The King of Fighters '2000 Perfect Guide.

ver. 5.0 on 26/01/2003.
Unpublished work by Toxic:
(also know as Toxic Avanger)

 [email protected]
 ICQ number: 146473636

Differences with 4.5

- Fixed minor mistakes.
- Added some combos.
- Fixed NESTS essay with some info added from the 2001' Arcadia Mook.
- Added Dream Cast Goodies.

   This probably will be the last build since I have no chance in hell
  on playing the upcomming PS2 version; thus it's impossible for me to
  test Bryan Battler and Mr. Big, the currently known exclusive PS 2
  strikers. So unless someone do mail me with the new features present
  on that game this will be the good bye.

   Does my grammar suck?? Do you not understand?? THEN BRAKE A FUCKING
  LEG!! It's not my fault, it's just that I have met with my new love:
  40 degrees british Gin... I'm not alcoholic... It's not my fault that
  on my country wine is way cheaper than milk or yogurt.

   .... ver 5.0... That's fifty days, fifty days of work on this guide.

 This Guide must be only found on:

  - www.gamefaqs.com.
  - http://cheats.de


-----------------------------------------------------------------------
What is on this Guide:
-----------------------------------------------------------------------
01.- Why?? = Why I have planned this guide.
02.- FAQ Dictionary = The simbology of the combos.
03.- Knowning the enemy = Background hystory for KoF 2000 & NESTS saga.
04.- Performing & Buffering = Some tips on performing moves.
05.- Combos = combos per character that I have care to found... natural
             thanks to the people that have helped my and/or inspired
             me.
06.- Striker List = The descriptions and properties that I have found
                   on the strikers that I know of; note that I also
                   put their procedence.
07.- Dream Cast Goodies = particularities of the DC version of this game.
08.- Seiyuus = Voice actors present on the game.
09.- Victory poses and Intros = Special victories and intros I have
                               found.
10.- Guard Crush Data = some data I found about guard crush and how it
                       is caused.

11.- Overall = Analisys of the Guide.
12.- Thanks = These guide would have been smaller without these people
             and/or institutions.


-----------------------------------------------------------------------
Why??:
-----------------------------------------------------------------------
Beware of my Engrish, I am born as a Spanish speaker "English is not
our lenguaje but we use it every day"... that site was funny.
It needless to say that this guide is for free use; and it does not
use any external info (FAQs) excepting the Kao Megura's Kof 2000 mini
FAQ; so credits deserved; if anyones plagarizes this he/she may only be
admiting my superiority over them; so go ahead, HA HA HA HA HA...
Who is Big Monkey Daddy???... well; in reality; schold them if you
catch anyone using this info for any price but free (well, maybe they
can charge the paper and the tint); this guide is desing to be for any
player thus is needed for it to be free.

This guide mainly focuses itself on combos; though it does include a
good share of other information, useful and futile; it does not include
infinites combos and try not to include 100% combos (because there are
other FAQs for that); also many combos are modificated and can be
included in other sections (I do not want to write every combo but with
little differences in them); most of the "Independent combos" can begin
with a jumping attack; but my game play does not rely on jump that much,
that is why I mostly do not inclued that jump attack... when a jump
attack is included it is because it is there to make easier the next
moves; note that some of these combos may sound as sick jokes, the are
all tested; at least on a 99%, the rest is tested by contributors,
Heh... the main reason because this guide does not include combo videos
is because that is more internet of what I can affort; if you mail combo
videos please be kind enough to submit the site from where the combo
comes; in order to thanks them also.

Note that many SDMs such has Whip sonic slaughter do for about 15%
more of damage if you compare them to the DM... Does this worth the
2 extra bars??? only use SDMs because the are faster (like Andy) or
more invincible (like Ryo); or they are more useful (like Lin's
poison SDM); also note that you may recover strikers by taunting
while you are in counter mode or armor mode too; and it cost some
of your "time" within those modes.

With the current release I have achived for about a 85% of what I call
a Perfect Guide; though this guide is not meant to be "perfect"; I just
really like the sound of it...

Futures updates will include more combos; move list; combos
explanation and many other things.

Note that on most striker combos you need to run or move when the
striker hits; whenever I think I got enough combos I will inquire on
this.

And, I use double space because I think it looks better; not because
I want this guide to look bigger than it is.... * well in reality my
eyes sometimes hurt when I see to many letters together l.l *


-----------------------------------------------------------------------
FAQ dictionary
-----------------------------------------------------------------------
fwd: Foward.

bk: Back.

dn: Down.

up: no comment... ^_^

df: Down-foward.

db: Down-back.

uf: Up-foward.

ub: Up-back.


Qcf/Qcb: Quarter Circle foward or back; standar Fire ball motion.

Hcf/Hcb: Half Circle foward or back; standar KoF throw command.

Upc/Rup: Uppercut motion or Reverse uppercut motion; better know as
dragon punch.

/ : means or.

: Hold the previous direction.

; : Means a different move from the previous one.

