,yyyMKV
             CRITICAL BLOW                                       VkuMkMuuM,
  [ ComboFAQ / Japanese PlayStation ]                         VuKdV,.   uM
  [  ver 3.0 / [email protected]  ]                  .,VVyddddddyVyVV.dMdMy
  [  faq + ascii + psn: afroshouji  ]            .,VyduuuuddyyyVVVV,VVVuKyMMkMK
  [  ♥ discord : afroshouji#1882 ♥  ]       ,VyduuuMudV,.            yuyuy  .KM
                                        .VuKKKKudV,                  dMMKV  uy
                                    .Vuk#kKuV.                     .dKkkk.
                                  Vuk##MV                        ,dKKKuu,
                                dMK#kd.                       .VuMuuudV
                              VKKMkd                       ,Vyyuuddy,
                             dkKuV                      ,duduMudV,
                            dKMMV                 .,VyduuuMMMd,
                           ,,.,u.    ..,V ,y,V,VVyVyuMMMMuy,
                 .y, .uKuMuudddduuduuMMudy,,,VyyduMMMuy,
yy  ..VV.    VuMMMduKMdyV,   V,.     ..V..,VyduuuddV.
yuuKd,,VdMMdKudyyyydud,    ,duMyV,,VydddyyVV,.
 VduuuuudVV.        .yMKdMuMKKddKMKMd.
                        VVdkMyMM.
                        uBXk#u,
                       .BBku.
════════════════════════════════════════════════════════════════════════════════
 Copyright 2011 - 2020 Khris "afroshouji" Gaines

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 This FAQ should not be used by anyone other than the author for a profitable
 and/or promotional purpose (eg - published in a magazine or guidebook, etc).
 Nor is this document to be given away as a bonus or gift. It isn't my desire
 to write all this up just to get others rich. Anyone who has enough interest
 in this FAQ and would like to include it on their sites, please ask me first
 in an email describing your page (include the URL) and I'll get back to you.
 Don't just take it; ask me. I am normally lenient if you take that approach.
 All copyrights and trademarks associated with this FAQ are acknowledged. All
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  Discord channels may link to the original GameFAQs document all they want.

《Critical Blow》 and its characters are copyright 1997 Banpresto, Ltd.
All rights reserved.

This FAQ is available at the following places :
--------------------------------------------------  Critical Blow // ComboFAQ  -
- GameFAQs                                                        gamefaqs.com/


 /////////////////////////
//  TABLE OF CONTENTS  //
////////////////////////////////////////////////////////////////////////////////

Critical 1 : CONTROLLER + BUTTON NOTATION
Critical 2 : COMBO LISTING NOTATION
Critical 3 : HOW TO READ THE COMBOS
Critical 4 : CHARACTER COMBOS

    - Berserker             - Bobby Loggins         - Chiaki Ichinomiya
    - Hagane Ichinomiya     - Kei Iwase             - Mao Chilling
    - Mark Stanford         - Marry Phillips        - Merkuar
    - Neil Mcdaniel         - Reymond Norman        - Rickey Leon
    - EX Rickey                                     - Sieguei

Critical 5 : SPECIAL THANKS
Critical 6 : REVISION HISTORY
Critical 7 : FINAL NOTE


 //////////////////
//  CRITICAL 1  //                                 CONTROLLER + BUTTON NOTATION
////////////////////////////////////////////////////////////////////////////////

(  Controller Notation  )  ===========================================  ( 2.01 )

  7   8   9       Jump Up-Back            Jump Up           Jump Up-Forward
   \  |  /
4 --  5  -- 6     Retreat / Guard         Neutral           Advance
   /  |  \
  1   2   3       Crouch / Low Guard      Crouch            Offensive Crouch

- Reverse forward and back if you're on the right side of screen.


(  Button Notation  )  ===============================================  ( 2.02 )

  L2              R2                      n/a               n/a


  L1              R1                      n/a               n/a

       Triangle                                   Punch (P)

Square          Circle                 Action (Ac)         Kick (K)

          X                                       Card (Cd)

- Button notation can be changed at the Key Configuration menu in the Option
  Mode screen. This FAQ utilizes the default setup shown above.
- The Action button is used in conjunction with Punch or Kick for throwing
  techniques, or pressing 2Ac to do an evasive roll (see section 6.01).
- Holding the Action button for 120F creates an Assault Blow (AsB) charge,
  which lasts for 180F or until the Action button is released. Assault Blows
  launch an opponent into the air, leaving them vulnerable. Assault Blows can
  be guarded, and cost 1 Gauge Level to activate.


