward)
hcf = Half Circle Forward (press backward, down backward, down,
down forward, forward)
hcb = Half Circle Backward (press forward, down forward, down,
down backward, backward)
START = Taunt
A = Light Punch
B = Light Kick
C = Strong Punch
D = Strong Kick
AB = Roll (press backward/forward to determine direction)
= Safe Landing (press when thrown, right before touching ground)
= Slide Cancel (When blocking, press backward or forward and
press AB. Uses one Power Gauge)
ABC = Counter Mode Activation
BCD = Armour Mode Activation
CD = Knockdown move (press C and D together)
= Guard Cancel (press CD when blocking. Consume one Power Gauge)
=======================================================================
[4.0] COLOUR SELECT :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
In my opinion, the alternative colours for Whip in KOF 2000 is the
best ever for her in the series. In total, she gained two new designer
attire looks. Press the respective buttons to select her looks.
A/C : Whip's original colour (plain brown military attire and a blue
whip).
B : New alternative look only present in KOF 2000 (red attire, black
hair and a white whip). My absolute favourite.
CD : An extra bonus look (black attire with golden boots, golden hair
and a black whip). This look is based on the winning PlayStation
One KOF '99 Colour Edit competition held by SNK years back. Only
certain characters have this bonus look.
=======================================================================
[5.0] MOVELIST SHORTCUTS ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
---THROWS--------------------------------------------------------------
Alpha | close, f or b + C |
Zed | close, f or b + D |
---COMMAND-------------------------------------------------------------
Whip Shots | f + A, A, A, A, A |
---SPECIALS------------------------------------------------------------
* Boomerang Shot "Code: SC" | hcf + A or C |
Assassin Strike "Code: BB" | f, d, df + any button |
Hook Shot "Code: Wind" | jump, qcb + A or C |
| |
* Strength Shot Type A "Code: Superior" | hcb + A, press to hold |
* Strength Shot Type B "Code: Strength" | hcb + B, press to hold |
* Strength Shot Type C "Code: Victory" | hcb + C, press to hold |
Strength Shot Type D "Code: Rain" | Press D when holding |
any Strength Shots |
---DESPERATION MOVE----------------------------------------------------
Sonic Slaughter "Code: KW" (DM) | qcb, hcf + A or C |
Sonic Slaughter "Code: KW" (SDM) | qcb, hcf + AC |
-----------------------------------------------------------------------
* First hit of these moves are Super Cancellable to Sonic Slaughter in
Counter Mode.
------------------
CANCELLABLES CHART
------------------
Sp : Special Moves DM : Desperation Move
=======================================================================
| MOVES | CANCELLED INTO... |
=======================================================================
| Standing B | Sp, DM |
| Standing D (non hit) | |
-----------------------------------------------------------------------
| Close A/B/C | Sp, DM |
| Close D | Whip Shots, Sp, DM |
-----------------------------------------------------------------------
| Crouching B/C | Sp, DM |
-----------------------------------------------------------------------
| Ground CD | Sp, DM |
-----------------------------------------------------------------------
| Any jump B attack | Hook Shot |
| Any jump D attack | |
-----------------------------------------------------------------------
| Strength Shot Type A/B/C (first hit) | DM (in counter Mode) |
| Boomerang Shot (first hit) | |
-----------------------------------------------------------------------
=======================================================================
[6.0] NORMAL ATTACKS ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
I have done my best to explain the traits of each normal attacks so
the section below is going to be a long read. I have also included with
it some basic combos that be started with the respective move (or
includes the move) for easy learning purposes. For some moves, there
will be a 'CANCELLABLE' sign on the right that indicates if the move is
cancellable into command/special/desperation moves. Cancellable moves
can be interrupted during a specific animation frame (thus 'cancelling'
it) by performing a special move for example.
-----------------------------------------------------------------------
:: A ::
-----------------------------------------------------------------------
-------------
:: Stand A ::
-------------
Whip bends her body down to deliver a quick, short whip attack.
* In my opinion, this is one of the moves that is difficult to find use
of. It comes out fast despite of the slow looking animation and can
appropriately be used to stop fast, charging moves. Recovery is
rather slow though and may open up Whip to attacks.
* Other than that, this move is not cancellable to either Specials or
DMs, thus making it as a solo move. If you want a longer crouching
move, you can go for Crouch A. But bear in mind though that Crouch
A is not as fast as this move if you intend to use it for stopping
opponents from afar.
-------------
:: Close A :: [Cancellable]
-------------
Whip delivers a quick, short punch to the face.
* The attack range of this move is very short and its main function is
none other than serving as the mid-component of a combo chain.
Because of the very fast execution and recovery, pairing this attack
in a combo can be tough. If you ever need a quick, close range ground
attack for a combo, you can substitute this move with either Stand B
or Close B since these two moves are just as good (and fast) and have
a little bit extra range.
* Here's a few basic combos with Close A:
- jump D (2 hits), close A, hcf + A/C
- jump D (2 hits), close A, crouch B, qcb, hcf + A/C/AC
--------------
:: Crouch A ::
--------------
While kneeling down, Whip sends forward a quick, stretched out whip
attack.
* This is one of the most frequently used move for Whip as it is mainly
used as an additional attack after the D throw (Zed throw). In its
basic form, Crouch A has two distinctive usage: (1) as a long range,
low-hit poke and (2) as a supplemental, 'opponent-lying-on-the-ground'
bonus hit. Hitting opponents on the floor have different effects on
a certain character and can sometimes miss.
* Crouch A is the longest reaching move for a standing attack for Whip
(Jump Upward C for jumping attack, and Strength Shot Type B/Boomerang
Shot for special moves). It can effectively be utilised for low level
poking especially for long-range turtling tactics (if you don't know
what turtling is, it is a common term for blocking the opponent's
move and striking back when the opponent is open for attack). Don't
abuse this move though because Whip is open to attacks as she is
performing it. While the range is longer than Stand A, the execution
speed is a little bit slower. Because of this, this move is NOT very
good for close range attacks.
* The second and most prominent (or should I say, most well known of)
usage of this move is its ability to hit opponents who fell on the
ground. If you really observe the attacking animation of this move,
you'll see that there is one part of the whip that actually touches
the ground. This part is the one that performs the second function.
Here are the circumstances where this move can be applied for an
additional hit:
- After the D throw (Zed throw), perform this move
- Knock the opponent down with Crouch D, move forward a bit and hit
him/her with this.
- Knock the opponent down with the CD Attack move near the corner,
and perform this move as he/she falls down
- After a successful Hook Shot (jump, qcb + A/C) knockdown, do this
move as soon as Whip touches the ground
- After the final hit of Whip Shots (Forward + A, A, A, A, A),
quickly do this move.
- After the second hit of Strength Shot Type A, certain opponents
can be hit by the move
- As Whip is finished kicking the opponents head for a connected
Strength Shot Type C, gladly hit them with this move
- After Sonic Slaughter DM (DM version only. SDM has too much lag
for recovery), if the opponent is thrown towards the corner, hit
him/her with this move.
---------------------
:: Jump A (Upward) ::
---------------------
Whip jumps up and spins her whip-attached knife downward.
* The purpose of this move is none other than being a fast, quick, push
away aerial move. With the exclusion of the original Jump D (upward)
from this year's moves line-up, this move really has no contender for
this part. How do you utilise this move for the purpose? Simple. As
the opponent jumps towards you with an aerial attack, quickly perform
this move. The opponent will be hit and forced to retreat backwards.
In fact, the most appropriate way for doing this move is not jumping
and pressing A but pressing A as you jump up.
* The attacking range is not as good as Jump C (upwards) but there's
no worry because it was not meant to be used as a poking attack
anyway.
-------------------------------
:: Jump A (Forward/Backward) ::
-------------------------------
Whip arches her body downwards as she points down, with her fist.