, : Means a follow up.

cr: Crouch.

cls: Close standing.

far: Far standing.

Call [xx]: Call Striker, [XX] is the name of the Striker.

§: Striker hits.

(x hits): The move before this must give a certain amount of hits; if
         there is no note on a multi-hitting move it is because all
         hits are expected.

[ ]: Means that the move between them does not connect.

{R}: Means that you can roll recover from a combo.

{NR}: Means that the enemy touch the ground; but he can not recover
     if you perform it well.

* I do not have to explain basic features; Do I??? if that's so;
  never forget to check Kao Megura's Mini FAQ for that purpose *


-----------------------------------------------------------------------
Knowing the enemy:
-----------------------------------------------------------------------
What is the background history of KoF '2000, I heard you ask???;
what??, you did not?? I am sure you did...
* never argue with crazy people *

Needed or not; liked or not; these are my owns interpretations of the
events that happen to occur on KoF '2000:

***********************************************************************

- First of all after '99, Maxima and K' are attacking as many NESTS
bases as they can; in order to damage NESTS and find out something
about K' past life.

- Kyo Kusanagi has no interest of what is happening to the world...
or so it seems; because he is nowhere to be found.

- The militia joins forces with an external agency in order to capture
Maxima and K'; so they set up KoF and send Vanessa to search them; the
original plan is to capture Maxima and K' to find out about NESTS bases
and when they got a target; use a serie of satellites called "Zero
Cannon" to destroy all the bases... note that it is a network of
several satellites (20); one satellite alone means no harm; as can be
taken out easily.

- Lin's leader; Long - Rong -Ron (I have see him with this 3 names)
dissapears, and Lin is worried and tries to find him, believing that
he is responsible for the death of many Hizoku clansmen.

- NESTS is worried about K' being a problem to them and develop a
fighter with the main object to destroy him; she is Kula, the so called
'Anti K''.

- Vanessa uses her charms to convince a Mexican wrestler to team up
with her.

- Seth convinces Lin to team up with him; in exchange of information
of his leader whereabouts... they do team with Benimaru and Shingo; as
you may know it... I believe the purpose of this team is to watch K'
and Maxima from close, also remember that Shingo and Benimaru where
present when Krizalid tried to unleash the clones; so they got a rough
idea of what's going on.

- Mary is hired by an unknown person to find out about NESTS; Terry
promishes to protect her and help her (Rurouni Kenshin anyone???),
Andy and Joe are dragged along by them.

- Zero uses his special skills (form change) to disguise as Ling;
important officer that is working with Heidern; he put a clone of Ling
in the main base with Heidern; while Zero watches the situation
carefully. Note that this 'Zero' character is also a clone.

- KoF '2000 happens.

- After KoF; one of the satellites "Zero Cannon" is used to
destroy Zero's base; Zero has no intention of hand over his plan of
world domination to NESTS; thus you could said that he was a "free
agent"; the responsibles of Zero's death are the NESTS faction,
mainly Diana, Foxy, Candy and Kula.

- Whip separates from the Ikari team; after obtaining some valuable
information from Zero's base.

- Heidern stops Ling's clone; South Town gets destroyed.

- Benimaru Team and K' Team got dispelled.

 * For the rest; I advice seen any indivitual endings... GO TO THE
   ARCADES. *



I am now to post all the unconfirmed info, confirmed info and the
teories I got on the NESTS saga... that I know of; after all, I just
saw two endings of KoF '2001 (Hero & NESTS teams); I thought that I
could do this section as some kind of Essay to add style to it (Sue me;
I am studing again). Well, here it goes:


Before KoF '99 =
Kyo & Iori dissapear after the end of the Orochi battle; Kyo is abducted
by NESTS & Iori just vanishes... All of the people related to Iori and Kyo
know not where they are.
The Ikari Team investigates several terrorist acts; thanks to an informer
(code name S.A.L.L.Y.) they suspect that a large organization (we, NESTS)
are behind these acts... thanks to our strategical superiority they have
not managed to capture any of us nor to stop our current operations.
S.A.L.L.Y. is an ex-member of our cartel that is usually called 'MUCHIKO'
(whip girl in japanese)... she discovered that we used our 'special
treatment' and erased her memory; so she left us because she felt used...
Silly girl.
Kyo gets cloned.
Original Kyo Escapes.
Benimaru & Shingo recieve letters to enter a new edition of 'The King of
Fighters'; but two of the team entries are taken by two names; Maxima &
K'; two of our mens.



First Proyect "Operation of Krizalid" - KoF '99 =


-----------------------------------------------------------------------
* Objectives:

1.- Create the most powerful fighter.
2.- Capture the "Fighting Data" (capabilities) of the fighter.
3.- Assessinate the fighter.
4.- Implant all the data on Kyo's clones (not only the strenght of the
fighter; but also the 'killer instinct' of the one that killed him; so
the clones can fight like gods and kill like devils, thing that most puny
heroes can't do.