 //////////////////
//  CRITICAL 2  //                                       COMBO LISTING NOTATION
////////////////////////////////////////////////////////////////////////////////

P, K, Ac, Cd   -  Punch, Kick, Action, Card. Press that indicated button.
+              -  Stands for "and".
_              -  Stands for "or".
236 / 214      -  Motion (d,df,f) or (d,db,b) on the joystick.
41236 / 63214  -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
[x] ]x[        -  Hold/charge the specific direction or button(s). ('[4]' means
                  to hold backward on the joystick.) For special abilities the
                  minimum charge time is 1-second (60 frames) before releasing
                  (if needed). Can be followed by additional commands after the
                  charge is complete. ('[4]6' means to charge backward for at
                  least a second, then press forward.) Inverted brackets mean
                  to release the held button(s) to activate the effect.
j.             -  Perform the following command(s) while jumping/in the air.
x~y            -  Anything within that specific range of directions or buttons
                  will work. (Always goes clockwise for directions; '2~8' means
                  2, 1, 4, 7, or 8.) Commonly used to show a min/max range of
                  frames, hits, and/or damage for attack properties that may
                  change due to charging or powering-up.
1,2,3,4..      -  Note numbers; listed along the left-side of the FAQ alongside
                  an attack/command to correspond to information numbers listed
                  below. Some attacks may have multiple notes.

▲              -  Jump after previous move or command.
▼              -  Land to the ground after previous move or command.
,              -  Separator; move to the next attack or special move in the
                  combo. If there is specific timing involved between attacks,
                  additional notes should be included.
( )            -  Indicates a character's Combination Technique string, so all
                  the attacks listed between the parenthesis should be executed
                  in swift succession.
AsB            -  Assault Blow: hold the Action button for 2 seconds, using 1
                  Gauge Level. "AS" appears over the Gauge stocks when the
                  Assault Blow is enabled. It lasts 3 seconds, during that time
                  you must release the Action button to perform a Assault Blow.
                  Combos utilizing an Assault Blow normally need it charged
                  prior to starting the combo, or during the first hit.
KAc            -  Kuzushi: the swap throw performed by pressing Kick + Action.
*              -  New or updated combos/information since the last revision.


 //////////////////
//  CRITICAL 3  //                                       HOW TO READ THE COMBOS
////////////////////////////////////////////////////////////////////////////////

The characters' combos are listed within a structure like the one below:

-----+---------+-------------------------------------------+----+------+--------
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
1,2 | 3P      | 8K,(6P,P,6P),AsB,4P,(P,K),623K            | C1 | 12   | 90
-----+---------+-------------------------------------------+----+------+--------
 |       |                         |                        |     |       |
 a       b                         c                        d     e       f

a  - Notes
     Some combos may have additional details or in-depth descriptions. Numbers
     correspond to whichever note listed after the combos to give further info.

b  - Starters
     The beginning hit(s) of a combo. This is the lead-up into the combo/juggle
     portion. All combos listed in a boxed section begin with the same Starter.

c  - Combos
     The listing of the notations for the full combo, which takes place after a
     Starter successfully hits. Unless indicated in a specific combo's notes,
     all hits of an attack should strike before moving on to the next attack.

d  - Corner / Super Gauge
     C: Combo can only be performed against a cornered opponent.
     !: Combo requires levels of Super Gauge, indicated by a number.

e  - Hit Counter / Combometer
     The total amount of hits the combo does.

f  - The amount of damage the combo does in full, out of 140 life. Damage is
     based on those from Group B, who technically take the greatest amount of
     damage amongst the normal cast. (EX Rickey receives about +30% damage from
     combos over Group B.) Damage to other groups deal slightly less.

- DAMAGE GROUPS (damage decreases going toward the right)
 --------------+--------------+---------------+--------------+--------------
  Group A      | Group B      | Group C       | Group D      | Group E
  (130% damage)| (100% damage)| (90% damage)  | (85% damage) | (75% damage)
 --------------+--------------+---------------+--------------+--------------
  EX Rickey      Chiaki         Bobby           Hagane         Berserker
                 Mao            Kei             Merkuar
                 Marry          Mark            Neil
                 Rickey         Sieguei         Reymond


 //////////////////
//  CRITICAL 4  //                                             CHARACTER COMBOS
////////////////////////////////////////////////////////////////////////////////

=======================================================================  ( .01 )
 >> BERSERKER
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | 4P,6P,623K                                |    | 10   | 74
    |         | 4P,6P,236P                                |    | 9    | 62
    |         | 4P,236P                                   |    | 8    | 47
    |         | 623K                                      |    | 7    | 46
-----+---------+-------------------------------------------+----+------+--------
    | 2K      | 236P,2K,236P                              | C  | 17   | 55
-----+---------+-------------------------------------------+----+------+--------
    | 4K      | 236236P                                   |  1 | 12   | 63
    |         | 236P,236P                                 |    | 9    | 40
-----+---------+-------------------------------------------+----+------+--------
1   | 6K      | 6K,236236P                                | C1 | 18   | 71
-----+---------+-------------------------------------------+----+------+--------
    | AsB     | 4P,236P                                   |  1 | 7    | 47
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  The cancel into 236236P is a tricky one. The second 6K should only 3-hit, and
  the cancel has to take place immediately.


