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                Whip Guide: King of Fighters 2002
                          Version 4.0
                          March 2004
           Copyright fabian ([email protected]) 2004

    The King of Fighters 2002, all of the trademarks, characters
    or anything related are trademarks and copyrighted ownership
   of Eolith and Playmore 2002-2003. As of 2004, the copyrighted
          ownership belongs to SNK Playmore 2003-2004.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

::: FRONT END :::
This "Whip Guide: King of Fighters 2002" is the original work of
Fabian Davy ([email protected]). The copy that you are reading now can
originally be obtained from www.gamefaqs.com.

For future requests of posting my guide, I have decided to review my
posting policy. 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 send-
ing me just a simple email informing me of your intention. I am not
going to send you the guide by email. In case of any new updates, just
check the GameFAQs.com pages to download the new version. I am allowing
this because I do lost track of time when I am checking my email (since
that I don't have a home internet connection) and it can take me days
or even weeks to respond.

My point is: Don't plagiarise. It took quite an effort to produce this
guide. Why pirate it when it's already free. I know you are wise to
make the decision. My trust is with you.

=======================================================================
CONTENTS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

[1.0]      Introduction
[2.0]      Changes from KOF 2001
[3.0]      Game Controls
[4.0]      Color Select
[5.0]      Movelist Shortcuts

[6.0]      Normal Attacks
[7.0]      Throws
[8.0]      Command move
[9.0]      Special Moves
[10.0]     Desperation Moves

[11.0]     The Art of Cancelling
[12.0]     Super Cancels
[13.0]     Normal Mode Combos
[14.0]     MAX Mode Cancel
[15.0]     MAX Mode Combos
[16.0]     MAX Mode Bypass Combos
[17.0]     100% Combos
[18.0]     Movelist Properties

[19.0]     Battle Notes
[20.0]     Post Battle Quotes
[21.0]     Tid Bits
[22.0]     Acknowledgements


=======================================================================
[1.0] INTRODUCTION ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

   You have no idea how hard it is to come up with this revision's
update. Everything has been rearranged to comply with my universal guide
(or rather FAQs) format. If you read my other guides you'll notice that
the presentation is quite similar. There has been a a major reworking of
the Normal Attack section, some information added, and some information
taken out (due to irrelevance or purpose served by the General FAQs). I
really hope you like this guide. I really enjoy writing this one.

::: HOW IS WHIP THIS YEAR? :::

   Great!!! In the real sense, she was toned down a bit (a lot, if
you consider the number of combos she lost) to balance her gameplay
since she was extremely cheap in KOF 2001. With the exception of her
HSDM, there are no other new special moves gained. This is quite
expected since Whip ranks as being one of the KOF fighters with the
worst history of moves additions. That however, seems to be negated by
the improvements done to her special moves: better attack priority,
mobility, increased speed, etc. Her most dramatic and noticeable
change was the updating of her voice sample. Almost all of her attacks
has been given new voice sample, so almost all moves are distinct now.
    The game speed gave Whip the advantage when it comes to recovery
and special move launching speed. In contrast with her 2001 self, her
attack range seems to be more potent than ever without being so hit
friendly. While she lost a number of combos, she gained new ones
through the new MAX Mode system. In other word, Whip transforms
from an opportunistic fighter into an offensive, combo-inspired
battler.

::: RESUME :::

Name               : Whip    (officially by SNK Playmore),
                    Muchiko (see KOF 2000 ending),
                    Seirah  (see KOF 2001 ending),

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.)

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)

Relationships      : ::: K' :::
                    Whip's long lost brother. It was assumed that both
                    Whip and K' were having blood relation of their
                    real self (as both of them were somehow biological
                    products of the N.E.S.T.S cloning experiments). In
                    '99 Whip main objective was finding her past. She
                    found that partially in 2000 when she met K' and
                    Maxima fleeing from the SouthTown explosion and
                    joined them later on.

                    ::: Krizalid :::
                    Whip once work for the N.E.S.T.S organization before
                    joining the Ikari Warriors mercenary soldiers team.
                    Krizalid was yet another human cloning experimental
                    product of N.E.S.T.S. As Krizalid was cloned from
                    K', he had the intuition that Whip was somehow
                    attached to him. It was his background that somehow
                    lead Whip to believe that K' could have been his
                    brother. Losing Krizalid was like losing a family
                    member to her. He asked Whip why she had left her
                    alone. Whip tearfully told him that she decided to
                    break free from the organization that deceived her.
                    The KOF '99 ending of Ikari Team was quite sad.
                    Krizalid is not really a bad person, he was used
                    only to be killed by Zero. He was resurrected in
                    2001 but only as a dummy. If you wonder who
                    Krizalid is, he is the last boss of KOF '99.

                    ::: Ikari Team :::
                    In '99 and 2000, Whip fought along the side of
                    Clark, Leona and Ralf. She reported herself to
                    Heidern, asking the permission to join the team
                    in '99 with the sole aim of finding her past. As
                    with the other Ikari members, she was also trained
                    by Heidern in improving her fighting skills (hence
                    she also has the 'Heidern-style Assassination
                    Techniques to her fighting style). She was thought
                    to leave the team when she went A.W.O.L in KOF
                    2001 but it seems that she is still with the
                    squad looking from the KOF 2003 story.

                    ::: Kula :::
                    Kula is another clone made by N.E.S.T.S designed
                    solely for the objective of killing K'. Kula
                    finally found out that she was used by N.E.S.T.S
                    for their selfish objectives and later on joined
                    K', Maxima and Whip for a yet undetermined journey.

Plus Points        : She is even faster than before this year. Her
                    long-reaching attacks provide an attack range
                    advantage. Priorities of her moves has been
                    improved while the grab attributes has also been
                    corrected (this means frames of animation connects
                    properly). Super cancels are easier and more
                    useful than before. Great MAX Mode Combos. A lot
                    of new voice samples. Lagging can be compensated
                    by the improved game speed and MAX Mode.

Minus Points       : Lost a lot of Normal Mode combos this year due to
                    the toning down of her Special Moves. Her jumping
                    C attack lost some range. Despite having a lot of
                    MAX Mode Combos, most (if not all) require very
                    fast fingers to perform and most of it can only
                    be done effectively at the corners. Still wear her
                    same old attire for five consecutive years already
                    (2003 included).


=======================================================================
[2.0] CHANGES FROM KOF 2001 :::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: CROUCHING A :::
- Crouching A has been toned down in 2002 making it no longer be able
 to hit a fallen opponent. It may not apply great damage but contribute
 a lot in a handful of combos.

::: STRENGTH SHOT TYPE C "CODE: VICTORY" :::
- The 2nd hit of Type C no longer connects after an opponent fall. One
 of the major downgrade this year because a huge number of combos have
 disappeared with it. However, the loss is actually a step done to
 balance her gameplay or else she will be very cheap.

::: ASSASSIN STRIKE :::
- The landing of Assassin Strike is not cancellable anymore.
+ Damage wise, Assassin Strike now deals three times more damage than
 before.

::: DESERT EAGLE :::
- Desert Eagle is back to its roots way back to '99. You can only combo
 to 4 hits at corners as it repels opponent away. The damage is still
 the same. This is the only move that can hit a fallen opponent in 2002.

::: ALPHA THROW :::
+ The original Alpha throw is back from '99. A funny feature of the move
 in 2002 is that you sometimes will switch sides with the opponent.
 Supposedly a C throw does not allow for side switching. Nevertheless,
 it is a cool move to see in action.

::: RAGING SHOT "CODE: FW" :::
+ Raging Shot is Whip's first new move for 3 years. Basically, Whip shoot
 out a big, powerful blast from her gun. As with the recent KOF trend,
 Raging Shot is executed in a button tapping manner. At first it was
 quite confusing to perform but it gets easier with time. This HSDM is
 very powerful and deadly. Perhaps the only drawback of the move lies in
 its slow startup and recovery plus its uncomboability. It is unblockable
 and gave Whip total body invincibility from physical attacks during the
 whole animation!!! The animation of the move is freshly drawn. In short
 a fresh new move.

::: Strength Shots Mobility :::
+ Whip is now able to move around (back and forth) during the attack
 stance of Strength Shot Type A/B/C. She can still move around without
 executing the move automatically (unlike if she stand still). This is
 a great upgrade because it enhances the attack range of these specials
 while at the same time added a new surprise attack strategy.