-----------------------------------------------------------------------
* How to perform:

1.- Grab a person and implant him some of Kyo's fighting data; erase
every memory that the subject has and put him to fight... the fact that
he has nothing to care about; no family or friends should make him fight
violently without holding back (add also the fact that he is being forced
to fight in a tournament that he happens to dislike); without compasion
nor any feeling; also note that this person can not fully control Kyo's
power; so he must use a leather suit to preotect himself from the flames
and a special glove that we setted up to help him focus his strenght.
2.- Put this person to battle with the world greatest fighters in a
tournament helded by our organization; so he can improve his fighting
skills; for this purpose we find apropiate to send someone with him to back
him up so he "does not lose his way" and keep fighting like a cornered animal;
also this person, the companion will have the ability to read the data of the
enemy; in order to select the best possible targets, he also has a body armor
that has proven to be useful due to it's extraordinary resistance. Do not forget
that the tournament must be held "modestly", no one has to know what we are up to.
3.- Put another fighter with similar characteristics of the subject
(strenght; stamina; speed) to slay him; in this fighter we should use
our special "treatment" to direct his will as we please; make him evil
and with enough determinaton to finish a foe in our name.
4.- Our fighter; the one that is to assassinate K' will have a special
suit that will allow him to 'read' the moves that his enemy uses, allowing
him to extract all the experiences of our experiment, after the assessination
he will broadcast the info towards our clones so we can get the desired
effects to control this world.


-----------------------------------------------------------------------
* Result... Failure?:

1.- Our main fighter at this time; Krizalid got defeated by Kyo Kusanagi
after he was on the upper edge on a battle with K' & Maxima; and they
both fleed from our cartel.
2.- Our clones could not have being activated properly without the info
necessary to kill.
3.- The army, who moved quickly did dicovered our plan and decimated all
of our clones.
4.- After we did slew Krizalid -and erased his memory- we fleed our
premises fearing the income of the army.
5.- Even though this... this failure we could qualify this experience as
a positive experiment: we did obtained K's data; and there is a confusion
on K's mind that if he is a clon of Krizalid or if Krizalid is a clon of
him... this my help to get him stronger... Whip (Muchiko) may ruin this
because she believes that she is K's sister; thus meaning that K' is an
'original'; note that the idea of K' being a clon of Krizalid was implanted
in Krizalid; and he pointed out that to K'.


-----------------------------------------------------------------------
* Escential characters on our proyect:

K' (read k dash) = There is nothing more to say about him.

Maxima = We later dicovered that this person was infiltred on our cartel
        with the hope of distroying it; due to the fact the we killed
        and old war partner of him... This person helped K' to escape
        from the Army stopping the bullets when K's gloves was
        unfuntional.

Krizalid = Nothing more has to be said about him, it seems that someone
          executed him switfly, without asking anyone; of course that
          we didn't have a bright fate for him, but it was not our
          definitive will.

Whip = This person is not only colaborating with the army by attacking
      our bases; but she also has some idea of who she is after we
      'brainwashed' her, bad indeed.

Kyo Kusanagi = This person my try to take revenge due to the fact that we
              captured him and we used his strenght.

Heidern = This is the master mind that the army used to undeveal our
         plans; most surely he will not lower his guard due to the fact
         that he knows about us and our objective (world conquest), plus
         the fact the we came out in the upper row in round one.

Blue Mary = Someone or something has hired her to dig info about us...
           giving it a better thought; she is not a treat that needs to
           be taken care of; she is of no importance to us as she can't
           grasp dangerous info to us.


-----------------------------------------------------------------------
* Consecuences:

Even though we did have a 'level' of successfulness with the '99 plan;
we have lost some of our most valuable fighters (K', Maxima, Krizalid,
Muchiko, Kyo's clones) so we need to build up our lines again so this
fact won't make us lose 'balance'... What we need:

A strong fighter we can rely on: we will try to add him some special
skills that have to be defined yet, a tentative solution will be the use
of a clone of one of our high rank officers, of course that we will play
with his mind has we have done with some other clones.

A fighter that is to deal with K' & Maxima: these two fighters may seek
revenge at us; so it is better to not leave this business unatendent,
please do heed the fact that these character have managed a huge develop
through our little tests during KoF '99.

Strong fighters in general: even though our lines are very capable the
world is very large and there is bond to be fighters around... we have
found word that there are some 'Hizoku Ninjas' that have extraordinary
fighting skills; and the more suitable fact is that the leader of that
clan, Ron; is a very ambitious and corrupt man. Afortunatly, we are that
and much more; so there are chances that we might add this person to our
ranks.