=======================================================================  ( .02 )
 >> BOBBY LOGGINS
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | 236P                                      |    | 2    | 22
-----+---------+-------------------------------------------+----+------+--------
    | 4K      | 4P,2141236P                               |  3 | 3    | 140
    |         | (K,K),5P,AsB,5P,623K                      | C1 | 7    | 71
    |         | (6P,4P,P,P),623K                          |    | 6    | 65
    |         | 236236P                                   |  1 | 9    | 63
1   |         | (6P,4P,P),236P                            |    | 5    | 44
    |         | (K,K),214K                                |    | 4    | 44
    |         | 4P,214K                                   |    | 3    | 36
-----+---------+-------------------------------------------+----+------+--------
    | j.K     | ▼ 4K,236236P                              |  1 | 10   | 72
    |         | ▼ (6P,4P,P,P),623K                        |    | 6    | 68
    |         | j.236P                                    |    | 2    | 19
-----+---------+-------------------------------------------+----+------+--------
    | j.PK    | ▼ (P,K),AsB,6P,623K                       | C1 | 6    | 73
    |         | ▼ (P,K),AsB,[6]P,623K                     | C1 | 6    | 71
    |         | ▼ (66),6K,236P                            |    | 3    | 39
    |         | j.236P                                    |    | 2    | 25
-----+---------+-------------------------------------------+----+------+--------
2   | KAc     | [6]K,5P,4K,AsB,(6P,4P,P),623K             | C1 | 8    | 88
2   |         | [6]K,5P,4K,AsB,(6P,4P,P,P)                | C1 | 8    | 82
    |         | 4P ▲ j.236P                               |    |      | 22
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  Sometimes Bobby passes underneath the opponent during the juggle. Usually if
  you perform the combo fast enough Bobby throws the knife in the way they are
  facing regardless, so you won't have to invert the direction.

- Note #2
  Requires Bobby to be in the corner first, so the KAc switches sides to force
  the opponent there. Continue holding Action after KAc to charge up the AsB,
  which triggers right before you need to use it. Since KAc STAGGERs, [6]K
  causes a KNOCKDOWN to allow the rest of the juggle. Bobby has enough time to
  walk up to the opponent after KAc so he can be close enough to use [6]K and
  perform the combo.


=======================================================================  ( .03 )
 >> CHIAKI ICHINOMIYA
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
1,2 | 3P      | 8K,(6P,P,6P),AsB,4P,(P,K),623K            | C1 | 12   | 90
    |         | 8K,8K,4P,AsB,(P,K),623K                   | C1 | 11   | 85
    |         | 8K,8K,4P,AsB,8K,5P,623K                   | C1 | 10   | 82
1,2 |         | 8K,8K,4P,(P,K),623K                       | C  | 10   | 70
3   |         | 8K,8K,(6P,P,6P),623K                      |    | 9    | 63
    |         | 3P,AsB,(P,P),623K                         |  1 | 8    | 63
3   |         | (6P,K,K,K),623K                           |    | 8    | 61
3   |         | 8K,(P,P,K),623K                           |    | 8    | 55
1   |         | ▲ j.K ▼ (P,K),623K                        |    | 8    | 51
    |         | 8K,8K,8K,623K                             |    | 7    | 51
1   |         | ▲ j.K ▼ (P,K),214K                        |    | 7    | 45
-----+---------+-------------------------------------------+----+------+--------
1   | 5K      | (P,K),AsB,(P,K),623K                      | C1 | 12   | 71
    |         | (P,K),623K                                | C  | 8    | 47
-----+---------+-------------------------------------------+----+------+--------
3   | 8K      | (P,K),AsB,[4]K,(P,K),623K                 | C1 | 11   | 79
    |         | (P,P,K),AsB,(P,K),214K                    | C1 | 11   | 75
    |         | 5P,(P,K),623K                             |    | 8    | 49
    |         | (P,P,K),623K                              |    | 7    | 49
-----+---------+-------------------------------------------+----+------+--------
    | [4]K    | (P,K),AsB,(P,K),623K                      | C1 | 11   | 80
    |         | (P,K),623K                                | C  | 7    | 54
-----+---------+-------------------------------------------+----+------+--------
    | (P,P,2K)| 214K                                      |    | 6    | 43
-----+---------+-------------------------------------------+----+------+--------
1   | ([6]P,P)| (P,K),214K                                |    | 8    | 54
-----+---------+-------------------------------------------+----+------+--------
1,2 | 236P    | 3P,8K,4P,(P,K),623K                       | C  | 10   | 73
    |         | 3P,8K,4P,623K                             | C  | 7    | 62
1   |         | 3P,8K,(P,K),214K                          |    | 9    | 60
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | (6P,K,K,K),214K                           |    | 7    | 55
    |         | ([6]P,P),236236P                          |  1 | 7    | 54
-----+---------+-------------------------------------------+----+------+--------
    | AsB     | ▲ j.K ▼ (P,K),623K                        |  1 | 8    | 60
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  Easier in the corner, so out in the open you may want to cancel after the
  first hit of Chiaki's (P,K) kick.

- Note #2
  4P,(P,K) can sometimes knock the opponent behind Chiaki if you attack too
  early. (P,K) has to be timed to catch around Chiaki's head level, allowing
  the rest to continue.

- Note #3
  Depending on distance and character, the last hit of 623K may miss.