* Along with Jump B (Forward/Backward), this move only has one purpose:
to disable jumping/aerial attacks. How does it disable the attacks
you ask? Well, because of the longer 'lingering' period in the air
and due to the 'turtle-shell' attack posture: moves such as this
are able to hit back opponent's attack during an aerial-to-aerial
duel: and thus 'disable' the other party's attack. This feature is
not exclusive to Whip alone as it can be applied to other characters
as well. A side note: this 'disabling' doesn't work every time. As
usual timing and luck played a major part.
-----------------------------------------------------------------------
:: B ::
-----------------------------------------------------------------------
-------------
:: Stand B :: [Cancellable]
-------------
A quick, tiny kick that hits low.
* Appearance wise, this move is almost indistinguishable from Close B
with the exception that this move hits a little bit further. Because
of this, most of the time it can be comboed from Close B, sometimes
as much as two hits of the former move due to its extended range.
* The next best pairing of this move in a combo is with Crouch B
followed with a special move or a DM after that. Additionally, it is
also possible to pair it first hand with Close A.
* Here's a list of basic combo that includes this move:
- close B, stand B, hcf + A/C
- close B, qcb, hcf + A/C/AC
- jump D (2 hits), close B, stand B, crouch B, hcf + A/C
-------------
:: Close B :: [Cancellable]
-------------
Whip performs an even tinier and faster kick to the legs.
* This is nothing more than the micro version of Stand B. Despite being
a light attack, the stun effect is excellent enough to allow for
additional hits. That's why it is the preferred attack for chaining
with special moves or DMs in a combo. It is also the best choice for
the 'middle link' in a crossover combo mainly for its ability to
launch quickly and be connected with many moves after that.
* Basic combos of Close B:
- close B, crouch B, hcf + A
- jump D (2 hits), close B, hcf + A/C
--------------
:: Crouch B :: [Cancellable]
--------------
Whip slides down, poking the opponent with her knife, attached to the
boot.
* The best low poking move for Whip and can be seen used extensively
for long range defensive, keep-away game. Range is about 3/4 of
Crouch A but came out faster, highly comboable into her Boomerang
Shot (hcf + A/C) or Sonic Slaughter (qcb, hcf + A/C/AC). Based on
this fact, a combo can be prolonged even if the opponent is being
pushed quite far away. For example you can add in Crouch B after
Stand B or Close B (or even after a 2 consecutive hits of Close B).
* Basic Crouch B combo:
- crouch B, hcf + A/C
- crouch B, qcb, hcf + A/C/AC
- Jump D (2 hits), crouch B, hcf + A/C
-------------------------------
:: Jump B / Jump B (Forward) :: [Cancellable]
-------------------------------
Whip bends her body 45 degree in the air as she delivers a kick (if
you can call that a kick) with both legs tightly close to each other.
* The original Jump B (Upward) in '99 has been taken out this year. In
its place, it has been taken over by Jump B animation. So in this
year, the animation is basically the same.
* Function of this move is similar to Jump A (Forward) with slight
difference in body posture. Both move protects Whip as much as
possible from being hit while she is airborne. This move achieves
this (while attacking) by moving Whip's body away from the attacking
part (the leg).
* This move can be cancelled into Hook Shot (in air, qcb + A/C) as soon
as it hits the opponent, regardless if the move is blocked. In order
to execute Hook Shot, the height must be the same height in which the
special move can be launched normally. This cancelling does not result
in a combo and serves only as a fighting game tactic.
-----------------------------------------------------------------------
:: C ::
-----------------------------------------------------------------------
-------------
:: Stand C ::
-------------
Whip swings her whip in a circular motion, gymnastic style that hits
twice when performed close enough.
* It is quite rare for a long range normal move to do a double hit
since this feature is reserved mostly for close attacks. This move is
not comboable or cancellable either so having an extra hit doesn't
make much sense until you understand how this feature works.
* The whip swing creates the impression of a shield that protects Whip
from attacks. This protection works best to ward off opponents when
they are not very close to Whip. The execution of the move is slow
and may lead somebody to believe that they can go for an attack until
they are caught off guard by the second hit. The first hit comes out
slow which is followed by the second hit very soon after that. So if
you escaped from the first, the second hit becomes the backup.
* The attack point rotates around the imaginary curve so it does really
acts as a shield.
-------------
:: Close C :: [Cancellable]
-------------
Whip perform a close, hard blow using her fist.
* Whip does not have any close (strong) attack that can hit twice like
those possessed by most characters. The absence of these feature
however, does not affect Whip very much in terms of connecting a
normal move into a special move or DM because the primary combo
special move, Boomerang Shot (hcf + A/C) and DM/SDM, Sonic Slaughter
(qcb, hcf + A/C/AC) are able to grab/suck the opponent from afar.
* Close C has longer stun effect period on the opponent than Close D
and recovers faster too. You can easily combo the move into Boomerang
Shot or Sonic Slaughter. Once hit by the move, the opponent will be
pushed back quite strongly away from her but he/she can still be hit
by Boomerang Shot or Sonic Slaughter.
* Combo :
- jump D (2 hits), close C, hcf + A/C
- jump D (2 hits), close C, qcb, hcf + A/C/AC
--------------
:: Crouch C ::
--------------
Whip ascends from her crouching stance, with one hand spinning her
sharp knife.
* This move is a 2-hitter in which the second hit acts as a knockdown
attack. The first hit can be cancelled by her command move, the
Whip Shots (f + A, A, A, A, A,) or any of her special moves or DM.
This cancellation property enables Whip to combo into many moves,
primarily the Boomerang Shot and Sonic Slaughter.
* It is highly important to take advantage of the cancellation property.
Sometimes if the first hit misses, you can surprise the opponent by
launching a different attack. This is basically a backup approach
that can be utilised to cover your mistake. Alternatively, this
strategy is also useful to fool the opponent into thinking that you
are open for attacking. However, doing this tactic without knowing
which command/special/DM to cancel into is just as dangerous. Most of
the time, opponents that jumps in with an attack can sufficiently be
punished by allowing the move to launch fully without cancelling into
Boomerang Shot. But if the opponent is standing on the ground and Whip
is quite a distance apart, you can try to cancel into Whip Shots or
her Strength Shots.
* The first hit of Crouch C can be cancelled and comboed directly
into Whip Shot, but the system will not include the hit from Crouch C
into the total combo hits. There is basically nothing wrong with this
since I have never had the opponent escaping from this combo (trust
me on this since the combo works in 2001 and 2002 as well). My take
is that this is more of a minor bug.
* Priority of this move is very good and can be abused by players who
intends to play the 'keep-away' game. If the character that you are
using lacks a decent long range attack/projectile, you will be having
a tough time beating her. Range is better than most Crouch C attacks
and even when the move reaches its maximal range, it is still able
to hit standing opponent. Countering this move with an aerial attack
is just as tough since Whip really spins her knife directly above
her body, creating a perfect cover for the hit.
* Crouch C combo:
- crouch C (1 hit), hcf + A/C
- crouch C (1 hit), qcb, hcf + A/C/AC
- crouch C (1 hit), f + A, A, A, A, A
- crouch C (2 hits), crouch A
---------------------
:: Jump C (Upward) ::
---------------------
Whip unleashes her whip towards the opponent, covering a distance of
3/4 of the screen.
* The range is awesome, mainly used to ward off approaching opponents,
especially those that intends to jumps towards Whip. One thing that
I must say: do not abuse this move!!!
* This move does not linger long in air. You can launch it as Whip
jumps, creating a surprise hit. The other approach is to jump and
launching the move afterwards. This technique is also effective to
hit standing or crouching opponents provided that you time the
execution right.
* If done close to the opponent, the move can be comboed into Boomerang
Shot or Sonic Slaughter as Whip falls down.
* Combo:
- jump C (upward), hcf + A/C
-------------------------------
:: Jump C (Forward/Backward) ::
-------------------------------
Whip shakes her whip downwards towards the opponent.
* This is the second best crossover attack that Whip has after Jump
D (Forward). As the move points downwards when attacking, it is not
suitable for mid air collision unless you want to take advantage
of the protective traits. The move also stays longer in the air
as an effect of the 'shaking' animation (positively too: you have
better priority in doing crossovers).