::: Easier Super Cancels :::
+ Super Cancels are much easier to perform this year. This is very much
 a welcomed addition since to me last year's Super Cancel are superbly
 hard to do that I ignored it the most.

::: Better Priorities :::
+ Whip's attacks gained better priorities (meaning in a duel, Whip has
 higher chances of inflicting damage) especially her Whip Shots and
 her Strength Shots line-up.


=======================================================================
[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


ff/bb   =  Dash/Step Back (press forward or backward twice)
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. Use one power stock)
BC      =  MAX Mode Activation
CD      =  Knockdown move (press C and D together)
       =  Guard Cancel (press CD when blocking. Consume one power stock)


=======================================================================
[4.0] COLOUR SELECT :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

There are 4 choices of colours to be chosen this year. Depending on
the button pressed:

A : Whip's original colour (plain brown military attire and a blue whip).

B : Her alternative colour for '99 and 2001 (dark blue attire, a slightly
   darker skin, brownish hair and red whip).

C : New look exclusive for 2002 (green attire, brown hair and a
   yellow whip).

D : A combination of her two alternative colours of 2000 (red attire,
   golden hair and shoes, and a white whip).


=======================================================================
[5.0] MOVELIST SHORTCUTS ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

===THROWS==============================================================
Alpha                                        | Close, f or b + C      |
Zed                                          | Close, f or b + D      |
===COMMAND/SPECIALS====================================================
Whip Shots                                   | Forward + A (5 times)  |
                                            |                        |
Boomerang Shot "Code: SC" *                  | hcf + A or C           |
Assassin Strike "Code: BB"                   | f, d, df + any button  |
Desert Eagle                                 | b, d, db + A or C      |
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          |
Raging Shot     "Code: FW" (HSDM)            | Back, B, C, Back, C    |
=======================================================================

* First hit of these Special Moves are Super Cancellable to Sonic
 Slaughter DM/SDM.

# These moves below are MAX Mode cancellables that can cancel certain
 Special Moves and normal move.
 # Boomerang Shot "Code: SC"
 # Assassin Strike "Code: BB"
 # Hook Shot "Code: Wind"
 # Strength Shot Type A "Code: Superior"
 # Strength Shot Type B "Code: Strength"
 # Strength Shot Type C "Code: Victory"


=======================================================================
[6.0] NORMAL ATTACKS ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
[Cancellable] : Cancellable to Special Moves or Desperation Moves in
               Normal Mode.

-----------------------------------------------------------------------
A
-----------------------------------------------------------------------
:: Stand A ::
Whip bends a little to lash her whip forward.
* Fast and hits low.
* Good range although not as far as the Crouching + A version.
* Good for stopping opponents who charges at you and works even better
 than Crouch A.
* While it lags, it can be cancelled in MAX Mode to the respective
 special moves (most prominently and useful: Boomerang Shot)

:: Stand A Close ::                                       [Cancellable]
A quick, short range punch to the face.
* A comboable move and can be used to stop opponent on the track.
* It's fast but the distance is so short.
* This move connect best:
 - after a Close B kick (if opponent is not pushed back too far)
 - after Jump D (forward/backward) especially after the 2 hits

:: Crouch A ::
Whip kneels and sends forward a quick whipping.
* The move is very fast and has a long reach, typical of Whip's. Very
 good to stop opponent in their tracks.
* This move has been degraded and can no longer hit fallen opponent.
 It's task has been taken over by the Desert Eagle.

:: Jump A ::
By using both her whip and knife, Whip leaps upward and swing a knife
attached to her whip downward.
* Good to hit anybody jumping towards you or even hitting those from
 below. This move can stun opponents who might be fooled by the slow
 looking motion.
* Comboable to Boomerang Shot and Sonic Slaughter if done as soon as
 Whip falls down.

:: Jump Forward/Backward A ::
Whip arch in to focus on a downward punch.
* This move plus Jump Forward/Backward + B is excellent if you want to
 disable jumping attacks in case the C and D version fails. This is
 primarily so because it linger longer in mid air. Other than that it
 doesn't really has much purpose.

-----------------------------------------------------------------------
B
-----------------------------------------------------------------------
:: Stand B ::                                             [Cancellable]
A short, quick mini kick that hits low.
* Intended for close range combat and to be paired during combos.
 It may has limited range but is a crucial ingredient in many of Whip's
 combos.
* This move connects with these moves in combos:
 From:                        Into:
     - Jump D (forward)          - Boomerang Shot
     - Stand B Close             - Sonic Slaughter

:: Stand B Close ::                                       [Cancellable]
A bit similar to standing B only appears to be a tiny and faster kick.
* Don't be fooled by the 'mini' kicks, it is by far (in my opinion) the
 best close range attack for Whip. Best used for opponents who love to
 get up close and personal! Combo material.
* This move connects with these moves in combos:
 From:
     - Jump D (forward)
     - Stand B Close (yes it can connect into itself)
 Into:
     - Boomerang Shot
     - Sonic Slaughter

:: Crouch B ::                                            [Cancellable]
With a knife attached to one end of her boot, Whip reach out low to hit
the enemy.
* Another move that is usually used for combos.
* Long ranged and fast. One of Whip's best poking attack.
* This move connects with these moves in combos:
 From:                      Into:
     - Jump D (forward)         - Boomerang Shot
     - Stand B                  - Sonic Slaughter
     - Stand B Close

:: Jump B ::                                              [Cancellable]
Another downward aimed move. Whip delivers a focussed kick using both her
legs while keeping her body tilted 45 degrees bend.
* This move can be cancelled to Hook Shot if it hits (even if being
 blocked). However, it will not launched into Hook Shot if done from a
 low height.

:: Jump Forward/Backward B ::                             [Cancellable]
The same motion with the her Jump B attack.
* Same as above, it can also be cancelled to Hook Shot.

-----------------------------------------------------------------------
C
-----------------------------------------------------------------------
:: Stand C ::
Whip performs a gymnastic style 2-hit whip slash that hits near.
* Capable to attack opponents near, up and below. This is excellent to
 hit charging enemies because of the double hit. If one misses, the
 second one will do.
* This move is deadly in Max Mode because as it has a long lag that can
 be cancelled at any time. Huge improvement from the past years.

:: Stand C Close ::                                       [Cancellable]
Whip delivers a blow as she arch her body to hit the opponent using her
fist.
* Recommended for close attack when the enemy is on the ground and
 standing rather than the Stand D move.
* I would suggest to follow up with this move if you manage to hit the
 opponent with an air attack since this move has fast startup.
* This move stuns the opponent for a short while when it hits but not
 good enough to combo except for Boomerang Shot (take this in mind).
 However, it is the fastest strong close-up attack.
* This move connects with these moves in combos:
 From:
     - Jump D (forward)
     - Jump C (forward)
 Into:
     - Boomerang Shot (even if cancelled in MAX Mode)
     - Sonic Slaughter

:: Crouch C ::                                            [Cancellable]
Whip performs an uppercut-like move in which she emerges with spinning
blades.
* A double hit move.
* Best used to hit jumping moves and also can be used up close.
* This move can be cancelled into many of her special moves at any time.
 The cancellation works best after the first hit.
* This move connects with these moves in combos:
 From:
     - Jump D (forward)
     - Jump C (forward)
 Into:
     - Whip Shots (not shown by Hits Indicator)
     - Boomerang Shot
     - Sonic Slaughter

:: Jump C ::
Whip execute a long range whipping move that covers 1/2 of the screen.
* While the attack range has been reduced this year, it still maintain
 the position of being one of the longest reaching move in KOF 2002.
* For jumping attacks and ground enemies. Another move worth abusing!
* This move connects with these moves in combos as Whip falls down:
 Into:
     - Boomerang Shot
     - Sonic Slaughter

:: Jump Forward/Backward C ::
Another trademark attack. Whip hits downward using her whip.
* Intentionally used for attacking enemy on the ground, standing or
 crouching down. This move is excellent in the sense that it maintain
 the attack posture while keeping Whip away from harm.
* This is one of Whip's cross up move: meaning you can link it for other
 ground attacks for combos.
* This move connects best with these moves in combos:
 Into:
     - Stand C Close
     - Boomerang Shot
     - Sonic Slaughter

-----------------------------------------------------------------------
D
-----------------------------------------------------------------------
:: Stand D ::                                             [Cancellable]
Whip kicks upward while standing on another leg.
* This move is rather useless because of the lag and the undependable
 range. Designed for a high attack but did poorly.
* If the kick hits the opponent, then it will not be cancellable.
* It connects with Boomerang Shot in MAX Mode.