=======================================================================  ( .04 )
 >> HAGANE ICHINOMIYA
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
1   | 1P      | 1P,63214P,5P,(P,K),623P                   | C  | 9    | 78
1   |         | 1P,63214P,(P,P),623P                      | C  | 8    | 72
1,2 |         | 66PK,(P,K),623P                           |    | 7    | 69
1   |         | 1P,63214P,P,(8K,K)                        | C  | 6    | 57
    |         | 236236P                                   |  1 | 6    | 47
-----+---------+-------------------------------------------+----+------+--------
1   | j.K     | ▼ 1P,63214P,1P,63214P,5P,AsB,(P,P),623P   | C1 | 12   | 107
1   |         | ▼ 1P,63214P,1P,63214P,(P,P),623P          | C  | 10   | 90
1   |         | ▼ 1P,63214P,1P,63214P,(P,P),63214P        | C  | 8    | 76
1   |         | ▼ 1P,63214P,(P,P),623P                    | C  | 8    | 73
1   |         | ▼ 1P,63214P,(P,P),63214P                  | C  | 6    | 58
-----+---------+-------------------------------------------+----+------+--------
1   | (P,P)   | (P,P),623P                                |    | 7    | 59
-----+---------+-------------------------------------------+----+------+--------
1   | 66PK    | 5P,(P,P),623P                             | C  | 7    | 68
    |         | 66PK,623P                                 |    | 5    | 63
1   |         | 5P,(P,P),63214P                           | C  | 5    | 52
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  While not shown in the damage, Hagane's 1K is fast enough that it's possible
  to hit with two of them as (otg) after many combos, especially in the corner.

- Note #2
  Perform 66PK immediately after 1P. It usually hits underneath the opponent,
  placing Hagane on the other side of them, so you have to continue the juggle
  in the other direction.


=======================================================================  ( .05 )
 >> KEI IWASE
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 1P      | (6P,6P),AsB ▲ j.K ▼ (P,P),236236P         | C2 | 14   | 96
    |         | (6P,6P),(P,P),236236P                     |  1 | 12   | 76
    |         | (P,K),236P,236236P                        |  1 | 11   | 76
    |         | (6P,6P),AsB ▲ j.K ▼ (P,P),236P            | C1 | 8    | 75
    |         | (6P,6P),AsB ▲ j.K ▼ (P,P),623P            | C1 | 8    | 69
    |         | (6P,6P),(P,P),623P                        |    | 7    | 57
    |         | 1P,5P,(P,K),623P                          | C  | 7    | 55
    |         | (6P,6P),(P,P),236P                        |    | 6    | 54
-----+---------+-------------------------------------------+----+------+--------
    | j.K     | ▼ 4K,236P,236236P                         |  1 | 10   | 79
    |         | ▼ (P,P),(P,P),236236P                     |  1 | 12   | 77
    |         | ▼ (6P,6P),(P,P),623P                      |    | 7    | 60
    |         | ▼ (P,P),(P,P),623P                        |    | 7    | 58
    |         | ▼ (P,P),(P,P),236P                        |    | 6    | 55
-----+---------+-------------------------------------------+----+------+--------
    | j.PK    | ▼ (6P,6P),AsB ▲ j.PK ▼ (P,P),236236P      | C2 | 14   | 111
    |         | ▼ (6P,6P),(P,K),AsB,(P,P),236236P         | C2 | 15   | 106
1   |         | ▼ 5P,(P,P),AsB,(P,P),623P                 | C1 | 9    | 84
1   |         | ▼ 5P,(P,P),AsB,(P,P),236P                 | C1 | 8    | 80
2   |         | ▼ 66PK,63214P                             |    | 5    | 59
2   |         | ▼ 6K,63214P                               |    | 5    | 51
-----+---------+-------------------------------------------+----+------+--------
    | (P,P)   | (P,P),214K                                |    | 6    | 56
    |         | (P,P),623P                                |    | 6    | 50
    |         | (P,P),236P                                |    | 5    | 46
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | 1P,2141236P                               |  3 | 2    | 140
    |         | 1P,(6P,6P),(P,P),623P                     |    | 7    | 57
    |         | 1P,(6P,6P),(P,P),236P                     |    | 6    | 54
    |         | (6P,K,P),63214P                           |    | 6    | 51
3   |         | 2P,4P,63214P                              | C  | 5    | 41
-----+---------+-------------------------------------------+----+------+--------
4   | AsB     | ▲ j.K ▼ (6P,6P),(P,P),236236P             |  2 | 13   | 93
    |         | ▲ j.K ▼ (P,K),236236P                     |  2 | 11   | 79
    |         | ▲ j.K ▼ (6P,6P),(P,P),623P                |  1 | 8    | 74
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  You may have to take a half-step back after the Assault Blow. Some opponents
  can fall behind Kei, so the step back prevents that.

- Note #2
  63214P has a weird hitbox when used in combos, and sometimes the last hit of
  it does not connect, so be wary. The last punch is also the one that does the
  most damage too.

- Note #3
  Requires Kei to be in the corner first, so the KAc switches sides to force
  the opponent there. Kei has enough time to walk up to the opponent after KAc
  so he can be close enough to use 2P and perform the combo.