* Combos:
- Jump C, close B, crouch B, hcf + A/C
- Jump C, hcf + A/C
-----------------------------------------------------------------------
:: D ::
-----------------------------------------------------------------------
-------------
:: Stand D :: [Cancellable]
-------------
Whip perform a kick that hits high.
* Honestly, this one move that you won't find much use of. It is not
cancellable and has slow startup. Designed to hit high but has poor
hit estimation. Unless you really know when to strike, this move
does not has much function.
* Anyway, some FAQs listed this move as uncancellable. Actually, this
move is cancellable on its very, very last recovery frame (I know
some beg to differ) if it does not hit the opponent. Because of this,
the cancellability trait has gone unnoticed.
-------------
:: Close D :: [Cancellable]
-------------
Whip performs a head-high kick with her knife attached to the boot.
* Unlike Close C, this move pushes the opponent a bit far away. If you
don't cancel it quickly, the next hit can miss. It can be cancelled
quickly though. For combos that require a strong close attack, this
move is not as good as Close C due to its small time gap for you to
cancel it.
* Close D is the only move that connects properly with Whip Shots in a
combo.
* Combo:
- close D, hcf + A/C
- close D, f + A, A, A, A, A
--------------
:: Crouch D ::
--------------
Whip knocks down the opponent with a leg trip.
* This leg trip is shorter than those typically performed by other
characters. Execution speed is slow, so you can't use it to knock
down standing opponents 2 steps away from Whip. Despite of this, the
move is very good to knock down charging or dashing attacks (such as
Vanessa, K', Athena) since the move hits precisely due to slower
execution.
* Combo:
- Crouch D (move a step forward), crouch A
-------------------------------------------------
:: Jump D (Upward) / Jump D (Forward/Backward) :: [Cancellable]
-------------------------------------------------
Whip performs a 2-hit mid-air kick.
* This year, the original Jump D (Upward) animation has been removed.
It's present animation is the same as Jump D (Forward/Backward).
* This is Whip's best crossover attack and it is so good that it is
among the best move of that such in the game. The double hit provides
a longer time for the opponent to recover. As long as the first hit
connects, the second will almost always follow after that. For better
crossover quality, do the move closer to the ground. Tall characters
such as Maxima and Chang are easier hit by this move.
* Combo:
- jump D (2 hits), close B, crouch B, hcf + A/C
- jump D (2 hits), close C, hcf + A/C
- jump D (2 hits), hcf + A/C
- jump D (2 hits), qcb, hcf + A/C
-----------------------------------------------------------------------
[7.0] KNOCKDOWN ATTACK
=======================================================================
-----------
:: C + D :: [Cancellable]
-----------
Whip knocks the opponent down with a quick, strong punch.
* This is Whip's original AB dodge attack from '99. The original CD
attack that shows Whip thrusting her folded whip has been removed
probably because it was very slow to come out and posses very little
priority. From this year onwards, the animation has not appear ever
since.
* Priority, range and speed of this move is awesome. The inclusion
of the attack into this years move line-up has made Whip's poking
skills much deadlier. For this year, the move cannot be comboed
without strikers with the exception of performing Crouch A when the
opponent is lying on the ground.
-----------------
:: Jump, C + D ::
-----------------
Whip wraps her whip around her knife, pointing downwards towards the
opponent.
* This move has incredible range and priority for a CD attack, defeated
only by Robert's.
* A very important reminder to Whip players: do not abuse this move!!!
Because of the invincibility, you might be inclined to poke and
drop the opponent at every instant. True Whip players in my opinion,
plays cleverly not cheaply.
=======================================================================
[8.0] THROWS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------
:: ALPHA ::
-----------
[ Near, Forward/Backward + C ]
Whip grabbed the opponent from behind and slams him/her to the ground.
* This is basically the Zed throw without the side switching. The
opponent will be thrown away a bit far from her, so you cannot add
an additional hit of Crouch A.
---------
:: ZED ::
---------
Whip slams the opponent to the ground.
* After the slam, you can add in an additional hit of crouching A.
This works with almost all characters.
=======================================================================
[9.0] COMMAND MOVE ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
WHIP SHOT(S) f + A, A, A, A, A
-----------------------------------------------------------------------
Whip performs quick horizontal whip slashes that can be performed five
times in succession.
* Whip Shots has been improved this year. All five hits now connects
all the way. Execution speed is faster too (but I guess this is more
because of the improvement in the game's speed as well). Negatively,
the command now has been stripped of its ability to hit at variable
points. Not a big loss since the move is almost useless in '99.
* Each press of A button launches a whip shot. A total of five hits
can be launched and you can stop a hit at any time that you like.
* Whip Shot's range is about 1/2 of screen distance. You can take
advantage of this range to poke the opponent from a safe distance or
to prevent him/her from going closer to you. While the opponent needs
to block the entire hits once a hit connects, he/she can perform the
Slide Cancel (pressing AB while blocking an attack, consume a Power
Gauge in doing) and punish back with close range combos. Opponents
can also cleverly roll through the shots (this is not as easy as it
sounds because there is little space to slide through the shots:
unclever roll can cause him/her to get caught).
* As she continues from one shot to another, she needs to pull the whip
back before throwing it forward again. This is a time in which Whip
is vulnerable to attacks. Do not use this move to hit fast moving
attacks or countering aerial attacks: it performs poorly for both.
The launching and recovery time is also quite slow. Ideally, Whip
Shots is to be launched from a normal attack (Close D) or done
far, far away.
* There are two moves that connect with Whip Shots in a combo: Close D
and Crouch C (first hit). Of the two, Close D is the one that truly
connects and get shown by the Hits Indicator. Crouch C is not counted
as a hit by the system but the opponent is unable to escape from the
attack. Why? More of a bug actually. Comboing from these attacks is
very much recommended since it compensates for the slow execution
and guarantees all hits to connect.
* After the final hit, you can hit the opponent with Crouch A. This
extra hit connects if the opponent is not thrown far for her.
* As the opponent is hit by the shots, you can call in Strikers to
lengthen the combo. Look at the combo section too see the example
combos.
* Combo:
- Close D, f + A, A, A, A, A
- Crouch C (1 hit), f + A, A, A, A, A
- f + A, A, A, A, A, crouch A
# Combo attributes:
- Comboable from : stand D (close)
crouch C (1st hit), not shown by hit indicator
- Comboable into : crouch A
Invincibility ***
Priority ****
Speed ****
Recovery ***
Combo ****
Damage ***
=======================================================================
[10.0] SPECIAL MOVES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
BOOMERANG SHOT "CODE: SC" hcf + A or C
-----------------------------------------------------------------------
Whip throws her whip 45 degrees vertically into the air and pulls it
back as it reaches its maximal length.
* A fully connected move hits 2 times: one on the way up and another
on the way down.
* Boomerang Shot is now faster with lesser recovery period. The special
move now connects beautifully with normal attacks to produce awesome
looking combos without being too strict on timing. However, compared
to its 2001 reincarnation, the move is not as adapt in catching
opponent when the whip's length is about 3/4 of its maximal stretched
out length. The same can be said if the opponent is hit first hand by
other attacks and gets thrown into the air. The second hit 'boomerang'
property is activated as soon as the whip is at its longest length.
It catches the opponent as it returns to Whip. Great trick to surprise
opponent's that misses the first hit.
* A version has faster execution speed but elevates about 30 degrees
into the air. This version is more suitable for attacking standing
opponents, more so in a combo. It is also useful for that split
second attack in which the opponent is a bit away from you. The
C version is a bit slower in coming out but elevates about 45 degrees
upwards. This elevation enables for extra hitting range and is more
suitable for hitting jumping opponent. If you need the range, this
version is okay. In my opinion however, Boomerang Shot is not a great
anti-air if compared to uppercut based moves of K', Ryo, Athena or
Iori. Despite having extra range, the move does not directly attacks
upward. Using it as an anti-air is more effective when it is done
from a safe distance (master it and you annoy the opponent like hell).