***********************************************************************
Second proyect: "Zero" -KoF '2000=


-----------------------------------------------------------------------
* Situation:

K' & Maxima are searching for NESTS bases to destroy, hoping to destroy
our main base in the process... Sadly we will have no time to deal with
these traitors as we have better things to do.
We have found that the army is holding a new KoF tournament; with the
objective to lure K' and Maxima in; the army will not host the tournament
alone, they will use the help of some kind of 'Agency' that will ensure the
presence of K' & Maxima and other people related to last year incident, we
have decided to infiltrate a special team on this fools parade.
The objective of luring K' & Maxima is to found out more about our cartel;
as I said we can use this as a golden oportunity, since neither of them has
true notions of where we are.
We -the NESTS- are to infiltrate on that agency and destroy the leaders of
the army... the sad part is that we have had word that one of our members
has betrayed us and is using this plan to destroy us and rule the world
with iron hand; this man is called Zero.
We are now to send a squad to exterminate K', Zero and anyone who gets on
our way; this squad will be composed of Anti-K' (A fighter that we have
created using the opposite method that we used to raise K'; that is promting
a friendly environment with a parental figure, sisterhood and some other
nonsense that normal people seems to want), Candy (A robot and friend of
anti-K'; this robot has the mission to be the best friend of anti-K' to ensure
her loyalty, to feed her with the idea of serving us; since anti-K' is young she
will not suspect anything; she can't see through our schemes) and two of our
elite forces; Foxy & Diana (both of them happen to be expert swordman...
swordgirls I mean).
The agency has a line of 20 battle satelites called "Zero Cannon"... if
our escaped member manages to size these we might have troubles since HE
does know the exact location of our important facilities.


-----------------------------------------------------------------------
* The tournament:

We failed to give importance to some troubles and now we have many people
searching for us:

K', Maxima, Ramon, Vanessa: K' & Maxima are looking for revenge; Vanessa is
working for the 'agency' that is trying to destroy us and Ramon is a
prominent Mexican wrestler that seems to have romantic interest on Vanessa;
these persons are a threat; but we trust our squad.

Benimaru, Shingo, Lin, Seth: We wrongly overlooked the fact that Benimaru &
Shingo knew about our activities; and they have asambled a team with Seth
-man of the 'agency' that is hunting us- and Lin -A strong figther from
those 'Hizoku Ninjas'; this person is looking for his Leader; if he finds
out about that we have recluted his leader he may go against us; pitiful
fact that this man has total loyalty to his ninja tradition and surely won't
join us like his leader did-.

Terry, Andy, Joe, Mary: Mary has managed to convince Terry Bogard; a famous
fighter, to help her dig info about us... yet they have no means to find
about our primal objectives; though.


-----------------------------------------------------------------------
* The result... success:

Our squad has managed to stop the menace that Zero (a traitor) did meant
for us... now we can focus on our following proyects; other than that we
did not destroyed any other jeopardy; K' and Maxima have found Whip and
have now K' has slight clues of who he is; at least he is convinced that
Muchiko is his sister and that he has a real life... Pitiful clones.
When we taked out Zero we 'accidentaly' destroyed Southtown; place where
Zero's base was located. No need to mention this.
We experimented no serious consecuences after this tournament; unlike the
last year.
We have lost Candy; who sacrified herself to save the Anti-K'... this is a
good thing; because the Anti-K' is more important than Candy anyway; we are
in the process of creating a new Candy robot as a reward to her (she was one
of the main causes of the destruction of the Zero Cannon), also the new
Candy should continue the mission of the prior one.



***********************************************************************
Third Proyect; "The Raising" -KoF '2001:


-----------------------------------------------------------------------
* The Situation:

I can say now that we have managed it... We have restrengthened our lines
and I believe that is finally time to wipe out the traitors; on our lines
we have:

Original Zero: It was a pitiful fact; but the other Zero did not knew that
he was a clon of this person... of course the power of a clon is not
comparable to the real thing.

K9999 (Read K four nine): We have made some important technological advances
on the last years and I believe that this person has been enthrusted with
great strengh; he has not only the power to use fire like K'; but also he
can change the parts of his body into drills or anything useful to destroy
the enemy... The only problem is that this experiment has some trouble
controling his powers and his body sometimes 'defigurates' if he loses the
control. This weapon has not only the same objective that K' had (creating
strong info that we might use); but also has the asigment to destroy K'.
His impetious and egocentric manners is what keep him of being a useful top
rank soldier.

Kula: This is Anti-K'; we believe that the combined force of her and K49
will be enough to destroy the traitors, we haven't been able to finish
her new compagnion.

Foxy: This is other of the ones that caused the destruction of the "Zero
Cannon"; she has to take care of Anti-K' while we are producting another
Candy.

Angel (Read Annhell): This is one of our regular troops; she has a certain
level of strenght and feel some kind of attraction to K49, loyalty perhaps??
I didn't think that anyone on our cartel could be able to show positive
feelings, except from Kula -we raised her that way-.

Advanced Krizalid: After digging out the facts we found that the Zero clone
thought that Krizalid have no use; Original Zero thought otherwise and quickly
saved this man from certain death, fact that have strenghtened his loyalty to
us. Unexpected and appropiated.

Ron: The leader of the Hizoku Ninjas... we used some treatments on him for
him to reach his fighting peak... We are hoping that this fighter can probe
his usefulness to us, as he have good things planned for a person as corrupt
as this man.