- Note #4
  While harder, this can actually be done in the open. The AsB has to hit while
  at close range, so then Kei has to turn and jump back at the falling opponent
  to catch with j.K. The remainder of the juggle is strict, needing the (P,P)
  to be executed on Kei's first possible attack frame after (6P,6P), and then
  canceling immediately into 236236P.


=======================================================================  ( .06 )
 >> MAO CHILLING
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
1   | 1K      | (P,K),236236P,236236P,5P                  | C2 | 18   | 118
    |         | (P,K),236236P,623P                        | C1 | 13   | 92
    |         | (P,K),236236P                             | C1 | 10   | 75
    |         | 236236P                                   | C1 | 8    | 65
    |         | 4P,214P                                   |    | 8    | 48
    |         | 1K,5P,623P                                | C  | 6    | 45
    |         | 1K,AsB,(66)(P,K)                          |  1 | 5    | 44
-----+---------+-------------------------------------------+----+------+--------
2   | (P,K)   | 623P                                      |    | 3~6  | 26~44
-----+---------+-------------------------------------------+----+------+--------
1,3 | 63214K  | (66) ▲ j.K ▼ (P,K),236236P,236236P,236236P| C3 | 1+24 | 140
4,5 |         | [6]P,AsB ▲ j.6K ▼ 6K,236236P,623P         | C2 | 1+15 | 140
1,3 |         | 1K,1K,(P,K),236236P,236236P,5P            | C2 | 1+19 | 139
1,3 |         | (66) ▲ j.K ▼ (P,K),236236P,236236P,5P     | C2 | 1+18 | 138
3   |         | (66) ▲ j.K ▼ (P,K),236236P,623P           | C1 | 1+13 | 113
3   |         | 1K,1K,(P,K),236236P                       | C1 | 1+11 | 97
4   |         | (j9) ▼ ▲ j.K ▼ (P,K),214P                 |    | 1+9  | 65
4,6 |         | (j9) ▼ 5P,(P,K),214P                      |    | 1+9  | 60
    |         | (66)(P,K),214P                            |    | 1+8  | 55
4   |         | (j9) ▼ ▲ j.K ▼ 1K,236P                    |    | 1+3  | 43
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | 1K,236236P                                |  1 | 5    | 46
    |         | 1K,1K,AsB,(66)(P,K)                       |  1 | 5    | 44
-----+---------+-------------------------------------------+----+------+--------
1   | AsB     | ▲ j.K ▼ (P,K),236236P,236236P,5P          | C3 | 19   | 133
    |         | ▲ j.K ▼ (P,K),236236P,5P                  | C2 | 12   | 95
    |         | ▲ j.K ▼ (P,K),623P                        |  1 | 5    | 52
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  Juggling with 2+ 236236Ps requires them all to be done in rapid succession.

- Note #2
  Can be done in the open, but 623P will only hit once. Hits 2~3 times in the
  corner.

- Note #3
  Requires Mao to be in the corner first. After 63214K, dash forward to push
  the frozen opponent against the corner. By the time you do that and jump
  vertically they should be breaking out the ice, allowing Mao to attack with
  j.PK on her descent.

- Note #4
  After 63214K, jump back over the opponent to the side you were initially on.
  If a jumping attack follows, re-jump vertically after landing and have Mao
  attack as she descends.

- Note #5
  Either Mao or the opponent can be in the corner. If the opponent is, you have
  to re-jump over them back to the open side after 63214K. This leaves a small
  window to hit with [6]P.

- Note #6
  Wait until the ice breaks and the opponent falls toward Mao before starting
  to juggle them. Hitting them too early causes them to fall back far away.

- All 63214K combos
  Since the throw is not counted as part of the combo (even though any attack
  after is guaranteed), damage doesn't scale until after the first hit of the
  juggle.


=======================================================================  ( .07 )
 >> MARK STANFORD
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 1P      | 1P,1P,5P,AsB,(P,K),236K                   | C1 | 8    | 73
    |         | 1P ▲ j.PK ▼ 5K,236K                       | C  | 12   | 49
    |         | 1P,(6P,P),236K                            |    | 5    | 48
    |         | 1P,1P,5P,236K                             |    | 5    | 46
    |         | 1P ▲ j.PK ▼ 236K                          |    | 10   | 42
-----+---------+-------------------------------------------+----+------+--------
1   | j.PK    | ▼ 1P,(P,K),236K                           |    | 6    | 42
-----+---------+-------------------------------------------+----+------+--------
2   | (P,P)   | 236P,(P,P),236P,(P,P),236P ..             |    | 12~40| 79~140
    |         | 236P,(P,P),236K                           |    | 6    | 52
-----+---------+-------------------------------------------+----+------+--------
3   | KAc     | (P,P,P),5P,AsB,(P,P),236K                 | C1 | 8    | 71
4   |         | 1P,1P,1P,1P,(P,K),236K                    | C  | 7    | 60
    |         | 1P,1P,1P,5P,236K                          |    | 5    | 46
    |         | 1P ▲ j.PK ▼ 236K                          |    | 9    | 33
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  If j.PK hits more than three times, the 1P doesn't launch high enough for the
  rest of the juggle.