Be extra careful when doing the move because if you miss, Whip takes
a long time to recover. Opponents gladly welcomes this window of
opportunity. To avoid this problem, as much as possible combo it
from a normal move.
* First hit of the move can be cancelled into Sonic Slaughter in Counter
Mode. Cancelling it however is not very easy since the first hit comes
out real fast. Anyway, this Counter Mode Cancel has the best
possibility in terms of damage and combo attributes.
* Combo:
- jump D (2 hits), close B, crouch B, hcf + A/C
- close D, hcf + A
- crouch C (1 hit), hcf + A/C (1 hit), qcb, hcf + A/C/AC [CM]
# Comboable from:
stand B,
close A/B/C/D,
crouch B,
crouch C (1st hit),
jump C/D,
jump forward/backward C/D,
Invincibility ****
Priority ****
Speed ****
Recovery **
Combo *****
Damage ****
-----------------------------------------------------------------------
STRENGTH SHOT TYPE A "CODE: SUPERIOR" hcb + A, press A to hold
-----------------------------------------------------------------------
Whip stretches her whip over her head and spins it into the air. If the
move connects, she leaps towards the opponent to stomp on his/her head.
* All Strength Shots hits twice with the first hit being a horizontal
whip spin. The first hit of Type A hits a bit further into the air.
Cancelling it in Counter Mode has the tendency to knocks the opponent
down instead.
* The second hit of Type A is an overhead attack, meaning that it can
only be blocked standing. Due to the similar opening stance of all
Strength Shot, opponents will be confused of which Strength Shots
you are going to do. Type A and Type C is usually used for this
purpose. Individually, Type A can be performed as the opponents
stands up (doing this when the opponent is standing is not wise:
execution speed is slow). You can also catch jumping opponent using
the second hit but do this from a safe distance (not when they jumps
very close to you).
* The first hit is cancellable into Sonic Slaughter in Counter Move.
* Combo:
- hcb + A (1 hit), qcb, hcf + A/C/AC [CM]
- hcb + A, crouch A (works on some characters)
Invincibility ***
Priority ***
Speed ***
Recovery ***
Combo ***
Damage ***
-----------------------------------------------------------------------
STRENGTH SHOT TYPE B "CODE: STRENGTH" hcb + B, press B to hold
-----------------------------------------------------------------------
Whip stretches her whip over her head and spins it horizontally towards
the opponent with an amazing attack length of about 3/4 screen distance.
* The second hit now stuns the opponent for 1 second, allowing you to
add in additional hits. This upgrade is among the best done on her
this year. As a result, big, damaging combos are easier to do.
* Both of the two hits attack horizontally forward. Because of this,
the first hit has better priority to connect when cancelled into
Sonic Slaughter during Counter Mode. Cancelling the first hit of
Type B in Counter Mode is actually the easiest to do (the easiest for
Whip in fact). Take note that the second hit deals no damage at all
and only serves as a 'pulling' move.
* The best way to use this move is clearly from a far, and only that.
Don't even attempt to do it up close because it can be blocked
easily (and easily punished too). If you are very sure, the move can
be done as the opponent stands up and cancelled quickly into Sonic
Slaughter.
* The first hit is cancellable into Sonic Slaughter in Counter Move.
* Combo:
- hcb + B (1 hit), qcb, hcf + A/C/AC [CM]
# Best immediate attack after the 2nd hit:
- Boomerang Shot
- Sonic Slaughter
Invincibility ***
Priority ***
Speed ***
Recovery ***
Combo *****
Damage *
-----------------------------------------------------------------------
STRENGTH SHOT TYPE C "CODE: VICTORY" hcb + C, press C to hold
-----------------------------------------------------------------------
Whip stretches her whip over her head and spins the whip downward to
catch and knock the opponent down and dragged the opponent towards her,
with the whip tied around the opponent's head. Then she proceeds to
deliver several kicks to the head before letting go.
* Execution of the move is faster than last year's. Whip also recovers
faster and is able to add an extra hit of Crouch A as the opponent
lies on the ground.
* The second hit can only be blocked crouching. As I said earlier, this
move is oftenly interchanged with Type A for mind game tactics.
Hitting range of the second hit is rather short and not as good at
close range unless the first hit connects successfully. If you are
good in estimating distances, Type C can be used to catch the
opponent directly as he/she lands on the ground. This is not a very
good strategy and can easily miss and hence not recommended. Anyway,
as a side note, opponents can also be caught in the air if the
second hit accurately hits him/her while spinning in the air.
* The first hit is cancellable into Sonic Slaughter in Counter Move.
Range is limited and the move recovers quickly, making it difficult
to cancel.
* Combo:
- hcb + C (1 hit), qcb, hcf + A/C/AC [CM]
Invincibility **
Priority ***
Speed ***
Recovery ***
Combo ****
Damage ****
-----------------------------------------------------------------------
STRENGTH SHOT TYPE D "CODE: SPECIAL" press D while holding any
Strength Shots execution
-----------------------------------------------------------------------
Whip puts down her whip, cancelling the execution of the Strength Shots.
* Cancelling a Strength Shot is a big strategy in winning. Sometimes
launching a Strength Shot becomes less ideal when doing those moves
that exposes Whip to danger.
* You can also use Type D to fool the opponent into thinking that you
attempt to pull either Strength Shot Type A/B/C.
Invincibility n/a
Priority n/a
Speed *****
Recovery *****
Combo n/a
Damage n/a
-----------------------------------------------------------------------
ASSASSIN STRIKE "CODE: BB" f, d, df + A/B/C/D
-----------------------------------------------------------------------
Whip throws her whip upwards and pull herself from the ground before
descending down from above.
* The four attack buttons used to execute the move determines the spot
in which Whip will land.
A - 1/4 screen distance
B - 1/2 screen distance
C - 3/4 screen distance
D - Full screen distance
You must memorise the distances each button produces to effectively
use this move. Landing at wrong distances may expose you to danger
since the recovery is slow and uncancellable.
* Assassin Strike hits the opponent as Whip pull herself up and as Whip
lands. As in 2000, the move is unable to hit fallen opponent and
neither it is able to hit opponents standing close to her (she is
able to do so in 2001 and 2002).
* Assassin Strike is not meant to be used at close range. The execution
is slow and the hit range is limited; very much explains that this
move is a long range attack. This move is also a poor anti-air. For
countering jumping attacks, Boomerang Shot is more suited for the
task.
* If you are unsure of whether the move will hit, don't do it. Assassin
Strike is less effective when used offensively because (1) it is hard
to determine where she will land (2) is is even harder to hit moving
targets and (3) speed of execution and recovery is slow. It is best
to hit opponent with this move when the opponent is static (not
moving much) or when the opponent recovers from a move. The idea
here is to strike when there is a window of opportunity. Be extra
careful though not to land on/in front of a projectile attack (happens
to me sometimes).
* Once you mastered the landing (timing and descending spot) of
Assassin Strike, it is time for neat surprise attacks. Due to the
way in which the move strikes as Whip descends down (which is exactly
from above), you can attack opponents in ways that is impossible by
other characters. For example, you can hit Athena during her Shining
Crystal Bit DM (hcb, hcb + A/C). The crystals that surrounds her
during the DM do not surround her body completely especially above
the area of her head. By using the correct button to launch Assassin
Strike, you can land on Athena's head. My suggestion is to strike as
the DM is finishing when the crystals are diminishing. This works
for the DM version only. The SDM protects Athena with thick crystal
aura.
Invincibility ***
Priority ***
Speed ***
Recovery **
Combo ***
Damage ***
-----------------------------------------------------------------------
HOOK SHOT "CODE: WIND" in mid air, qcb + A or C
-----------------------------------------------------------------------
Whip swing from her whip in mid air and delivers a kick ala Spiderman.
* There is not much noticeable difference between both versions of the
move. A version is slower with lesser range and travels a bit down.
The C version is faster and travels about 3/4 of screen distance and
hit a bit higher. Once again these differences are minute and may
gone unnoticed.