Ignis: This person is second in command of our organization; thus he has a
good level of strenght.


-----------------------------------------------------------------------
* The plan:

We have no need to elavorate a complicated plan to lure in our enemies;
we just simplily host the KoF tournament with one team registered; called
'NESTS team'... remember that NESTS is a name know for few; so we have
no need to cover ourselves; we'll just lure in who we want to.
Using this strategy we hope to attract all of the fighters that have some
problems with us: (K', Maxima, Whip, Lin, Benimaru, Kyo, Shingo, Heidern
and his troops, Mary & her friends); simple strategy that has proven to be
effective.


-----------------------------------------------------------------------
* The result... failed:

Ignis has slayed our leader and has taken the lead, hoping to size the
info of the winners to become a God; unfortunatly he also has been
killed... the whereabouts of Zero & Krizalid are unknown -maybe they have
died when the space station where Ignis was trashed-; Diana, Foxy & Kula
have betrayed us, K49 and Annhell still seem to have some loyalty towards
NESTS... In fact they slayed that Foxy traitor; but we have no leader
that might lead to the dispel of our cartel; yet rumor has it that Ron &
Ignis girlfriend -Misty- are teaming up and planning to take their own
road... Perhaps NESTS wasn't meant to conquer the world, but since they
are still on the field maybe then we will have chances to achive our long
lost desire of the eternal rule over the lands of the mens; even though
we will be present only on spirit.



***********************************************************************
Word of the autor:

As I said; this report use some unconfirmed info I heard (Honk Kong
Manwas, rumors and such) and the own gaming experience... as you might
have heard; the content of the game sometimes changes depending on the
lenguage (Though this case is not as critic as it was in AoF 2; where
the game story-line was totally different on Zpansih and Engrish)...
so I suppose that if I could read japanese I would enter on the more
complete storyline; after all remeber that these games are designed to
be japanese.
Anyway; I hope this is not too confusing; after all I was a little
'inspired' when I wrote this and maybe I got carried away... also be
careful with my Engrish; wich has developed a lot on these days... Hope
someone cares.

***********************************************************************


-----------------------------------------------------------------------
Performing & Buffering:
-----------------------------------------------------------------------
Note that these tips are entirely optional; you can perfectly perform
all of the combos without these, but if you are having troubles this
might help.

Well; these are the "classic" methods I know of; also notice that some
of the buffering methods may be different now in KoF '2000.


Hold a direction?? Well; holding a direction while performing a move
is not absoulutely necesary to perform the moves; further more, now you
can perform a move and some time later press the button... though I
use that "holding" a direction method and works for me...


Buffering... This is very well know by most players; just perform part
of a move and then perform the rest of the move... well; here is an
example with Ramon:

- Hcb + B, Hcb + C

On this case Hcb + B is nothing; it will only be a cls B; but the
Hcb + C will transform in Hcb x 2 + C... this may be done if there are
no moves with the first motion... now you have another type of this
same buffering method:

Choi: cls C; fwd + B; Qcf Neutral + B, Hcb + B.

If you do the Qcf N + B, Hcb + B quickly enough; this will transform
in the far B; Qcf, Hcb + B; if you have a special move in the first
secuence this one won't help much unless you delay it A lot... if you
have a command move this one will help a lot.

Lin: Hcf (wait almost a sec then press A); Hcf + B.

This will transform in a cls A; Hcf x 2 + B combo... if you don't
delay the A a lot, he will perform Qcf + A instead.


Now; if you where used to hold a button so you may not perform the
special moves; then bad luck, that fault was taken out from the game;
now you have to do it from other way...

For example on '99 you could do with Maxima:

 Hold D button; Hcb + C (1 hit); release D and perform Hcb + D... this
will force Maxima to perform cls C (1 hit) into the Maxima Revenger...
that buffering method is no more.


Now with the more complicated buffering methods:

***********************************************************************
Stage 1; Normal & Special moves:

Well; there are some combos that can give some headache if you try to
do them on the "right" way... thus it is necesary for you to make some
methods of how to perform more easily the combos, I think this is a
good example:


Let's say that you are playing as Lin and you want to do cr C into
fwd + A and fininsh with his DM... if you do:

- cr C; fwd + A; Qcb, Hcf + A you will surely obtain:

cr C; Qcf + A, Hcb + A.... know if you try to do db + C, fwd + A and
then the DM, there are still chances that you get that combo... so what
can you do; do you quit??? NO, you better try:

- cr C; fwd, fwd + A; Qcb, Hcf + A. And that will get the combo; you
can do a lot of crazy things like;

- cr C; up, fwd + A, Qcb, Hcf + A... as you have noticed, inputing an
"Incorrect" secuence within a special move will make the MVS "erase"
the move you where doing; that is if there are moves in conflic.


Stage 2; Calling a striker:

Note that this will help you in some combos; while it may ruin others.