- Note #2
  A character specific "infinite". Against Berserker, Merkuar, and Reymond, it
  can be performed anywhere, and it's a full life combo. Against most other
  characters, only 12~25 hits connect, which is still around 50% life. Against
  the smaller characters (eg - Rickey), only 10 hits normally hit, and even
  that is difficult at times. You can't get past one rep against Neil.

- Note #3
  Requires Mark to be in the corner first.

- Note #4
  The first two 1Ps come immediately. The third has a slight delay, timed so
  just the edge of Mark's hands strike. Doing it too early causes it to miss.
  A fifth 1P can be added against large opponents.


=======================================================================  ( .08 )
 >> MARRY PHILLIPS
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 3P      | 5K,236K,236K,236K                         |    | 5    | 58
    |         | 8K,(P,P,P,K)                              | C  | 6    | 47
-----+---------+-------------------------------------------+----+------+--------
    | 8K      | 5P,236K,236K,236K                         | C  | 5    | 61
    |         | (P,P,P,K)                                 | C  | 5    | 43
-----+---------+-------------------------------------------+----+------+--------
    | j.PK    | ▼ 66PK,236K,236K,236K                     |    | 5    | 70
    |         | ▼ 5K,AsB,5K,236K                          |  1 | 5    | 53
    |         | ▼ (6P,6K),236K                            | C  | 4    | 46
-----+---------+-------------------------------------------+----+------+--------
    | 236K    | 214K,236K,214K ▲ j.6K,j.214K ▼ (P,P),236K | C  | 9    | 85
    |         | 214K,236K,214K ▲ j.P,j.214K ▼ 5P,236K     | C  | 8    | 78
    |         | 214K ▲ j.6K,j.214K ▼ AsB,(P,K),236K       | C1 | 8    | 76
    |         | 214K,5K,236K,236K,236K                    |    | 6    | 69
    |         | 214K,236K,214K,(P,K),236K                 | C  | 7    | 62
-----+---------+-------------------------------------------+----+------+--------
    | 236236K | ▲ j.PK ▼ 5P,236K                          | C1 | 8    | 55
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | 1P,236K,214K,(P,P),236K                   |    | 7    | 62
-----+---------+-------------------------------------------+----+------+--------


=======================================================================  ( .09 )
 >> MERKUAR
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 2P      | 5P,236K                                   |    | 3    | 53
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | 22P,66PK,22P,66PK,236K                    |    | 8    | 95
1   |         | 22P,4P,63214P,236K                        |    | 6    | 92
    |         | 22P,4P,236K                               |    | 5    | 72
2   |         | 22P,AsB,236K                              |  1 | 5    | 68
-----+---------+-------------------------------------------+----+------+--------
    | 4K      | 22P,4K,22P,236K                           | C  | 7    | 80
    |         | 22P,63214P                                |    | 4    | 57
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  236K is an OTG hit since it catches the opponent on the ground as they are
  recovering.

- Note #2
  AsB crosses under, so perform 236K in the opposite direction.


=======================================================================  ( .10 )
 >> NEIL MCDANIEL
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
1   | 8P      | (P,K),[4]6P                               |    | 4    | 56
-----+---------+-------------------------------------------+----+------+--------
1,2 | j.6P    | ▼ 8P,5P,AsB,(P,K),[4]6P,1K,AsB            | C2 | 9    | 98
    |         | ▼ 8P,5P,AsB,(P,K),[4]6K                   | C1 | 7    | 76
-----+---------+-------------------------------------------+----+------+--------
1   | (P,K)   | [4]6P                                     |    | 3    | 34
-----+---------+-------------------------------------------+----+------+--------
1,2 | 63214K  | ▲ j.6P ▼ 8P,(P,K),AsB,(P,K),[4]6P,1K,AsB  | C2 | 1+10 | 123
2   |         | ▲ j.6P ▼ 1P,AsB ▲ j.K ▼ 4P,[4]6P,1K,AsB   | C2 | 1+8  | 111
1   |         | ▲ j.6P ▼ (P,K),[4]6P                      |    | 1+4  | 65
    |         | 236236P                                   |  1 | 1+1  | 55
-----+---------+-------------------------------------------+----+------+--------
1   | [4]6K   | (P,K),[4]6P                               |    | 4    | 48
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | 8P,2141236P                               |  3 | 8    | 140
1   |         | 8P,(P,K),[4]6P                            |    | 4    | 56
1   |         | [4]6K,(P,K),[4]6P                         |    | 4    | 48
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  Start charging [4] the moment after you press P, so that it's P[4]K.

- Note #2
  Start charging for the AsB at the beginning of the combo, and immediately
  after releasing the previous one.

- All 63214K combos
  Since the throw is not counted as part of the combo (even though any attack
  after is guaranteed), damage doesn't scale until after the first hit of the
  juggle.