* The move can be cancelled from two normal aerial attacks: Jump B or
Jump D (either jumping forwards/backwards or upwards) as long as the
move hits the opponent first. To be able to be cancelled, Hook Shot
must be launched from the appropriate height.
* The landing of Hook Shot is cancellable into her special moves or DM.
Personally, I don't even think that the recovery is cancellable: it
is just that she recovers very fast.
* You can hit the opponent with Crouch A after hitting them down with
this move, resulting in a 2-Hit combo.
* Combo
- (in mid air), qcb + A/C, crouch A
Invincibility ****
Priority ****
Speed *****
Recovery ****
Combo ***
Damage ****
=======================================================================
[11.0] DESPERATION MOVES ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
-----------------------------------------------------------------------
[DM] SONIC SLAUGHTER: "CODE: KW" qcb, hcf + A or C
[SDM] SONIC SLAUGHTER: "CODE: KW" qcb, hcf + AC
-----------------------------------------------------------------------
Whip slashes the opponent with her whip, going left and left and
finishes off with a non-connected Boomerang Shot for the SDM version.
* Both version of the DM posses the same invincibility and speedy
startup speed. The SDM version results in a total of 26 hits while
the DM, 20 hits. Whip also scream differently for both version and
of course the SDM yields more damage. Recovery for the SDM is also
longer.
* The 1st and 2nd hit of Sonic Slaughter are the only hits that can
connect fully with the later hits. If these two hits misses, the
move will only do light, gentle slashes that does not even damage
the opponent.
* Range of the move is longer than it looks like. It is able to 'suck'
in the opponent as long as the 1st/2nd hit touches any body parts
of the opponent. This is the reason why this move is so invincible
and also the reason why Whip can be deadly if approached. It does
not discriminate against any form of attacks (even DMs) and will
hit if the timing is right. Exceptions will include projectile
attacks obviously.
* The DM/SDM will miss about 2 hits from its total combo hits if
done exactly after an aerial attack. Don't worry about this fact:
the move connects beautifully.
* Exclusive for the DM version only: due to the shorter recovery time,
once the opponent is thrown into the corner by the DM's final hit,
gladly add in an additional hit of Crouch A.
* SNK designed Whip as a long range fighter as reflected by the
majority of her moves. The badside though, she can be weak when it
comes to close range combat. This is the reason for Sonic Slaughter.
You can benefit from this move during these circumstances:
- a failed attempt of an anti-air move. Hit the opponent as he/she
fall down
- Opponent jumps in with an attack. If the attack is not going
directly towards Whip, do the DM
- roll behind the opponent and do the DM.
- correctly time the moment a charging attack comes to Whip. As soon
as the opponent is near, do the DM. This approach can be risky,
especially so when it comes to countering DM/SDM (such as Mary's
Splash Rose DM).
- Poke the opponent with a long range attack and connect it with the
DM. Example: crouch B, Sonic Slaughter.
* Combo
- Jump D (2 hits), close B, crouch B, qcb, hcf + A/C/AC
- Jump D (2 hits), qcb, hcf + A/C/AC
- crouch C (1 hit), qcb, hcf + A/C/AC
Invincibility *****
Priority *****
Speed *****
Recovery **
Combo *****
Damage *****
=======================================================================
[12.0] COUNTER MODE SUPER CANCELS
=======================================================================
Counter Mode and Armour Mode are two exclusive modes that can be
activated with the usage of three full Power Stocks. Counter Mode is
activated by pressing together the A, B and C Button. During this mode,
characters are able to perform DMs over and over as long as the Mode
is still running, DM/SDM has even faster startups and the best of all
is the ability to cancel specific animation frames of certain special
moves into DMs (only DM because you cannot perform an SDM during the
mode). This type of cancelling is called a Super Cancel.
There are four moves that can be Super Cancelled. These moves are
Strength Shot Type A/B/C and Boomerang Shot. You can only cancel the
first hit of each special moves into Sonic Slaughter. Depending on the
character, Super Cancel can either be useful or useless. As for Whip,
the most useful cancel in a combo is for Boomerang Shot. The Strength
Shots cancel is useful if you are unable to halt the execution (by
using Type D) and decided to perform Sonic Slaughter instead.
::: CANCELLING STRENGTH SHOT TYPE A/B/C :::
If your fingers are not quick, you may found it difficult to cancel
these three moves. Here is how I do it:
(1) Execute any Strength Shot and hold down the respective attack button
that you use to execute it (A for Type A for Example). Don't let
go of that button.
(2) Perform the direction motion of Sonic Slaughter (qcb, hcf) but do
not press the A/C button to execute the DM. Keep on holding the
execution of the Strength Shots.
(3) As soon as you finishes the entire motion of Sonic Slaughter,
quickly press either A/C button and at the same time take you
fingers off the button that you were holding down.
As for Sonic Slaughter, sorry I don't have much clue to how to
cancel it. The execution of this move is very quick, making it hard to
cancel the animation in which she throws her whip into the air.
=======================================================================
[13.0] INDEPENDENT COMBOS :::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
As an effect of her improved attack speed and better connectivity
of special moves, Whip now has been able to do a lot more combos that
was previously very difficult to perform in KOF '99. The upgrading of
her Strength Shot Type B made it even easier to perform combos on
opponents, made possible by the prolonged stun effect.
-----------------------------------------------------------------------
:: PART A : GROUND COMBOS ::
-----------------------------------------------------------------------
=======================================================================
=1= (2-27 Hits) 10%-30%
-----------------------------------------------------------------------
* Any cancellable standing hit, hcf + A/C (3 hits
Any cancellable standing hit qcb, hcf + A/C/AC
Note: Here are the list of cancellable attacks that connects with both
Boomerang Shot (hcf + A/C) and Sonic Slaughter (qcb, hcf + A/C/AC)
- Stand A/B
- Close A/B/C/D
- Crouch B, Crouch C (1 hit)
- Jump D, Jump C (forwards)
- Jump A or Jump C (upwards), done as Whip falls down
=======================================================================
=2= (4 hits/22-28 hits) 15%-22%-50%
-----------------------------------------------------------------------
* close B, crouch B, hcf + A/C
close B, crouch B, qcb, hcf + A/C/AC
=======================================================================
=3= (6 hits/7 hits) 30%
-----------------------------------------------------------------------
* crouch C (1 hit), f + A, A, A, A, A, crouch A
close D, f + A, A, A, A, A, crouch A
Note: Crouch A can be added if the opponent is thrown not far away from
Whip or if the opponent is thrown away near/to the screen edge.
=======================================================================
=4= (2 hits) 7%
-----------------------------------------------------------------------
* crouch D, (move forward a bit) crouch A
=======================================================================
=5= (2 hits*) 30%
-----------------------------------------------------------------------
* hcb + A (2nd hit connected), crouch A
hcb + C, crouch A (after Whip kicks the head)
Note: This combo doesn't apply to all characters and depends on how they
fall and the size of the character.
=======================================================================
=6= (2 hits) 15%
-----------------------------------------------------------------------
* CD, crouch A
Note: Connects best if the opponent is thrown to the screen edge.
=======================================================================
=7= (2 hits*) 15%
-----------------------------------------------------------------------
* Zed Throw (close, f/B + D), crouch A
Note: Doesn't work with all characters.
-----------------------------------------------------------------------
:: PART B : CROSSOVER/AERIAL COMBOS ::
-----------------------------------------------------------------------
Whip's crossover combos are among the easiest to do mainly because
her aerial attacks have the traits of hitting closer to the ground and
have longer stun effect. Her best crossover move is her jump D attack
that hits twice. The two-hit attack creates more time to follow up with
ground attacks. Other than that, other aerial attacks that make good
crossover hit are her jump C (forwards) and jump C/A (upwards). Refer
to explanation below on making the best of these moves.