:: Stand D Close ::                                       [Cancellable]
Almost the same way like Stand D only that this time a knife is
attached to the boot.
* Lags but is a better replacement to hit close, jumping enemy than the
 C version since the Stand C close is more suitable for standing
 opponents.
* This move will push the opponent away as it hits and there will be
 a stun effect after that.
* Despite the slow recovery, it is comboable to these attacks
 - Whip Shots (the only 'real' move that connects with Whip Shots)
 - Boomerang Shot
 - Sonic Slaughter

:: Crouch D ::
Whip knock an enemy down using a kick.
* Fine move, less range than Crouch B but came out rather slow
 however work just fine to hit.
* This move is best used to knock down charging/dashing attacks such
 as Vanessa's/K'/Athena's teleportation move.
* In Max Mode, cancel it into Boomerang Shot for a 2-Hit combo as
 soon as it hits

:: Jump D ::
Whip flips herself to deliver a reverse, upside down kick.
* Range is limited and it doesn't stay long in mid-air. But it has
 a great attack posture that protects Whip from being hit.
* If done as Whip falls down, it can be comboed into Boomerang Shot
 or Sonic Slaughter.

:: Jump Forward/Backward D ::                             [Cancellable]
This one sees Whip doing a double hit kick that can be used not only for
jumping enemy but also for hitting ground.
* This is another of Whip's cross up move aimed to connect for combos
 later when she is on the ground.
* This move can be cancelled to Hook Shot only if it hits (being blocked
 doesn't count).
* This move has the combo properties as below:
 Into:
      - Stand D Close
      - Crouch C
      - Stand B
      - Stand B Close
      - Boomerang Shot
      - Sonic Slaughter

-----------------------------------------------------------------------
KNOCKDOWN ATTACK
-----------------------------------------------------------------------
:: C + D ::                                               [Cancellable]
Whip rush forward to knock the enemy down with a single punch. Fast too.
Cancellable.

:: Jump, C + D ::
Whip wraps her whip around a knife and point it downward towards the
opponent. Superb attack and possess incredible range for a CD move. It
is very hard for Whip to be hit while doing this attack. Used joyfully
to punish those down and below.


=======================================================================
[7.0] THROWS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
:: ALPHA ::
[  Near, Forward/Backward + C  ]
Whip drops the opponent to the ground and flip herself to land on the
opponent. Strangely, she will switch sides after the throw. Supposedly,
the C throw is not supposed to do a side-switch. This is Whip's original
Alpha throw from '99. Can be followed with Desert Eagle after that (A
version).

:: ZED ::
[  Near, Forward/Backward + D  ]
Whip grab the opponent from behind and slam him/her to the ground. She
will switch sides after the slam. Can be followed with Desert Eagle
after that (A version).


=======================================================================
[8.0] COMMAND MOVE ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

-----------------------------------------------------------------------
WHIP SHOT(S)          Forward + A (press A continuously for five times)
-----------------------------------------------------------------------
Whip perform fast horizontal slashes that can hit opponent 5 times in
succession. The range is quite impressive and the damage inflicted is
quite handsome too. Recovery can be rather bad though.
* The number of hits registered depends on the times the A button is
 pressed so you can stop at any time that you want.
* The last (or fifth) hit can be cancelled into Whip Shots itself, any
 Special Moves (except Hook Shot) or any DMs. However, the last hit
 must hit the opponent for the cancel to work.
* In MAX Mode, Whip Shots can be cancelled at any time into Special
 Moves (except Hook Shot) but only if any of the hits actually hits
 the opponent.
* Because Whip Shots is a command move, it cannot be cancelled from
 any Special Move in MAX Mode.
* It will take about 13 hits from Whip Shots to do a guard crush.

# Combo attributes:
 - Comboable from  : Standing D (close)
                     Crouching C (1st hit), not shown by hit indicator
 - Comboable into these moves after the 5th hit (dependable on opponents
   distance and circumstances) :
                     (1) Boomerang Shot, A or C version
                     (2) Assassin Strike, A or B version
                     (3) Desert Eagle, C version

Invincibility ***
Priority      ****
Speed         ***
Recovery      ***
Combo         ****
Damage        ***


=======================================================================
[9.0] SPECIAL MOVES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

-----------------------------------------------------------------------
BOOMERANG SHOT "CODE: SC"                                 hcf + A or C
-----------------------------------------------------------------------

Whip swings her whip 45 degree vertical into air and pull the whip back
as soon as it reaches its maximal length. If fully connected the move
will hit twice: the way up and the way down. This move lags at the end.
* The A version of Boomerang Shot is faster but has a slightly lesser
 range compared to the C version. The C version is in contrast with
 the A version and deals more damage.
* It's not that noticeable that the vertical range for the C version is
 slightly elevated. This enables it for having that extra length.
* First hit of Boomerang Shot can be Super Cancelled into Sonic Slaughter.
 It's easier this year.
* Boomerang Shot is a MAX Mode cancel move and the 1st hit can be
 cancelled in MAX Mode.

# Comboable from:
                  Standing B,
                  Standing A/B/C/D Close,
                  Crouching B/C (1st hit),
                  Jumping C/D,
                  Jumping Forward/Backward C/D,
                  Ground CD (dependable on circumstances),
                  Whip Shots (last hit, estimate distance)
# MAX Mode Comboable:
                  Standing A/C/D
                  Crouching A/D (distance dependent)
                  Whips Shots (1st-4th hits)
                  Strength Shot Type A/B/C (1st hit)

Invincibility ****
Priority      ****
Speed         ****
Recovery      **
Combo         *****
Damage        ****

-----------------------------------------------------------------------
STRENGTH SHOT TYPE A "CODE: SUPERIOR"         hcb + A, press A to hold
-----------------------------------------------------------------------
Stretching her Whip over her head, Whip throws and spin her Whip upward.
If the second hit connects, she will deliver a leaping kick to the head
with the whip tied to the opponent's neck.
* The second hits is an overhead that can only be blocked standing.
* She can move forward/backward as long as the A button is held.
* She gain a new voice sample for the move.
* The first hit is Super Cancellable to Sonic Slaughter.
* During MAX Mode, the second hit of Type A can be cancelled into Hook
 Shot. Do this when the kick hits the head. However, Hook Shot can
 only be done if the head kick is high enough for the move to be
 launched. Tall characters usually enable this feature.
* Type A is a Max Mode Cancellable move and the 1st hit is MAX Mode
 Cancellable.

# MAX Mode Comboable:
                  Boomerang Shot (1st hit/Corner)

Invincibility ****
Priority      ****
Speed         ***
Recovery      ***
Combo         ***
Damage        ***

-----------------------------------------------------------------------
STRENGTH SHOT TYPE B "CODE: STRENGTH"         hcb + B, press B to hold
-----------------------------------------------------------------------
Stretching her whip over her head, Whip throws her whip forward and
pulls it back to her, dragging the opponent towards her when it hits.
* Type B has the longest horizontal range of the Strength Shots. About
 3/4 of screen distance.
* The second hit deals no damage at all and serve to bring the opponent
 closer towards Whip.
* They will be a one second recovery pause for the opponent when the
 second hit connects.
* She can move around when the B button is being held.
* She gain a new voice sample for the move (one of my favourites).
* The first hit is Super Cancellable to Sonic Slaughter.
* It appears that Type B gained better attack priority this year.
* Type B is a Max Mode Cancellable move and the 1st hit is MAX Mode
 Cancellable.