The active striker system can be a huge pain; because there are some
moves that have certain level of "canceling" a striker... I will
explain with another example:

You are K'; and you want to do a combo with the Chain Driver and
Rocky; thus you do:

- cls C; fwd + A; tap BC and then Qcf, Hcb + C... then good luck;
because since the Fwd + A is quick; you may have trouble interrupting
the moves... but if you do:

- cls C; fwd + A; Qcf, Hcb + BC, then the character will make the
combo and will call out the striker... now let's say that you want to
begin the combo from a jumping attack, and remeber that you may not
combo the fwd + A form a jump; then you do:

- jumping C; cls C; Qcf, Hcb + BC... WHAT??? the Striker did not
showed up?; well, the explanation is simple; when you do the cls C
you have less time to call a striker than in the fwd + A; so when you
do it from a cls C THEN you have to tap BC and input the move before
the punch ends, so remember that you have to learn the different
timmings to perform some combos... NOW I realized that I should have
explained the timming on the combos... I guess I can fix when I do a
KoF '2001 FAQ; if the game ever made it to my arcade :[

Note that this BC canceling method can not be performed with MAX DMs;
the machine just not call the striker when you press ABC or BCD.



-----------------------------------------------------------------------
Combos:
-----------------------------------------------------------------------
Note that, as always; combos are meant for the player to be facing
right; also note that there are 2 versions of KoF '2000; on the first
version; K' and Maxima where too tough; just like what happened with
Iori in the first version of KoF '99; so, if you manage to play the
first version (you will know because K' can combo his Qcf + C, Fwd + D
with 1 hit of cls C; and Maxima can combo his Hcb + D after cls C
(1 hit); Fwd + A) let your imagination fly... note that I do not quite
know what are all the changes between version 1 and version 2... this
FAQ is meant to be on version 2; though if you play version 1 all things
should apply; just search for some little extra things (I have played
both versions and they are pretty much the same).

Also do take notice that all the combos labeled with "counter mode
combos" are available on armor mode; unless they need the counter
mode unique feature of canceling special moves with Desperation Moves.

Also remember that:
 {R} = the combo can be escaped by a recovery roll.

 {NR} = the comboo CAN NOT be escaped by a recovery roll if you peform
        it right.

 Having no notes is that the enemy have no chance of recover.

BY ALL MEANS; remember that this is KoF; not Tekken; characters do not
have an standar size thus some combos will not work with everyone...
For Example; Ryo's cls D; Qcf + AC won't have a chance of comboing on
Benimaru; Kyo's cls C; Qcf + D, D won't combo on K'; Jhun cr C;
Qcb + D won't combo on some characters and Maxima's df + C; that can
fail of comboed from behind on some character like Kyo... that comes
with the experience of playing... I currently CAN NOT test all combos
in all characters on all the situations... I lack the time.


-----------------------------------------------------------------------
"Kay Dash" K':
-----------------------------------------------------------------------
IMPORTANT NOTE: His Qcb + B/D has autoguard.

Independent low combos:

- cr B; cr A; Qcf + A, fwd + B.

- cls B; Upc + C, fwd + D.

- cr B; cr A; Upc + A (1 hit).


Independent combos:

- cls C (2 hits); fwd + B; Qcb + B.

- cls D; Upc + C, fwd + D.

- cls C (1 hit); fwd + A; Qcf + C, fwd + B. *

- cls D (1 hit); fwd + A; Qcb + D. *

- cls D (1 hit); fwd + A; Qcf x 2 + C. *

- cls D (1 hit); fwd + A; Qcf, Hcb + AC. **

* These combos must be performed from very close; thus they are
  imposible to begin from jumps, D button may be replaced with C. *

** These combos must be performed from very close; thus they are
   imposible to begin from jumps, D button may be replaced with C;
   the Qcf, Hcb may be either normal or Max version. **


Strikers low combos:

- cls B, call Maxima; Upc + A (2 hits) §; [Qcf + A], fwd + D,
  Qcf x 2 + C.

- cr B, call Vanessa; Qcf + C, fwd + B §; short jump C; cls D;
  fwd + A; Qcf, Hcb + C. *

- cls C; Upc + C, fwd + D, call Ramon; short jump C; cr C;
  Qcf x 2 + A.

- cr B; Upc + A (2 hits), call Ryo; Qcf x 2 + C.

- cr B; cr B; Qcf + C, call King, Fwd + B; §; CD; [Qcf + A], Fwd + D;
  [Qcf + A]; Fwd + B; Qcf x 2 + C. **

* Qcf, Hcb + C may be either normal or Max version. *

** I hurt my hand trying to get this one... anyway; I will put the
   contributor's notes:
     - King Must be called Between the Qcf + C and the Fwd + B.
     - You may supress the CD; because it is difficult to land.
     - The CD and the [Qcf + A], Fwd + D Must hit before King ends
     - After King finish; retreat and perform [Qcf + A]; Fwd + B;
       Qcf x 2 + C, if you are far enough it will work.