=======================================================================
=8= (3-4-20-21-22-24-26 hits) 30-40-45-60%
-----------------------------------------------------------------------
* jump D (2 hits), hcf + A/C
jump D (2 hits), qcb, hcf + A/C/AC
* jump C (forward), hcf + A/C
jump C (forward), qcb, hcf + A/C/AC
* jump A (upward, as Whip falls down), hcf + A/C
jump A (upward, as Whip falls down), qcb, hcf + A/C/AC
* jump C (upward, as Whip falls down), hcf + A/C
jump C (upward, as Whip falls down), qcb, hcf + A/C/AC
Note : To avoid repetitive typing, from combo =9= onwards, all combos
that connects with jump D (2 hits) is also able to hit with
these attacks:
- jump C (forwards), done closer to the ground
- jump A (upwards) and jump C (upwards), done as Whip falls
down and with opponent close to her.
Sonic Slaughter will frequently exclude (or miss) 2 hits from the
total combo count when performed from a crossover attack. Nothing
to be worried of since the all the attacks connect flawlessly.
This is more of an overlooked programming bug in my opinion.
Despite of this, it is still possible to get all the Sonic
Slaughter hits together. But this is very, very rare indeed.
=======================================================================
=9= (6-24-30 hits) 35-50-70%
-----------------------------------------------------------------------
* jump D (2 hits), close B, crouch B, hcf + A/C
jump D (2 hits), close B, crouch B, qcb, hcf + A/C/AC
Note: You can also add in an additional hit of close B before doing
crouch B.
* jump D (2 hits), close B, close A, hcf + A/C
jump D (2 hits), close B, close A, qcb, hcf + A/C/AC
=======================================================================
=10= (5-23-29 hits) 40-50-60%
-----------------------------------------------------------------------
* jump D (2 hits), crouch C (1 hit), hcf + A/C
jump D (2 hits), crouch C (1 hit), qcb, hcf + A/C/AC
* jump D (2 hits), close C, hcf + A/C
jump D (2 hits), close C, qcb, hcf + A/C/AC
=======================================================================
=11= (3 + 5 hits) 40%
-----------------------------------------------------------------------
* jump D (2 hits), crouch C (1 hit) f + A, A, A, A, A
Note: After Whip Shots (f + A, A, A, A, A) you can follow with crouch
A as the opponent lies on the ground.
=======================================================================
=12= (2 hits) 10%
-----------------------------------------------------------------------
* (in mid air) qcb + A/C, crouch A (on touchdown)
-----------------------------------------------------------------------
:: PART C : COUNTER MODE COMBOS ::
-----------------------------------------------------------------------
Counter Mode enables the cutting down of the execution and recovery
time of almost all attacks: making it possible to perform combos that
are either impossible or too hard to do during Normal Mode. The most
noticeable change is evident when performing crossover attacks as it is
easier to link aerial moves to ground attacks. As for Whip, the best
added advantage is the greater ease in linking her Jump D with Close D.
Close D has a strict timing in terms of doing/cancelling it. Counter
Mode eliminates this restrictions and allows you to perform the move as
soon as Whip hits the ground. The ability to link these two moves is
very crucial: Jump D is Whip's best crossover attack, Close D is the
only normal attack to link beautifully with Whip Shots. Whip Shots is
the staple in doing many of Whip's high damage striker combos. Combine
all the three together and you can produce a very long string of attacks
from an aerial attack.
The startup speed of DMs are also faster in Counter Mode. This
feature is not much of a use for Whip since Sonic Slaughter is already
fast enough. Even without the increased speed, the invincibility and
high-chain-factor of the DM is adequate to combo from attacks. Counter
Mode also allows the player to perform unlimited number of DMs during
the activation of the Mode. Again this advantage is not benefiting Whip
because it is very hard to link two DMs in a single combo string. In
fact, I can safely say that there are no known combo that involves two
Sonic Slaughters. Sometimes, a MAX Power Gauge (with three full Power
Gauge) that is used to perform a striker combo with Sonic Slaughter SDM
produces much more damage that a Counter Mode striker combo with a Sonic
Slaughter DM. Remember too that you cannot perform any SDM during
Counter Mode. The damage difference between the DM and SDM version is
big, so think wisely if you prefer unlimited DMs or one single SDM.
The next great feature of Counter Mode is the ability for a few
special moves to be cancelled into DMs. This type of cancelling is
called the Super Cancel. Doing a Super Cancel makes it possible to
create even longer chains of combo (and of course more damaging). At
least in KOF 2000, Super Cancel can be a bit under utilised or difficult
to do since it requires the player in Counter Mode (and requires a
whopping three Full Power Gauge, a very expensive option). Whip has four
special moves that can be Super Cancelled: Strength Shot Type A/B/C and
Boomerang Shot: all during the first hit of each special moves. Honestly,
none of Whip's Super Cancel are useful enough. The first hit of each
Strength Shots is very slow (because it is not meant to be used at close
range while a successful Super Cancel hit requires Whip to be near the
opponent) while the only increase in damage is a big as a single light
attack. Boomerang Shot is even harder to Super Cancel: the first hit
moves at an amazing speed. Theoretically any moves that connect with
Boomerang Shot in a combo can also do so with Sonic Slaughter. This
makes the Boomerang Shot Super Cancel to be the most practical so far
combo wise. But why bother yourself when you can easily perform Sonic
Slaughter straight away? The damage difference is only about 5%: not
worth that extra gauge and effort.
=======================================================================
=13= (8 hits) 45%
-----------------------------------------------------------------------
* jump D (2 hits), close D, f + A, A, A, A, A,
Note: This combo is also possible without being in Counter Mode but
it is much harder for Close D to connect with Jump D. In Counter
Mode, the recovery has been eliminated, making it possible to
launch Close D as soon as Whip lands. A very useful combo as
Whip Shots opens up to a lot of powerful and simple striker
combos.
=======================================================================
=14= (5-23 Hits) 45-55%
-----------------------------------------------------------------------
* jump D (2 hits), close D, hcf + A/C
* jump D (2 hits), close D, qcb, hcf + A/C
=======================================================================
=15= (4 hits) 35%
-----------------------------------------------------------------------
* jump D (2 hits), crouch D, crouch A
Note: This combo is exclusive for Counter Mode only.
=======================================================================
=16= (3 hits) 15%
-----------------------------------------------------------------------
* jump D (2 hits), crouch A
=======================================================================
=17= (3 hits) 25%
-----------------------------------------------------------------------
* jump D (2 hits), CD
Note: This combo is impossible to do in Normal Mode.
=======================================================================
=18= (2 hits) 20%
-----------------------------------------------------------------------
* jump D (1 hit), qcb + A/C
* jump B, qcb + A/C
Note: These two combos can be done in Normal Mode with the exception
that it actually connect properly when performed in Counter Mode.
=======================================================================
[14.0] STRIKER COMBOS :::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
The highlight of KOF 2000 is of course, none other than the active
striker system. With the Active Striker System, players are able to
summon strikers at almost any time (exceptions include during execution
of DM/SDM and when the player is hit by the opponent).
After much testing and I thought, I have listed below the best and
most practical strikers combos for Whip. Each of these combo produce an
average of 50% damage if done and connected properly. Perhaps in the
coming revisions of this guide, other less damaging or more difficult
strikers combos will also be included. Personally, the best striker
combos are those that can be done easily, uses at least one Power
Stock and able to produce half life bar damage. Anything less than that
in my opinion is not substantial to your effort in doing it.
Most of the striker combos below can be done while the opponent
is hit by the Whip Shots (f + A, A, A, A, A) command move or when the
opponent recovers from the Strength Shot Type C (hcb + C) special move.
The best and essential part of this combo is that these moves stuns the
opponent for a long time frame and during this time frame you are able
to summon strikers without worrying about split second button presses
precision. Getting the opponent into the starting chain of this combo
is not that difficult too. To combo into Whip Shots, you can either
stun and pull the opponent towards you using Strength Shot Type B
(hcb + B) and do the combo afterwards. Optionally, you can start off
Whip Shot by comboing it from Crouch C (1 hit) or Close D. Strength
Shot Type C cannot be comboed from any normal attacks so getting it to
connect is just a matter of precision and timing. You can catch the
opponent with the move by correctly timing the time he/she touches the
ground, doing the move after the opponent executes an anti-air move
(and you blocking it) or performing the move doing the recovery stance
of an attack.