# Best immediate attack after the 2nd hit:
                  - Boomerang Shot
                  - Sonic Slaughter
# MAX Mode Comboable:
                  Boomerang Shot (1st hit/Corner)

Invincibility ***
Priority      ****
Speed         ***
Recovery      ***
Combo         *****
Damage        *

-----------------------------------------------------------------------
STRENGTH SHOT TYPE C "CODE: VICTORY"          hcb + C, press C to hold
-----------------------------------------------------------------------
Stretching her whip over her head, Whip throws her whip forward and spins
the whip downward to grab the opponent from below. When it connects, she
will drag the opponent towards her (with the whip tied to the neck) and
performed multiple kicks to the head.
* Type C can only be blocked crouching.
* She can move forward/backward as long as the C button is held.
* She gain a new voice sample for the move. It sound much meaner and can
 be insulting.
* Type A is a Max Mode Cancellable move and the 1st hit is MAX Mode
 Cancellable.
* The first hit is Super Cancellable to Sonic Slaughter.
* This year the move has been downgraded (since it was superbly deadly
 last year) and no longer connects as the opponent falls. This is quite
 a loss as many of last years deadly combos cannot be carried over to
 this year's tournament. This reverts back its properties to how it was
 in '99 and 2000. So it's back to precise timing once again.
* However, since most of Whip's attacks gained better priority, so is
 Type C. You might not notice this but the 2nd hit of Type C is able
 to grab opponents just before they touch the ground. In some way it
 works almost as Type B even though the range is rather limited.

# MAX Mode Comboable:
                  Boomerang Shot (1st hit/Corner)

Invincibility **
Priority      ***
Speed         ***
Recovery      ***
Combo         **
Damage        ****

-----------------------------------------------------------------------
STRENGTH SHOT TYPE D "CODE: SPECIAL"         press D while holding any
                                            Strength Shots execution
-----------------------------------------------------------------------
Basically, this cancels the execution of any of the Strength Shots.
* She gain a new voice sample for the move.

# Comboable from: none

Invincibility *
Priority      *
Speed         *****
Recovery      *****
Combo         *
Damage        *

-----------------------------------------------------------------------
ASSASSIN STRIKE "CODE: BB"                          f, d, df + A/B/C/D
-----------------------------------------------------------------------
Whip spreads her whip vertically upward and pulls herself up to land on
various spots.
* The buttons pressed to execute Assassin Strike will determine where she
 lands. The conditions are:
 - A = 1/4 screen distance
 - B = 1/2 screen distance
 - C = 3/4 screen distance
 - D = full screen distance
* The A and B version has the fastest launch time.
* Assassin Strike is able to hit the opponent during launching up,
 descending down and touch down.
* She can no longer cancel the recovery of the move into any specials
 or DM. So you better time your attack.
* However, this year the move inflict greater damage than ever. So that
 will compensate for the lost of the cancel. How much damage? 3 times
 than last year's.
* Assassin Strike is able to cancel out moves in MAX Mode but cannot be
 cancelled in any circumstances.

# Comboable from:
                Whip Shots (distance dependent, A/B button)
# MAX Mode Comboable:
                Boomerang Shot (distance dependent/corner)

Invincibility ***
Priority      ***
Speed         ****
Recovery      **
Combo         ****
Damage        ****

-----------------------------------------------------------------------
HOOK SHOT: "CODE: WIND"                       in mid air, qcb + A or C
-----------------------------------------------------------------------
Whip swings from her whip in mid air and delivers a dashing kick ala
Spiderman.
* Hook Shot can be cancelled from jumping forward D (first hit) and any
 jumping B attack during Normal Mode. However, the kicks need to be
 hitting the opponent.
* During MAX Mode, Hook Shot can be cancelled from any air attacks with
 the condition that the attacks must hit the opponent and at reasonable
 height.
* After the second hit of Strength Shot Type A, Hook Shot can be performed
 during MAX Mode. The move won't hit but at least it will move you away
 from the opponent. This depends on the opponent's height since a certain
 height is needed for Hook Shot to be executed.
* Hook Shot can be followed up from Assassin Strike in MAX Mode. This
 depends on the height and Assassin Strike must hit first. Again the
 cancel inflict no damage and serve more as a run away approach.
* It is worth mentioning that the recovery landing of Hook Shot is
 cancellable to any specials or DMs.

# Comboable from:
                 Any air B attack (not connected),
                 Jumping Forward/Backward D (hitting only,
                  not connected)

Invincibility ****
Priority      ****
Speed         *****
Recovery      ****
Combo         ***
Damage        ****

-----------------------------------------------------------------------
DESERT EAGLE                                         d, db, b + A or C
-----------------------------------------------------------------------
Whip pulls out her Desert Eagle and shoot the ground.
* You can shoot more bullets out from her Desert Eagle by pressing the
 A/C button repeatedly for a maximum of 7 times.
* After the 7th shot, Whip will reload her gun.
* The number of times Whip is shooting the bullets will be carried over
 to other rounds and between battles. That means sometimes she can just
 reload when you perform the move.
* This year, the move is back to its '99 style of repelling the enemy.
 Instead of bouncing up, the opponent will be thrown away when being shot.
* When performed at corners, the move can be comboed up to 4 hits but
 elsewhere it will only combo to 2 hits. This is because the opponent
 is being thrown away from Whip after the second shot.
* Desert Eagle is not cancellable and cannot cancel any moves.
* The American and European version of KOF 2002 censors this move. You'll
 see Whip firing bullets out of her hand instead.

# Comboable from: Ground/Air CD (near corner preferred),
                 Strength Shot Type C (last animation),
                 Zed Throw/Alpha throw

Invincibility *
Priority      **
Speed         **
Recovery      **
Combo         **
Damage        *


=======================================================================
[10.0] DESPERATION MOVES ::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

-----------------------------------------------------------------------
[DM]    SONIC SLAUGHTER: "CODE: KW"                  qcb, hcf + A or C
[SDM]   SONIC SLAUGHTER: "CODE: KW"                  qcb, hcf + AC
-----------------------------------------------------------------------

Whip performs left and right slashes to the opponent using her whip
multiple times.
* The move deliver about 35% damage for the DM and 40% damage for the
 SDM. The SDM version ends the move with a non-connected Boomerang
 Shot.
* To perform any SDM in KOF 2002, you need to be in Max Mode first with
 at least one unused Power Stock available.
* Startup of both version posses the same speed and priority but the
 recovery of the SDM is longer.
* Sonic Slaughter works at close up distance only. However if any of
 the opponents' body parts touches the very first hit of the move, it
 will connect all the way.
* Whip needs to grab the opponent by the first hit only or it will
 never continue after that. Despite of that if the hit misses she will
 continue to slash left and right for a few more hits. This won't hurt
 the opponent though.
* Sonic Slaughter is Super Cancellable from the first hit of Strength Shot
 Type A/B/C and first hit of Boomerang Shot.
* She has a new voice sample for the move for both version of this DM.

# Comboable from: Standing B,
                  Standing A/B/C/D Close,
                  Crouching B/C (1st hit)
                  Strength Shot Type A/B/C (Super Cancel)
                  Boomerang Shot (Super Cancel)
# MAX Mode Comboable:
                 Standing C/A (with MAX Mode bypass)
                 Strength Shot Type A (corner, 2nd hit)

Invincibility *****
Priority      *****
Speed         *****
Recovery      **
Combo         *****
Damage        *****


-----------------------------------------------------------------------
[HSDM]    RAGING SHOT: "CODE: FW"                   Back, B, C, Back, C
-----------------------------------------------------------------------
Whip takes out a gun (not her Desert Eagle) and shoot out a big,
explosive blast while shouting "GAME OVER!".
* Raging Shot has incredibly long delay that I must advice anybody
 attempting to do this move to do if from a distance.
* All HSDM in KOF 2002 can only be triggered during MAX Mode when the
 life is left at about 1/5 of the full meter.
* With MAX Mode already enabled (and life at 1/5), you need at least one
 Power Stock available to execute any HSDM
* Raging Shot has a full screen range attack with a shooting range that
 covers the height of Whip.
* Because of the long startup (and recovery), Raging Shot is not
 comboable to any moves. However, with the exception of Super Cancels,
 it shares many cancellable properties of Sonic Slaughter. That means
 it can cancel from many moves but won't connect. Theoretically, all
 Super Cancellable Special Moves can be cancelled into any DM but for
 HSDM, this theory has not been proved yet (at least for Whip).
* Raging Shot is an unblockable HSDM but can be negated by projectiles.
* The opponent will not be hit by the blast if he/she is standing close
 to Whip.
* Whip gain full body invincibility from any physical or projectile
 attacks during the full animation of the move. Despite of that she can
 be attacked by any throws or grab-based special moves or DMs. I guess
 any ground-shaking moves can also prevent Whip from doing the move.
* The only way to avoid the blast is to jump high enough to be away from
 the blast zone, well timed rolling, getting near Whip when she shoots
 or rolling behind her.
* The American and European version of the game shows Whip firing the
 blast from a (very weird looking) gun that seem to be attached to her
 Whip.
* Some FAQs mentioned the name of this HSDM as "Super Black Hawk". I
 theorize that this might be the name of the move in Japanese or a
 direct translation or SNK Playmore/Eolith's official move name.