    Even with these tips the best I could get was:
      - cr B; cr A; Qcf + C, call King; Fwd + B, §; jumping D;
      [Qcf + A], Fwd + B; Qcf x 2 + C.

      It seems I am no good. **


Strikers combos:

- throw with C, call any Striker; cls C; fwd + A; Qcf x 2 + A.

- cls C (2 hits); Qcf + C, call King, fwd + B; §; Upc + A, Upc + C,
  fwd + D. *

- jumping C; cr C, call Maxima, fwd + B; §; Qcf + C, fwd + B.

- cls C (1 hit); Upc + C, Fwd + D, call G. Mantle, cls D; fwd + A;
  Qcf x 2 + A.

- cls D; Fwd + B, call Saisyu; Qcb + B; §; Qcf x 2 + C.

- cls C (1 hit), fwd + A, call Rocky; Qcf, Hcb + A; § Qcf x 2 + C.

- jumping C; cr C; qcf x 2 + C, call Terry; Upc + C, fwd + D.

- jumping C; cls C (1 hit); Qcf x 2 + A; call Dong Hwan; cls C;
  Fwd + A; Qcf x 2 + C. **

* Be carefull with King's range; the first Upc must be conected
  while King is going up. *

** You must do a big cross up jump before calling Dong Hwan. **


Counter Mode combos:

- cr B; cr A; fwd + A, Qcf + A.

- cr B; cr A; fwd + B, Qcb + B.

- cr B; cls A; far C; Qcb + D.


Corner combos:

- jumping C; cr C; fwd + B; Qcb + B; call Maxima; Qcf + A; fwd + A;
  Upc + A; call Maxima; Qcf + C; fwd + B; Qcf x 2 + C.

- jumping C; cr C; Qcf + C, Fwd + D, call Duke; Upc + C, Fwd + D; §;
  Qcf + C, Fwd + D; [Qcf + C], Fwd + B; Qcf x 2 + C.

(Counter mode) - cls C (1 hit); Fwd + A; Qcf + C, Fwd + D; [Qcf + A],
                 Fwd + B, call Rugal; Far C; §; Upc + A (1 hit),
                 Qcf x 2 + A (hold); §; (release).


-----------------------------------------------------------------------
Maxima:
-----------------------------------------------------------------------
IMPORTANT NOTE: His far C; cls C; cls D; cr C; fwd + A and CD normal
               moves have autoguard.
               His Qcf, Hcb + A/C DM has autoguard.
               Qcf + A/C x 2 & Qcb + A/C have their autoguard removed.

Independent low combos:

- cls B; df + C; Qcb + A.

- cls B; df + C; Hcf + D.

- cls B; df + C; Qcf + C x 3.

- cls B; df + C; Hcb x 2 + D. *

* Hcb + D x 2 may be either normal or Max version. *


Independent combos:

- cls C; fwd + A; Qcb + A.

- cls C; fwd + A; Hcb x 2 + D. *

- cls C; fwd + A; Qcb + C.

- cls A; df + C; Qcf + C x 3.

- cls A; df + C; Hcf + D.

- cls A; df + C; Hcb x 2 + D. *

* Hcb + D x 2 may be either normal or Max version. *


Striker low combos:

- cls B; df + C; Hcf + D, call Duke; df + C, Upc + D. *

- cls B; df + C, Hcf + D, call Baedal; Qcf, Hcb + C. {R}

- cls B; df + C; Qcb + A, call another K'; Qcb + C.

- cls B; df + C; Hcb + D x 2; call Dong Hwan; Qcf, Hcb + A. **

* It is really hard to acomplish this anyware; it is easier if you
  are cornered; to make Duke come from behind you must call him while
  Maxima his hugging the enemy; before the suplex. *

** In order to make Dong Hwan to connect the 2 hits you must jump
   foward and call him. *


Striker combos:

- D throw; call any Striker; cls C; fwd + A; Qcb + A.

- cls C; Qcf + C x 3; Call another K'; Qcb + C.

- cls C; Qcf + C x 3; Call Ramon; cls D, df + C;  Hcb x 2 + D.

- cls C; Qcf + C x 2, call Benimaru; Qcf, Hcb + A.

- cls C; fwd + A; Qcb + A, call another K'; df + C;  Upc + D .


Counter mode combos:

- fwd + A, Hcb x 2 + D, call K'.

- cls B; df + C; Qcb + A; call another K'; Qcb + C, Qcf, Hcb + C.

- cls C; fwd + A; Qcb + A, Qcf, Hcb + C.


Corner combos:

- cls C (1 hit); Qcf + C x 3, call Baedal; df + C; Qcf, Hcb + A.

- cls C (1 hit); Qcf + C x 3; call Dong Hwan; cls D; Fwd + A; Qcb + A;
  call Dong Hwan; Cls C (1 hit); Hcf + D.

- cls C (1 hit); Fwd + A; Qcb + A, call Another K'; df + C; df + C;
  Upc + D.