=======================================================================  ( .11 )
 >> REYMOND NORMAN
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 6P      | 623P                                      |    | 3    | 42
-----+---------+-------------------------------------------+----+------+--------
    | [6]P    | 236236P,22P                               |  1 | 6    | 105
    |         | (P,K),623P                                |    | 5    | 59
    |         | 5P,214P,214P                              | C  | 2+1+1| 57
-----+---------+-------------------------------------------+----+------+--------
    | 8K      | 22P                                       |    | 2    | 47
-----+---------+-------------------------------------------+----+------+--------
1   | 63214K  | ▲ j.K ▼ AsB,([6]P,P),5P,AsB,214P,214P,(66)| C3 | 1x3+8| 140
    |         |   3K,AsB                                  |    |      |
1,2 |         | ▲ j.K ▼ 236236P,214P,214P,(66)3K,AsB      |  2 | 1x3+7| 140
1   |         | ([6]P,P),(P,K),AsB,5P,214P,214P,(66)3K,AsB| C2 | 1x3+8| 136
    |         | 236236P,22P                               |  1 | 1+5  | 114
1,3 |         | ([6]P,P),5P,214P,214P,(66),3K,AsB         |  1 | 1x3+5| 111
3   |         | ([6]P,P),214P,214P                        |    | 1x3+2| 81
4   |         | 214P,214P                                 |    | 1+1+1| 56
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  The Down Throw (2nd 214P) tosses the opponent across the screen. Immediately
  dash after Reymond recovers and hit 3K to slide and catch them with the OTG.

- Note #2
  The WALL BOUNCE created after 236236P allows the 214P to catch.

- Note #3
  ([6]P,P) should catch as they are falling from the 63214K, knocking them back
  into the air to allow for the Air Catch (1st 214P). After they are slammed to
  the ground, perform the Down Throw (2nd 214P) to toss them across the screen.
  Surprisingly Reymond is in range for it even though he appears too far, so no
  reason to waste time moving forward.

- Note #4
  You may have to walk forward after 63214K to be in range to catch with the
  first 214P.

- All 63214K combos
  Since the throw is not counted as part of the combo (even though any attack
  after is guaranteed), damage doesn't scale until after the first hit of the
  juggle.


=======================================================================  ( .12 )
 >> RICKEY LEON
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 1P      | 5P,236P,214P,5K,AsB                       |  1 | 6    | 59
    |         | 5K,236P,214P,(P,P),3K                     |    | 7    | 58
    |         | (6K,K),(6P,P,P)                           |    | 6    | 58
    |         | (6K,K),(6P,4P)                            |    | 5    | 55
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | 236P,214P,(P,K),3K                        | C  | 6    | 61
-----+---------+-------------------------------------------+----+------+--------
    | j.PK    | ▼ (P,K),236P,214P                         |    | 5    | 54
-----+---------+-------------------------------------------+----+------+--------
    | (P,P)   | 2141236K                                  |  3 | 26   | 140
-----+---------+-------------------------------------------+----+------+--------
    | (6P,P)  | 236P,236P,(P,P),2141236K                  |  3 | 30   | 140
    |         | 236P,236P,236P,(66)66PK,AsB               |  1 | 7    | 76
-----+---------+-------------------------------------------+----+------+--------
    | 236P    | 214P,(P,K),3K                             |    | 5    | 46
    |         | 236P,(P,K)                                |    | 4    | 32
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | (66)1P,5K,236P,214P,(P,P),3K              |    | 7    | 58
-----+---------+-------------------------------------------+----+------+--------


=======================================================================  ( .13 )
 >> EX RICKEY
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 1P      | 5K,236P,214P,(P,P),3K                     |    | 7    | 85
    |         | 5P,236P,214P,5K,AsB                       |  1 | 6    | 81
    |         | (6K,K),(6P,P,P)                           |    | 6    | 78
    |         | (6K,K),(6P,4P)                            |    | 5    | 72
-----+---------+-------------------------------------------+----+------+--------
    | 1K      | (P,P,P),236236P                           |  1 | 7    | 81
    |         | (P,P,P),214P                              |    | 5    | 72
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | 236P,214P,(P,K),3K                        | C  | 6    | 87
-----+---------+-------------------------------------------+----+------+--------
    | j.PK    | ▼ (P,K),236P,214P                         |    | 5    | 72
-----+---------+-------------------------------------------+----+------+--------
    | (P,P)   | 2141236K                                  |  3 | 26   | 140
-----+---------+-------------------------------------------+----+------+--------
    | (6P,P)  | 236P,236P,(P,P),2141236K                  |  3 | 30   | 140
    |         | 236P,236P,236P,(66)66PK,AsB               |  1 | 7    | 103
-----+---------+-------------------------------------------+----+------+--------
    | 236P    | 214P,(P,K),3K                             |    | 5    | 66
-----+---------+-------------------------------------------+----+------+--------
    | KAc     | (66)1P,5K,236P,214P,(P,P),3K              |    | 7    | 85
-----+---------+-------------------------------------------+----+------+--------