# Comboable from : None!

Invincibility *****
Priority      *****
Speed         **
Combo         *
Damage        *****


=======================================================================
[11.0] THE ART OF CANCELLING ::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   I am thinking of leaving this section out but in the end decided to
include it in because I thought some of you (apparently new or just
wasn't aware of the new system in 2002) might be confused with the
following sections especially with what I refer to as Normal Mode or MAX
Mode. Those KOF gurus can just skip this section.


::: C A N C E L :::

   Cancel is the act of performing another move right before the end
of the full animation of a present move. Example: cancelling the first
hit of Crouching C into Whip Shots. Not all moves allows cancellation.
Other than those explained below, there are also other types of cancel
such as Guard Cancel, Throw Cancel or Attack Cancel that function
at certain situational time.

Types of offensive cancel:
# Normal Mode Cancel
# Super Cancel
# MAX Mode Cancel

   NORMAL MODE CANCEL is the act of move cancelling that involves no
usage of the power stock. Usually a Normal Mode Cancel involves the
cancellation of normal moves into special moves or desperation moves.
   SUPER CANCEL is the act of cancelling a move with the consumption
of one power stock. Such example is the cancelling of the first hit of
Boomerang Shot into Sonic Slaughter. The player will flash in white
when a Super Cancel is done. Most Super Cancels are about cancelling a
special move into a desperation move.
   MAX MODE CANCEL is the act of cancelling done during the activation
of MAX Mode (that is usually not allowed in Normal Mode Cancel or Super
Cancel). The player will flash in white when a cancel is done in MAX
Mode and each time it is done the MAX Bar will be depleted about 1/5 of
its current meter. Certain move can also be cancelled by activating the
MAX Mode during the animation. MAX Mode cancel involves cancelling a
normal attack or Special Move into a Special Move.

In Short (for Whip),
- Normal Mode Cancel   :   Normal Attacks  ==>  Special Move/DM
- Super Cancel         :   Special Moves   ==>  DM
- MAX Mode Cancel      :   Normal/Specials ==>  Special Moves


::: MAX MODE :::

   MAX Mode is the newly introduced system this year that incorporates
many of the past series systems. The highlight of the system is the
ability to cancel a variety of moves that usually is not able to be done
under normal circumstances. For short: to enable more combos. MAX Mode
is activated by pressing B and C together. Upon activation, the character
will flash in yellow and a tiny bar (the MAX bar) will be available on
top of the Power Stock bar. This bar will start to deplete once MAX Mode
is activated. It is also being depleted of 1/5 of its current bar when
any move is cancelled. During the activation of MAX Mode these things
apart from the cancel are possible:

# performing a free DM
# performing an SDM (with an extra stock)
# performing an HSDM when the life is at 1/5

  It must be noted that SDM and HSDM can only be done in MAX Mode. So
respectively, to do an SDM and a HSDM will require at least 2 power
stocks since one stock is needed with to activate MAX Mode. If you add
that to a Super Cancel the stock consumption can goes up to 3. When any
DM/SDM/HSDM is performed during MAX Mode, the MAX Mode itself will end
immediately. Another note: activating a MAX Mode in the middle of a move
will consume 1 power stocks.


=======================================================================
[12.0] SUPER CANCELS ::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   Whip has four Special Moves that can be Super Cancelled. These four
Special Moves are:

* Strength Shot Type A "Code : Superior"
* Strength Shot Type B "Code : Strength"
* Strength Shot Type C "Code : Victory"
* Boomerang Shot "Code: SC"

Super Cancels works by cancelling the first hit of each Special (which
hits twice normally) by performing the Desperation Move. So far only
Sonic Slaughter works with the Super Cancel. Raging Shot is not known
if being able to do so. I doubt it is actually useful since the startup
is painfully slow.


::: STRENGTH SHOT TYPE A/B/C :::
* Easier Strength Shot Super Cancels: Perform any Strength Shot and hold
 it. While holding the execution, do the motion for Sonic Slaughter
 (qcb, hcf) and press A/C or AC at the end of the motion while at the
 same time letting go of the button that you are pressing.
* Remember that Strength Shot can only be Super Cancelled on the first
 hit (Strength Shot Type A/B/C hit twice right?).
* When to Super Cancel a Strength Shot:

Type A   :  Type A seems to be the best Strength Shot Super Cancel to
            perform. It is able to grab jumping opponents as well as
            trapping opponents that was crouching at the corner. If
            is however more advisable to just let Sonic Slaughter
            catch jumping opponents to save a Power Stock. If you are
            performing a MAX Mode Combo, Type A seems to be the best
            to cancel (at the corner of course). It is the only
            Special apart from Boomerang Shot that connects with
            Sonic Slaughter for catching mid-air opponents. For
            crouching opponents, the usefulness lies within its
            ability to form a trapping net that prevents the opponent
            from jumping (and thus hits them when they attempt to do
            so).
 Type B  :  Type B has the best priority but the least useful to do
            because it stuns the opponent anyway for a successful hit.
            It you attempt to Super Cancel a jumping attack, you'll
            notice that the cancel will miss and the opponent being
            knocked away.
 Type C  :  The worst priority and the least useful. It is very hard to
            connect because it needs to be done close to the opponent
            since the first hit has a short hit range.


::: BOOMERANG SHOT :::
This move is real hard to Super Cancel to me but the usefulness is
endless since it can connect with a variety of moves. Easiest that I did:
Enable MAX Mode. Hit the opponent with a double hit standing C. While
the move hits perform: QCB, HCF + A/C or AC. Practice make perfect.
Or you can perform a 'fake' Super Cancel using the MAX Mode Bypass combo.
Don't know what I am talking about? Read on...


=======================================================================
[13.0] NORMAL MODE COMBOS :::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   Whip lost a lot of her Normal Mode combos this year because of the
downgrading of Special Moves. This majorly refers to the toning down of
her almighty Strength Shot Type C that in overall saw more than 10 (yes
ten) combos disappeared from this years line up. Despite of that, her
arsenal of MAX Mode combos seems to be able to compensate for the lost
even though I really prefer her old 2001 combos back. Well, you cannot
have everything can you?


-----------------------------------------------------------------------
=1= 15-45% (3-21-27 Hits)
-----------------------------------------------------------------------
* Any cancellable standing hit, hcf + A/C
* Any cancellable standing hit, qcf, hcb + A/C

Note: List of cancellable attacks that connects with Boomerang Shot and
     Sonic Slaughter:
     - Standing A/B,
     - Standing A/B/C/D Close,
     - Crouching B/C (first hit),
     - Jumping C/D, as Whip falls down
     - Jumping Forward/Backward C/D,
     - Ground CD,

-----------------------------------------------------------------------
=2= 35-50% (5-23-29 Hits)
-----------------------------------------------------------------------
* Jump D (2 Hits), Close D/Crouch C (1 hit), hcf + A/C
* Jump D (2 Hits), Close D/Crouch C (1 hit), qcf, hcb + A/C or AC

-----------------------------------------------------------------------
=3= 50% (9 Hits)
-----------------------------------------------------------------------
* Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, hcf + A/C
* Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, dp + A/B
* Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, rdp + A/C

Note: Don't worry about the hit detection for Crouch C. The move will
     connect despite not shown by the Hit Indicator. This is more of a
     bug actually. Actually, you can replace Crouch C (1 hit) with
     Close D but this is not recommended because it has very funny way
     of connecting.