=======================================================================
[ Maxima / Benimaru ] (7 hits + 20/26 hits) 60% or 70%
-----------------------------------------------------------------------
1. close D,
2. f + A, A, A, A, A,
3. Maxima / Benimaru,
4. qcb, hcf + A/C/AC
Note: Benimaru holds the opponent a little bit longer than Maxima so he
is more suitable if you need more time to perform Sonic Slaughter
afterwards. Plus, he also brings the opponent closer to you.
Maxima drags the opponent off the ground and Whip will immediately
switch sides after that. Perform Sonic Slaughter using the
opposite direction if you choose him as a striker. However, you
can always perform Sonic Slaughter normally by doing the DM as
soon as he grabs the opponent. You will switch sides but the DM
will connect all the way.
=======================================================================
[ Mai ] ( 6 hits) 40%
-----------------------------------------------------------------------
1. hcb + C,
2. Mai,
3. hcf + C
Note: Mai can only be summoned when Whip is almost finished with the
head kicks. Not too fast and not too slow.
=======================================================================
[ Billy ] 40% (11 Hits)
-----------------------------------------------------------------------
1. close D,
2. f + A, A, A, A, A,
3. Billy,
4. hcf + C
Note: Damage will be as big as 50% (yes, that's big) if done at the
corners. If not it will be about 40%. No matter how far it look
like, just do hcf + C at where you are. In Armour Mode and done
at corners, the damage will be 70%!!!
=======================================================================
[ King ] 14 Hits 55%
-----------------------------------------------------------------------
1. close D,
2. f + A, A, A, [King], A, A
3. CD
4. crouch A
Note: Summon King during the third hit of Whip Shots. You can knock the
opponent with either versions of the CD attack, whichever is you
preference.
=======================================================================
[ Clark ] 5 hits + 20/26 hits 70%
-----------------------------------------------------------------------
1. close D,
2. f + A, A, A,
3. Clark
4. Move 5 steps backward
5. qcb, hcf + A/C/AC
Note: Summon Clark during the 3rd hit of Whip Shots. Do not follow with
additional hits as it can cause the opponent to be knocked down
while being carried by Clark. Moving backwards is essential so
that you can catch the opponent with Sonic Slaughter when he/she
is thrown towards you. Perform Sonic Slaughter while the opponent
is in mid air and not when he/she is close to you or else it will
miss.
=======================================================================
[ Shermie ] 6 hits + 20/26 hits
-----------------------------------------------------------------------
1. Close D,
2. f + A, A, A, [Shermie], A
3. qcb, hcf + A/C/AC
Note: Shermie must be summoned during the third hit of Whip Shots. Once
She appears, just continue with just one more hit. Perform Sonic
Slaughter while Shermie is clutching the opponent. A side note:
Sonic Slaughter is the only move that connects properly while the
opponent is being held down. All other attacks will perform a
knockdown.
=======================================================================
[ Leona ] 2 Hits 40 %
-----------------------------------------------------------------------
1. hcb + C,
2. Leona (near the end of Strength Shot Type C animation),
3. Zed Throw,
4. Crouch A (if applicable to the character).
Note: Summon Leona at the end of Strength Shot Type C. Other than Zed
Throw, you can also throw the opponent with the Alpha throw.
=======================================================================
[ Joe ] 23 hits 70%
-----------------------------------------------------------------------
1. hcb + C
2. Joe (near the end of Strength Shot Type C animation)
3. qcb, hcf + A/C/AC
Note: Sonic Slaughter will not connect with the opponent if it is
performed as Joe starts punching. To connect, you must let Joe
move a bit with the punches and quickly perform Sonic Slaughter
after that.
=======================================================================
[ Joe ] X hits X%
-----------------------------------------------------------------------
1. hcb + C,
2. Joe (as Whip is about to finish the head kicks),
3. hcb + C,
4. Repeat as desired
=======================================================================
[ Ryo] (26/33 hits) 70%/90%
-----------------------------------------------------------------------
1. close D
2. f + A, A, A, A, A,
3. Ryo
4. qcb, hcf + A/C/AC
Note: This combo only works at the corner. Whip must not be more than
1/2 screen distance away from the opponent. As a guide, Whip should
stand almost below the time bar (not directly at the centre of it).
Whip Shots sometimes pushes Whip a bit far away from the opponent. If
this happens, the combo will fail. Summon Ryo as soon as the last shots
is fired. Then catch the opponent quickly with Sonic Slaughter. Easy
when you are used with the timing and speed. If the opponent is too
far, perform Boomerang Shot instead.
-----------------------------------------------------------------------
:: STRIKER COMBO AFTER A THROW ::
-----------------------------------------------------------------------
After doing a throw on an opponent, any striker being summoned will
unleash a jumping-in attack that will send the opponent flying high into
the air. The resulting juggle effect has a very high hit factor, meaning
that any attacks performed on the opponent (at any time before he/she
falls down) will connect with very high precision, without missed
animation frame. With this striker hit, almost all characters can land
easy DM/SDM on the opponent (or in fact any attack) since the opponent
is virtually defenceless.
=======================================================================
[ Any Striker ] 60% (21-27 Hits)
-----------------------------------------------------------------------
1. Alpha Throw,
2. Striker (as soon as opponent hit the ground),
3. qcb, hcb + A/AC
Note: Immediately summon the striker as soon the opponent hits the
ground, if you want that 1-hit badly. Sonic Slaughter needs to
be performed as the opponent falls on you (not as it falls close
to you).
=======================================================================
[15.0] WHIP AS A STRIKER ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
Unfortunately, Whip is a rather decent striker. She performs two
variations of attacks depending on where the opponent is at the time
she was summoned:
-------------
ON THE GROUND
-------------
Whip will perform a very fast version of her Whip Shots command
move. Any hits from the attack will knock the opponent down if it
connects. Because of this, you cannot combo any more hits since the
attacks by Whip will break the string. Ideally, Whip's striker attack
acts as a measure to prevent the opponent from coming any closer.
----------
IN THE AIR
----------
Whip will knock the opponent down with a single hit Boomerang Shot.
Same as above, the striker attack functions to shoot down incoming hits.
-----------------
THROW STRIKER HIT
-----------------
If Whip is summoned immediately after a throw, she will comes down
towards the opponent with her air CD attack.
=======================================================================
[16.0] BATTLE TIPS ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
------------------------------------------
FIGHTING AGAINST COUNTER/REVERSAL FIGHTERS
------------------------------------------
Counter Moves (or reversal moves) are defensive moves that will
return the opponent's attacks once the character is being hit. There
are usually two types of counter moves namely the High Counter and
the Low Counter. Some characters even has SDMs that can counter both
high and low attacks (for example Kasumi and Seth). Being a long
range fighter, Whip is vulnerable to these kind of attacks. Attacking
from afar does has its own disadvantages after all. Here are my tips
in dealing with counter fighters such as Mary, Kasumi, Seth, and Chang.
* Do not throw out Whip Shots like crazy. The attacking range may tempt
players to abuse the move, but its is also one of the easiest and
most predictable move to counter. If a hit misses, don't follow up
with the next shot: opponents can wait for the coming shot to be
launched and perform the counter move. If you like to execute the
command move, it is highly advisable to combo it first from Crouch C
(1 hit) or Close D. If you don't like to combo, just do the move
after the Strength Shot Type B stun.
* Boomerang Shot can be countered by High Counter moves. The launching
speed of the move may make it difficult to do so but it is still
possible. Avoid launching the move at close range when fighting
characters with counter moves. Combo it first with light close normal
attacks such as Close B or Crouch B since these attack are harder to
predict.
* All Strength Shots are difficult to be countered. The only exceptions
are the 1st hit of each Shots: they can be countered at close range.
But this is not a big problem if you have the habit of launching the
Shots far, far away. The 2nd hit of Type A and C is impossible to
be countered since both hits attacks from the extremes of angles that
is beyond the protection of any counters. 2nd hit of Type B is still
open to attacks but most of the time will drag the opponent towards
Whip because of the slow point of hit.