=======================================================================  ( .14 )
 >> SIEGUEI
===============+===========================================+====+======+========
      Starter | Combos                                    | C! | Hits | Damage
-----+---------+-------------------------------------------+----+------+--------
    | 1P      | (6P,P,P,K)                                |    | 5    | 38
-----+---------+-------------------------------------------+----+------+--------
    | 4P      | (P,K),236K,(6P,P,P,K),2P,236P,6P          | C  | 12   | 74
    |         | (P,K),236P,6P                             |    | 6    | 48
    |         | (P,K),236K                                |    | 6    | 33
-----+---------+-------------------------------------------+----+------+--------
1   | j.6K    | ▼ 4P,(P,K),236K,[6]K,(66)(P,K),AsB        |  1 | 11   | 82
    |         | ▼ 4P,(P,K),236K,[6]K,(66)(6P,P,P)         |    | 11   | 78
-----+---------+-------------------------------------------+----+------+--------
    | (P,K)   | 236K,2141236P                             |  3 | 4    | 140
    |         | 236K,236P,6P                              |    | 4    | 33
-----+---------+-------------------------------------------+----+------+--------
2   | KAc     | [6]K,(66)(P,P),AsB,66PK                   |  1 | 6    | 80
    |         | (6P,P),1P,236P,6P                         |    | 4    | 41
-----+---------+-------------------------------------------+----+------+--------

[ Xtra ]
- Note #1
  The dash is not needed after [6]K if performed in the corner.

- Note #2
  As [6]K sends the opponent back against the wall, run forward to attack with
  the (P,P) juggle immediately. After the Assault Blow pops the opponent into
  the air, perform 66PK in the direction Sieguei came from. There is no pause
  in between, so quickly turn and attack to catch with the last juggle.


 //////////////////
//  CRITICAL 5  //                                               SPECIAL THANKS
////////////////////////////////////////////////////////////////////////////////

- Banpresto                                                ( banpresto.co.jp/ )
  The popular plushie and model creators have dipped their hands into making
  video games a couple of times before. I enjoyed the Tekken-ish feel to the
  game, and its smooth juggle and combo engine was very fun. Overall, not bad.

- Shoryuken.com                                              ( shoryuken.com/ )
  The fighting game information emporium! Got details on how to use RAM codes
  to find stamina and damage amounts. Coupled with LUA coding, was able to
  create a psuedo training mode for the emulator.

- Jeff "CJayC" Veasey + GameFAQs                              ( gamefaqs.com/ )
  Still one of the best sites out there for all-game information.
  (GameFAQs : http://www.gamefaqs.com/users/CJayC)

- Anime Palace                                             ( animepalace.com/ )
  Managed to pick this up from their booth at Anime Central for only 25$.


 //////////////////
//  CRITICAL 6  //                                             REVISION HISTORY
////////////////////////////////////////////////////////////////////////////////

v. 3.0  //  2020.02.08
- Along with the brand new update of the main document to MaxFAQ status, now
  the ComboFAQ also has been completely revamped. The most important addition
  is the proper amount of damage combos do, and thus they have been ordered by
  those amounts. No more percentage assumptions! The format is a lot cleaner to
  show if combos are only viable in the corner, and those that require meter.
  Lastly all combos in the previous FAQ edition were all performed on Hagane,
  who takes less damage than others. So that's been changed so damage is based
  on the group of characters who take the greatest amount. That way it shows
  the maximum potency of a combo, and other characters just take slightly less.

v. 2.0  //  2011.07.20
- I was actually surprised to find that this game had a rather strong following
  in Japan once. Came across a couple of old Japanese Geocities sites that had
  some crazy juggles. Most involving Assault Blows, so after checking them out
  I added a good number of them. A few are highly damaging but can be a pain to
  execute. I'll add the rest of them in the next revision.

v. 1.0  //  2011.05.06
- Initially I coupled the combos with the move list FAQ when I first made it,
  but eventually split the documents. The combo FAQ was never uploaded to
  GameFAQs, and instead just sat. Now that I am revisiting all of this, the FAQ
  is updated and redone with a ton more combos included. The format is much
  different than my other combo FAQs, but works well for a fighting game that
  utilizes juggles like Tekken or Dead or Alive. I still have more combos to
  add, but will put them in the next installment.

v. 0.0  //  1998.06.23
- FAQ initial launch.


 //////////////////
//  CRITICAL 7  //                                                   FINAL NOTE
////////////////////////////////////////////////////////////////////////////////

Oss'!
Out of many very early fighting games, Critical Blow's are some of the funnest
to pull off. It's basically 2D Tekken, and there is a degree of skill needed to
perform many of the more complicated ones. Definitely worth a playthrough.

  Have something to mention about this game or FAQ you want me and others to
  know about? Did you find any of the above information wrong or misleading?
  Or maybe you have additional details that is worth posting about. Whatever
  the case is, feel free to send it! Anything that is posted within the FAQ,
  you receive full credit for! That means authorized bragging rights for all
  the internet to behold! So don't hesitate and send all that juicy info in!
                                          .. By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ♥ ^_^
                                          - afroshouji <[email protected]>
  --------------------------------------------------------------------------
 | "Sometimes respect comes from Louisville."                               |
 |                                                      - Christopher Titus |
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