-----------------------------------------------------------------------
=4= 30-50% (4-22-28 Hits)
-----------------------------------------------------------------------
* Jump D (2 hits), hcf + A/C
* Jump D (2 hits), qcf, hcb + A/C or AC

-----------------------------------------------------------------------
=5= 30-35% (6-24-30 Hits)
-----------------------------------------------------------------------
* Jump D (2 hits), Stand B, Crouch B, hcf + A/C
* Jump D (2 hits), Stand B, Crouch B, qcf, hcb + A/C

-----------------------------------------------------------------------
=6= 10-15% (5 Hits)
-----------------------------------------------------------------------
* Jump D (2 hits), Crouch C (2 hits), hcf + A
* Jump D (2 hits), Crouch C (2 hits), rdp + A

Note: These two combos, like the explanation given on the previous combo
     are character specific. The first combo string works best on tall
     or big characters while the 2nd string works on everyone.

-----------------------------------------------------------------------
=7= 10-15% (2-3 Hits)
-----------------------------------------------------------------------
Crouching C (2 hits), hcf + A

Note: This combo doesn't work on everyone because it depends on how a
     character fall. It works every time on Angel, Chang and K' among
     others (there are more). Only the last hit of Crouching C that
     matters. For characters that doesn't respond to this combo, the
     combo below is suggested.

-----------------------------------------------------------------------
=8= 15% (3 Hits ++)
-----------------------------------------------------------------------
Crouch C (2 hits), rdp + A/C

Note: Depending on distance, selectively choose which button (A or C) to
     execute Desert Eagle. You can shoot additional bullets from Desert
     Eagle.

-----------------------------------------------------------------------
=9= 15% (2 Hits ++)
-----------------------------------------------------------------------
Stand CD/Jump CD, rdp + A/C

Note: Depending on distance, selectively choose which button (A or C) to
     execute Desert Eagle. You can shoot additional bullets from Desert
     Eagle.

-----------------------------------------------------------------------
=10= 15% (2 Hits)
-----------------------------------------------------------------------
Stand CD, hcf + A/C

Note: Again, this combo seems to be character dependent. The bigger or
     longer the character is, the better chances it has to connect.

-----------------------------------------------------------------------
=11= 15% (3 Hits)
-----------------------------------------------------------------------
* Jump Upward A, hcf + A/C
* Jump Upward C, hcf + A/C
* Jump Upward D, hcf + A/C

Note: For the combo to work, Jump Upward A/C/D needs to  be done as Whip
     falls down.


=======================================================================
[14.0] MAX MODE CANCEL:::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

* During MAX Mode, any ground attack (including Whip Shots) can only be
 cancelled into the following special moves:
 # STRENGTH SHOT TYPE A
 # STRENGTH SHOT TYPE B
 # STRENGTH SHOT TYPE C
 # BOOMERANG SHOT
 # ASSASSIN STRIKE

* During MAX Mode, any air attacks can be cancelled into Hook Shot as
 long as it is launched from the height in which Hook Shot can be
 done normally. these rules does not apply to
 - Jump Forward D (1st hit)
 - any Jump B,
 because these moves can be cancelled into Hook Shot in Normal Mode.

* Special Moves cancellation in MAX Mode works as shown in the chart:-
-----------------------------------------------------------------------
SPECIAL MOVES                | CANCELLED INTO...                     |
-----------------------------------------------------------------------
Strength Shot Type A/B/C     | - Boomerang Shot                      |
(1st hit)                    | - Assassin Strike                     |
-----------------------------------------------------------------------
Strength Shot Type A         | - Hook Shot (dependent on height)     |
(2nd connected hit)          |                                       |
-----------------------------------------------------------------------
Boomerang Shot (1st hit)     | - Strength Shot Type A/B/C (1st hit)  |
                             | - Assassin Strike                     |
-----------------------------------------------------------------------
Assassin Strike              | - Hook Shot (dependent on height)     |
-----------------------------------------------------------------------

* These Special Moves cannot be cancelled not matter what:
 - Assassin Strike
 - Desert Eagle
* Desert Eagle is not cancellable into/from any moves. The recovery
 landing of Assassin Strike is not cancellable in either MAX Mode or
 normal mode.
* From the 1st-4th hit of Whip Shots, to cancel it into a special move
 (during MAX Mode) requires the hit to actually be hitting/touching
 the opponent.
* The rule of normal cancel and Super Cancel still exist in MAX Mode.
* You cannot cancel a move into DM/SDM/HSDM during MAX Mode unless the
 move enables it during normal cancel or Super Cancel only.


=======================================================================
[15.0] MAX MODE COMBOS ::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
Tags:
[Corner] : Effectively done at/near corners
==>      : cancel into the following move
[SC]     : Super Cancel
[MAX]    : MAX Mode Activation

Note:
* Due to the nature of the cancelling, I decided to use the names of
 moves rather than their button motion unlike the normal mode combos
 section since it is less confusing.
* Any combo that begins with a Boomerang Shot can be started with any
 move that will connect with it after that. For example: Standing D
 close will connect with Boomerang Shot. Refer to the cancellable
 table provided for reference.
* Any combo that ends with double hit Boomerang Shot can be Super
 Cancelled into Sonic Slaughter for greater damage.
* There are many possibilities of the MAX Mode combos. What are listed
 here are just a few of the examples.

Quick Revisions:
+---------------------------------------+------------------------+
| Boomerang Shot "Code: SC"             | hcf + A or C           |
| Assassin Strike "Code: BB"            | f, d, df + A/B/C/D     |
| Hook Shot "Code: Wind"                | Jump, qcb + A/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 |
+---------------------------------------+------------------------+
| Sonic Slaughter "Code: KW"  (DM)      | qcf, hcb + A/C         |
| Sonic Slaughter "Code: KW"  (SDM)     | qcf, hcb + AC          |
+---------------------------------------+------------------------+

* Type A refers to Strength Shot Type A, Type B... You get the idea.


-----------------------------------------------------------------------
=12= 25% (4 Hits) [Corner]
-----------------------------------------------------------------------
Boomerang Shot  ==>  Type B  ==>  Boomerang Shot  ==>  Assassin Strike


-----------------------------------------------------------------------
=13= 40-50% (22-28 Hits) [Corner]
-----------------------------------------------------------------------
Boomerang Shot ==>  Type A ==>  Sonic Slaughter

Note: You can do another round of Boomerang Shot and Strength Shot Type
     A before doing Sonic Slaughter. Add in a comboable move that
     connects with Boomerang Shot for extra damage. Only Strength Shot
     Type A that will connect with Sonic  Slaughter in the corner. As
     an option, you can do a double hit Standing C far before the
     Boomerang Shot.


-----------------------------------------------------------------------
=14= 20% (5 Hits) [Corner]
-----------------------------------------------------------------------
Type A/B/C  ==>  Boomerang Shot  ==>  Type A  ==>  Boomerang Shot
==>  Assassin Strike


-----------------------------------------------------------------------
=15= 15% (2 Hits) [Corner]
-----------------------------------------------------------------------
Boomerang Shot  ==>  Assassin Strike (A or B version)


-----------------------------------------------------------------------
=16= 30% (6 Hits) [Corner]
-----------------------------------------------------------------------
Type A  ==>  Boomerang Shot  ==>  Type A  ==>  Boomerang Shot
==> Type A...

Note: It doesn't matter whether you start with either move since each is
     able to cancel into each other.


-----------------------------------------------------------------------
=17= 15% (3 Hits) [Corner]
-----------------------------------------------------------------------
Type A/B/C  ==>  Boomerang Shot

Note: Actually, you can do this combo even when you are not at the corner.
     If you are at the corner, you can go on cancelling the 1st hit of
     either moves into each other. Remember though, the 1st hit of the
     Strength Shot differ in attack direction and may connect differently.


-----------------------------------------------------------------------
=18= 7-15% (3-5 Hits)
-----------------------------------------------------------------------
Whip Shots  ==>  Boomerang Shot

Note: Cancel into Boomerang Shot during the 1st-4th hit. There's not much
     use to cancel at the fifth hit since the fifth hit is cancellable.
     In fact this combo is quite illogical since that you might as well
     cancel at the fifth shot anyway. This combo is dependent on the
     height of the opponent. Preferably use the A button to launch
     Boomerang Shot cause its faster. If close enough, the 1st hit of
     Whip Shots can connected to a double hit Boomerang shot.