* 1st and 2nd hit of Sonic Slaughter acts as 'Vacuum' hits: it is able
to bypass any counters be it special moves or DM/SDM. The later hits
are light placebo attacks (that produce no damage at all) that can
be countered like any other counter moves. It is important then to
accurately time the execution of Sonic Slaughter. Doing it too fast
makes it possible for the opponent to counter the 3rd hits onwards.
--------------------------------
FIGHTING AGAINST FAST CHARACTERS
--------------------------------
Most of Whip's attacks are slow in execution or recovery speed in
order to compensate for the advantage in attacking range. Thus it is
important to know some basic strategies when dealing with characters
that can move with very high speed (Athena, K'), dashing in and out
(Vanessa).
* Never attempt to catch fast moving opponents with her long range
attacks. By the time you are launching a move, the opponent will
be punishing you with a combo. What you can do is to block the
attack, wait until he/she recovers and hit back with Whip's close
range combos.
* Do not attempt to hit opponents that teleports or dashes in/out with
her long range attacks (once again). If you have the intention to do
so, perform moves that is slow to recover or moves that hits twice.
These moves include stand C (it's a 2-hitter. If the 1st hit misses,
the 2nd one can be your backup), crouch C (this move takes a long
time to finish and can even hit opponents as whip spins the knife
higher) or crouch D (it launches very slow but opponents will usually
be tripped as they approach Whip).
* You can try to hit opponents with Whip's stand CD attack. It comes out
extremely fast, posses good range while maintaining 'keep-away' stance.
* Reserved for experts that like high risk tactics: perform Sonic
Slaughter as the opponent approaches. This tactic works very well if
timed correctly. You should not have any problem because Sonic
Slaughter is invincible during its startup.
----------------------------
COUNTER MODE OR ARMOUR MODE?
----------------------------
* A lot of Whip's devastating combos can easily be done during Normal
Mode. Counter Mode is only useful the most when it comes to connecting
her aerial attacks with her Close D. A few crossover combos are also
possible but most are not significantly big in damage. The increase
in speed only affects her normal moves and DMs. If the startup speed
and recovery of her special moves are evidently increased, then it
would be most useful for close-range combat. Her Super Cancels can
be under utilised due to very close range in performing it or because
of difficulty in cancelling the first hit. In my opinion, the Max
Power Gauge is better used for doing the SDM or doing multiple DMs.
* Armour Mode is useful in two ways for Whip:
(1) for extending the amount of damage inflicted by her Normal Mode
combos which she has a lot of (without DMs of course). All of
her Striker Combos that includes the Whip Shots command can
easily produce more than 60% damage.
(2) no interruption when doing close range combos, mostly referring
to her crossover combos.
While all of these advantages are positive, a bigger damage can
easily be inflicted by any combos that includes the Sonic Slaughter.
That is why, regardless of any Mode that you are in, the ability to
perform Sonic Slaughter is such an important thing. In Armour Mode
you can't do so. Sonic Slaughter can easily be comboed from most
of Whip's normal attacks or after the Strength Shot Type B stun
effect. When it comes to calculating the most cost effective (Power
Gauge usage) and effortless means of inflicting damage, both Counter
Mode and Armour Mode are just not that attractive, at least when
playing as Whip.
--------------------------------------------------
FIGHTING OPPONENTS THAT HAVE ARMOUR MODE ACTIVATED
--------------------------------------------------
The most annoying thing when fighting opponent that is in Armour
Mode is the realisation that combos just don't connect properly, and
you are very vulnerable to attacks, that are doubled in damage. If the
opponent chooses to fight in such mode, here are what you can do:
* No Whip Shots. The command move will fail to connect and the only
effect that it will do is only pushing the opponent away just a
bit. By the time the second shot is launched, the opponent will be
ever ready to pound you.
* Strength Shot Type B will not be having its stun effect even if it
manages to hit the opponent. So avoid using this move.
* You can attempt to hit the opponent with the second hit of Strength
Shot Type A and Type C. These two moves are not affected by the
protective traits of Armour Mode.
* This is the time to abuse her CD attacks. CD attacks are among the
very few moves that will ensure a definite knockdown effect. Making
the opponent fall is one of the essential strategies when dealing
with Armour Mode opponents in order to cut down the attacking time.
* Sonic Slaughter when you got the chance. The first and second hit of
the DM/SDM does not act like other normal hit. It 'sucks' the opponent
into her and thus is not affected at all by the protective element of
Armour Move. Since Sonic Slaughter takes some time to finish, getting
a connected hit will has the added benefit of letting the time goes
by a bit more: so the opponent has less time in Armour Mode.
* The idea when dealing with Armour Mode opponents is to play
defensively. You cannot just go all out with attacks all over the
place. Remember that attack damage is increased in Armour Mode.
Opponents will not be affected by most attacks in terms of recovery
effect (but takes damage in doing so), making combo chains possible
in Normal Mode to break. It is best then to just block any incoming
attack and wait for the mode to finish. If you had the opportunity
to hit back, you can do so by doing CD attacks or throws (which
are guaranteed to be useful).
=======================================================================
[17.0] BATTLE QUOTES ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
=== WIN QUOTES ===
" What a fierce sneer! Well, at least you still got spunk."
Translation: Such a fierce (long, mean) stare! Well, at least you
still have courage.
=== LOSE QUOTES ===
" I better think of a new strategy."
=======================================================================
[18.0] TID BITS :::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
* If you KO's the opponent with the 1st hit of Strength Shot Type B and
if he/she is then got dragged by the 2nd hit, the opponent will keep
on standing until the end of that round. This bug is apparently fixed
in KOF 2002.
* Because of Choi's height, the final hit of Sonic Slaughter SDM will
not be hitting him. Choi is able to recover while Whip finishes the
entire move and she can actually be hit!!!
* If you are able to play the Japanese version of this game (which is
possible by playing with dip switches in emulators), you'll notice
that the ending for the Ikari Warriors team is slightly longer with
a few scenes of Whip with Zero. I am not going to spoil the story
for you: just play the game and see what I mean. All that I can
say that this is related to the censorship between the Japanese and
the U.S version of this game.
=======================================================================
[19.0] ACKNOWLEDGEMENTS :::::::::::::::::::::::::::::::::::::::::::::::
-----------------------------------------------------------------------
Well, this is the end of this guide, at least for this revision.
Newer and more info packed revisions are sure to come (as what I have
done with my other guides. It's only a matter of having the time to
write and the motivation to continue on). I hope that you had a great
time reading and learning about Whip, as much as I enjoyed doing this
guide. I welcomed all feedbacks, comments or anything useful that you
are willing to share. Contact me by email and send them to this address:
[email protected]
Sometimes I can be found posting messages around the GameFAQs
Fighting Games and KOF 2003 message boards. So drop by to say hi!!!
Thank You to:
* GameFAQs.com for hosting this guide and my previous guides before.
Keep it free for the spirit of FAQ writers around the world.
* The late Kao Megura @ Chris MacDonald for becoming an inspiration
for me to keep on writing FAQs for SNK games and for making me
learn on how to nicely create the layout of an FAQ. There are
very few FAQ writer as committed to KOF these days and your lost
was deeply felt. I am sad that we didn't get to know each other
much earlier since there is so much that we can share. Anyway,
rest in peace my friend.
* Dark Symphony, Ratix0, Moriya, Snow Wanderer and the gazzilion of
people on the KOF message board for the intellectual discussion on
matters related to gameplay and of course those ridiculous stuff
that made me laugh so hard sometimes.
* Vincent Chua of the now defunct KOFOnline.com for giving me the
first permission to use movelist from your site before. I am
secretly wishing for the revival of your site in the coming future.
Don't give up.
* My computer for being so reliable over this 5 years you are with
me.
* My brother for perfecting my fighting skill after hours of playing
together.
* SNK Playmore for making such a great game and the persistence
shown by creating more games for us, diehard fans. Keep the
spirit alive!!!
* You, for taking time to scroll to the bottom of this page. Thank
you very, very much.