-----------------------------------------------------------------------
=19= 15-20% (3-4 Hits)
-----------------------------------------------------------------------
Stand A far/Stand C far (1 or 2 hits)  ==>  Boomerang Shot


-----------------------------------------------------------------------
=20= 40%-50% (21-27/22-28 Hits)
-----------------------------------------------------------------------
Stand A far/Stand C far (1 or 2 hits)  ==>  Boomerang Shot
==>  Sonic Slaughter

Note: To make it easier, during the 1st hit (or 2nd hit of Standing C
     Far) perform the motion for Sonic Slaughter without doing Boomerang
     Shot. It works most of the time for me.


-----------------------------------------------------------------------
=21= 10% (3 hits)
-----------------------------------------------------------------------
Stand C far (1/2 hit)  ==>  Strength Shot Type B

Note: In order to connect, you need to be in a certain distance from the
     opponent. Close but not too far (just  enough for Stand Far C to be
     launched instead of Close C). When the first hit connects, cancel
     it at half hit into Strength Shot Type B.


-----------------------------------------------------------------------
=22= 15% (4 Hits)
-----------------------------------------------------------------------
Stand C far (1 hits)  ==>  [MAX]  ==>  Crouch B
==>  Boomerang Shot or Sonic Slaughter

Note: Boomerang Shot can be Super Cancelled into Sonic Slaughter or Sonic
     Slaughter can be executed straight after Crouch B.


=======================================================================
[16.0] MAX MODE BYPASS COMBOS ::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   MAX Mode Bypass is a feature (or rather a trick) of playing with
the MAX Mode that was quite unnoticed for a very long time. This really
means going straight into MAX Mode without activating the mode first
hand. Normal attacks that cannot be cancelled in Normal Mode benefits
majorly as it enabled strings of combos that was either impossible to
execute or require very fast hands (of switching modes).
   The trick of activating the Bypass lies within the combination of
more than two attack buttons together with a series of direction motion.
We know that BC activates MAX Mode. The Bypass is done by combining
Special Moves or DM direction motions with any button press that includes
B and C. Other than BC, you can also have ABC, BCD or ABCD button presses
as long as the buttons B and C are pressed. Why? Because without these
two buttons pressed together, MAX Mode cannot be invoked.

Consider the two Combos below:
      ------------------------------------------------
      |    * Standing C (double hit), qcb hcf + BC   |
      |    * Standing C (double hit), qcb hcf + ABC  |
      ------------------------------------------------
Explanation:
   If you experiment with the combos above, you'll notice that you can
actually perform Sonic Slaughter right after Standing C Far. In actual
theory, Standing C far is only cancellable by a MAX Mode cancellable move.
But by substituting the button press for the DM version of Sonic Slaughter
with BC (instead of the usual A or C), you can go directly to Sonic
Slaughter without changing to MAX Mode itself. In the same manner,
pressing ABC will get you the SDM version of the move (rather than
pressing the usual AC).
   Standing C far is not cancellable into Sonic Slaughter even in MAX
Mode. If that is so then why were you able to do the move above? Simple,
you actually change to MAX Mode (which cancels the recovery of Standing
C far) and directly execute the DM/SDM. In the usual fashion this is also
possible but it is much trickier. The button press just simplifies if for
you.
   Pressing BC works in two ways. One is to invoke the MAX Mode (by
pressing BC precisely) and performing the DM (by pressing C). So it is
the same as pressing individual buttons of BC and C at the same time.
Example: BC =invoke MAX Mode, qcb hcf + C = Sonic Slaughter DM. Two things
at the same time! The same things applies when you press ABC: BC = invoke
MAX Mode, qcb hcf + AC = Sonic Slaughter SDM. Another example below:
         ------------------------------------------------
         |           Stand C (2 Hits), hcf + BC         |
         ------------------------------------------------
   This actually translates to: [ BC and hcf + C ]. The Boomerang Shot
launched is the C version. This combo is normally impossible to perform
without MAX Mode.
   Another Note: Command overlapping will only launch the respective
version that was involved in the execution. Like above, hcf + BC will
result the C version of Boomerang Shot because to launch the A version
the button A needs to be in the button press. It is not known however
that if hcf + ABC will result in which version of Boomerang Shot. To me
the command just conflicts.
   I notice that MAX Mode Bypass combos seems to more damage than
being done in MAX Mode itself and to some extent even Super Cancel
combos.

Here are the complete list of MAX Mode Bypass Combos known so far:

-----------------------------------------------------------------------
=23= 30-50% (20-28 Hits)
-----------------------------------------------------------------------
* Non Cancellable Normal Move, qcb, hcf + BC
* Non Cancellable Normal Move, qcb, hcf + ABC

Note: DO this right and you'll end up with Sonic Slaughter.
     Here's a list of Non Cancellable Normal Moves that connects in
     this combo with Sonic Slaughter:
     - Stand C (1 hit or 2 hits)
     - Stand A
     - Crouch A (a bit closer to the opponent or the DM will miss)

-----------------------------------------------------------------------
=24= 30% (3-4 Hits)
-----------------------------------------------------------------------
* Non Cancellable Normal Move, hcf + BC

Note: Here's a list of Non Cancellable Normal Moves that connects in
     this combo with Boomerang Shot:
     - Stand C (1 hit or 2 hits)
     - Stand A
     - Crouch A (a bit closer to the opponent or the move will miss)
     - Crouch D ( as soon as the opponent is hit)


I would like to thank the person who emailed me about the Bypass trick.
I'm really sorry that I lost your mail. If you are reading this, the
credit is all yours!


=======================================================================
[17.0] 100% COMBOS ::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
Several people have emailed me about posting the 100% combo for Whip.
KOF Union have posted a few videos of her doing the combo and true
enough, the hits and damage are really great. the problem was, all the
combos needs to de done in MAX Mode, opponents needs to be cornered and
you really need very fast fingers. Here are my own translation of these
combos... Oh... before I forget, these combos were done by the cool guys
at KOFUnion.com so thank them for this!

Tags:
[Corner] : Effectively done at/near corners
==>       : cancel into the following move

-----------------------------------------------------------------------
=25= 100% (34 Hits)
-----------------------------------------------------------------------
1. Close D (cancel), hcb + B,
2. Close D, F + A A A A A (Activate Max Mode at 5th hit of Whip Shots),
3. Jump Forward D, Standing B, Crouching B,
4. hcf A (Super Cancel), qcb, hcf + A

Note: There is something strange about this combo: when Close D was
     cancelled to Type B (hcb + B), the combo registered is 3 hits.
     Strange because Close D when cancelled even in MAX Mode will not
     connect to Type B. Everything else looks normal though.

-----------------------------------------------------------------------
=26= 100% (34 Hits) CORNER
-----------------------------------------------------------------------
1. Close D, f + A A A A A (Activate Max Mode at 5th hit of Whip Shots),
2. Jump Forward D, Stand B, Stand A, Crouch B,
3. then repeat this 5 times:
   Boomerang Shot  ==>   Type B, Type D (cancel type B by pressing D)
4. Sonic Slaughter (at the last repeat of Boomerang Shot)

Note: This combo can make your hands confused especially the (2) and (3)
     part. Sonic Slaughteris performed after the the Super Cancel of
     Boomerang Shot.

-----------------------------------------------------------------------
=27= 100 % (15 + 6 Hits) Corner
-----------------------------------------------------------------------
1. Close D, f + A A A A A (Activate Max Mode at 5th hit of Whip Shots),
2. Jump Forward D, Stand B, Stand A, Crouch B,
3. hcf + A  ==>  hcb + A  ==>  hcf + A
4. hcb + B, then press D (don't release B button)
5. hcf + A  ==>  hcb + B,
6. Close D, F + A A A A A, hcf + A.


### Thanks to shifeng chee for telling me this.


=======================================================================
[18.0] MOVE LIST PROPERTIES :::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: NORMAL MODE :::

Sp     : Special Moves
DM     : Desperation Move

=======================================================================
|  MOVES                                   |  CANCELLED INTO...       |
=======================================================================
| Standing A/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 air B attack                         |  Hook Shot               |
| Jump Forward/ Backward D (hitting only)  |                          |
-----------------------------------------------------------------------
| Whip Shots (last hit)                    |  Whip Shots, Sp, DM      |
-----------------------------------------------------------------------
| Strength Shot Type A/B/C (1st hit)       |  DM (Super Cancel)       |
|                                          |                          |
| Boomerang Shot (1st hit)                 |                          |
-----------------------------------------------------------------------


::: MAX MODE :::

SpX     : MAX Mode cancellable Special Moves
(  X  ) : connected with the x special move
*       : quite dependent on distance/opponent height

List of cancellable Special Move:
- Boomerang Shot
- Strength Shot Type A
- Strength Shot Type B
- Strength Shot Type C
- Assassin Strike
- Hook Shot

Note: All the moves listed here are actually moves that is cancellable
     and connected (or comboable). All ground and air moves is
     cancellable to the listed MAX-Mode cancellable Special Moves
     during its recovery or attack animation.

=======================================================================
|  MOVES                              |  CANCELABLE/CONNECTED INTO... |
=======================================================================
| Standing A far                      |  SpX  (Boomerang Shot)        |
| Standing C far                      |  SpX  (Boomerang Shot)        |
| Standing D far [hit]                |  SpX  (Boomerang Shot)        |
-----------------------------------------------------------------------
| Crouching A                         |  SpX  (*Boomerang Shot)       |
| Crouching D                         |  SpX  (*Boomerang Shot)       |
-----------------------------------------------------------------------
| Close D                             |  SpX  (Boomerang Shot)        |
-----------------------------------------------------------------------
| All air attacks (except the air     |  Hook Shot                    |
| attacks listed in the Normal        |                               |
| Mode) and air CD                    |                               |
-----------------------------------------------------------------------
| Whip Shots [1st-4th hit]            |  SpX  (*Boomerang Shot)       |
-----------------------------------------------------------------------
| Strength Shot Type A/B/C            |  (*Boomerang Shot) &          |
| [1st hit]                           |  (Assassin  Strike)           |
-----------------------------------------------------------------------
| Strength Shot Type A                |  (*Hook Shot)                 |
| [2nd connected hit]                 |                               |
-----------------------------------------------------------------------
| Boomerang Shot [1st hit]            |  (Strength Shot Type A/B/C)   |
|                                     |   & (Assassin Strike)         |
-----------------------------------------------------------------------
| Assassin Strike [descending hit]    |   *Hook Shot                  |
-----------------------------------------------------------------------


=======================================================================
[19.0] BATTLE NOTES :::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: CD ATTACK :::
Whip's CD attacks are highly prioritized making it one of the best
knockdown attacks in the game. Notice that each of the attack stance
places Whip away from the opponent thus making it a superb poking move.
The moves came out VERY FAST (especially Ground CD), great for that
emergency situation. Very few CD attacks has this priority, range and
speed so take the most advantage of this (Hint: Abuse it!).

::: COUNTER ATTACKS (REVERSALS) :::
Counter Attacks can be a pain to Whip more so because of Whip's poking
attacking style. Here are a few points to consider when fighting
fighters with this ability:
* Avoid using long range attacks blindly. This includes doing
 Whip Shots without comboing it first or any other long range
 normal attacks.
* List of possible offenders that may get you in trouble:
 - Boomerang Shot (1st hit)
 - Strength Shot Type B
 - First hit of all Strength Shots
 - CD attacks
 - Whip Shots (especially this)
 - Crouching A (also top on the list)
 - Crouching C (it great posses range too)
 - Jumping C
* There are some moves that are either CANNOT be countered or have
 small chances of being reversed. This includes

 :: Strength Shot Type A (2nd Hit) ::
    The second hit is almost impossible to counter. Why? It grabs the
    opponent from above, directly above unlike any other air attacks.
    HOWEVER, this only applies for the second hit, meaning the first
    MUST MISS or the move is done far away.

 :: Strength Shot Type C (2nd Hit) ::
    Almost the same as Strength Shot Type A, it actually grab on the
    level almost parallel to the ground. The second hit is not a ground
    attack, it is grabbing hit. The rule of Type A also applies to this
    one.

 :: Sonic Slaughter ::
    I am not really sure about this one, but it seems that first hit
    of the DM is invincible. It is ABLE to take down many Counter
    Moves BUT... only on the very first hit. If you miss that one,
    the proceeding hits act like normal attacks so timing is crucially
    great.

 :: Desert Eagle ::
    Obviously. But would you actually do that considering the damage
    is small, the recovery is slow and you can't accurately judge the
    attack range? DON'T!

* Hook Shot is vulnerable to high range counter but there is a
 possibility that you will be able to get away since the move is a
 dash attack even when the opponent starts executing the attack
 animation (such as Yamazaki High Counter) but that is such a small
 chance.


=======================================================================
[20.0] POST BATTLE QUOTES :::::::::::::::::::::::::::::::::::::::::::::
=======================================================================

::: WIN QUOTES :::

#1   "No one has a hope against my dazzling bullwhippery".
#2   "Those who get in my way will feel my whip's sting".
#3   "Nothing gets by me and my little whippy-poo".
#4   "Look like it's the end of the line for you".
#5   "Well, guys, it's time we had a little talk".

* Quote #1 is her generic win quote against an opponent.
* She will choose quote #2 when she defeats the Korean Team or Billy.
 I don't know why she said that against Billy (maybe they are both
 long range fighters).
* Quote #3 and #4 is optional and can be chosen by holding down the B
 or C button after the last match.
* The last quote is her win quote against Kula (and the  entire KOF
 2001 team).

::: LOSE QUOTES :::
#1   "That was quite a pilgrimage you made".
#2   "You are a disgrace to our dog tags. Pansies".

* Quote #1 is K' win quote over her.
* Quote #2 is what Clark would say after winning against Whip. It is not
 yet determined if this lose quote is exclusively for Whip.


=======================================================================
[21.0] TID BITS :::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
* Playmore should fix the bug so that Crouching C (first hit) connects
 with Whip Shots. I don't know why it is not a registered hit because
 the opponent will never be able to get away anyhow.
* The only animation frame missing from Whip is her original Ground CD
 attack from '99. Her current Ground CD animation is actually her dodge
 attack also from the same year. The move lags a lot but was very cool
 to watch. This move sees Whip performing a rotational thrust using her
 folded whip. The other animation frame is her Jumping B attack. That
 seems to be a little lost as it lacks range and open Whip up to
 attacks.
* If you blindly do Desert Eagle while against the CPU, you'll notice
 that they will never attacks you until you finish the move. Why?
 I don't know. This thing originates from 2001.
* The Strength Shot Type B KO bug appears to be fixed. Maybe some of
 the programmers read my 2001 guide?
* Inconsistencies in damage can sometimes be noticed on Raging Shot.
 The blast can clear 35-40% of the lifebar.
* I suspect that the second hit of Sonic Slaughter is also able to
 connect the move as it hits. This is quite true since there were
 times while doing a combo, the registerd hits were not faithful to
 the actual full hits of the DM.


=======================================================================
[22.0] ACKNOWLEDGEMENTS :::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================
   Finally, this revision is finished. I would like to thank all the
people who have given positive feedbacks and comments over the years.
In case you need to email me, send me your mail to [email protected].
I can also be found on the GameFAQs.com message board sometimes. The
user name is Fabian.

Thank You to:
* GameFAQs.com for the place to place this guide. Skip the game mags
 and go to this site instead. It's free and great.
* Those people who have e-mailed me giving their feedbacks and comments.
 Sorry that I lose your mails thus making me unable to list out your
 names. People like you make my day!!!
* The webmasters who have interest in posting my guide. I'm sorry for
 the late change in policy. Don't hesitate to ask for more.
* Cesar A. Carnias for the feedback of my 2001 guide.
* ratix0 for clearing my mess of the power stock consumption.
* shifeng chee for the 100% combo!
* KOFUnion.com for making the 100% Combos Videos.
* Kofonline.com for the great site. Go there!!!
* My computer for making it possible to write this guide.
* My new local arcade for having the KOF series. That's enough reason
 not to play KOF on emulators.
* YOU!!! for reading up until this point!!! Hope you enjoy
 this guide.