- cls C (1 hit); Fwd + A; Qcb + A, call Ryo; cls C; df + C;
  Hcb x 2 + D. *

- cls C (1 hit); df + C; Qcb + A, call Rugal; Qcb + A; df + C; df + C;
  Qcf, Hcb + A.

* Hcb x 2 + D may be either normal or MAX version. *


-----------------------------------------------------------------------
Ramon:
-----------------------------------------------------------------------
IMPORTANT NOTE: Have you noticed that most characters; when they chain
               their low command attacks after any attack the attack
               remains to be low??? Well; with Ramon is a different
               history; when you chain his low command attack, df + B
               the attack no longer is low...
               Are we happy about this??? Well; since he is so tough I
               can over look this.
               Also his Hcf + B will sometimes hit twice (the kick
               will hit and when the enemy touches the ground he/she
               will more damage)... it is like a critical hit.

Independent low combos:

- cls B; cr A; Hcf + A.

- cls B; cr B; Hcb x 2 + C *.

* Hcb x 2 + C may be either normal or MAX version. *


Independent combos:

- cls C; df + B; Hcf + B.

- cls C; df + B; Qcb + A.

- jump D; cls C; df + B; Hcf + A.

- cls C; df + B; Hcb x 2 + C. *

- cls C; df + B; Qcb + C; cr C; df + B; Qcb, Hcf + B. **

 * Hcb x 2 + C may be either normal or MAX version. *

** In order to move after the df + B you must release the
   button the soonest on the Qcb + C, then walk a little for
   the rest to connect. **


Striker low combos:

- cls B; cr A; Hcf + A; call King Lion; Qcb + A. *

- cls B; cr A; Hcf + A; call Yuri; Upc + D x 2.

* The Qcb + A must hit simultaneosly with the last hit of King Lion.


Striker combos:

- cls C; df + B; Hcf + D; call Clark, jumping CD.

- cls C; df + B; Hcf + C; Call Kim Sue il; Upc + B x 2. {NR}

- cls C; df + B; Qcb + A, Call another K', Qcb + A. {NR}

- cls C; df + B, call Vanessa; Qcb + C; cls C; df + B; Qcb, Hcf + D.

- cls C; df + B; call Rocky; Qcb, Hcf + D; § Jumping CD.


Counter mode combos:

- cls C; df + B; Qcb + C; cr A; df + B; Hcb x 2 + C *

* Very much easy; unlike if you do the other version without counter
  mode. *


Corner combos:

- cls C; df + B; Hcb x 2 + C, call Goenitz; §; Qcb, Hcf + B. *

- cls C; df + B; Hcf + C, call Seth; cls C; Qcb + C; §; cls C;
  Qcb + C; Upc + B x 2. {NR} **

* On this combo you must do Hcb x 2 + BC, that usually calls the
  Striker on time for you to landle the "Tiger Spin". *

** You must run behind the enemy after Seth hits; on those cls C;
   Qcb + C you must release the button as soon as posible; in order
   for you to move faster and put those 2 Cs before Seth Finish his
   striker action. **


-----------------------------------------------------------------------
Vanessa:
-----------------------------------------------------------------------
IMPORTANT NOTE: Vanessa's Upc + C/A has autoguard.
               Vanessa's Qcb + A/C, bk + A/C has autoguard.
               On all of these moves the A version bounces fireballs
               and the C version dispels them.
               Her C & D throws are unescapable.

Independent low combos:

- cr B; fwd + A; Upc + A.

- cr B; cls B; fwd + A; Qcb, Hcf + C. *

- cr B; cr A; fwd + A; Hcf + C.

* Qcb, Hcf + C may be either normal or Max version. *


Independent combos:

- cr C; fwd + A; Hcf + C.

- cr C; fwd + A; Upc + A.

- cr C; fwd + A; Qcb, Hcf + C. *

- cr C; fwd + A; bk.fwd + A; jumping CD.

- far C (1 hit); Qcb + C; D(1 hit); Qcb, Hcf + C. *

* Qcb, Hcf + C may be either normal or Max version. *


Striker low combos:

- cr B; fwd + A, call Ramon; Upc + A; far C (1 hit); Upc + A.

- cr B; fwd + A, call Kyo; Qcf x 2 + C; §; far C; Qcb, Hcf + A.

- cr B; fwd + A, call Ramon; Upc + A; far C (2 hits); Qcb, Hcf + C. *

- cr B; cr A; fwd + A; Hcf + C; Call Maxima; bk. fwd + A, jumping CD.

* Qcb, Hcf + C may be either normal or Max version, the move must hit
  just before Ramon finish his move; and so he will not knock down
  the enemy. *


Striker combos:

- cls C (2 hits); fwd + A, Call Neo & Geo; Qcf x 2 + C; §;
  Qcb, Hcf + C.

- cls C (2 hits); fwd + A, call Rocky; Hcf + C; §; Jump CD.

- far C; bk. Fwd + A; jumping CD, call another K'; bk . fwd + A;
  jumping CD.

- cls C; fwd + A; Hcf + C, tap C, call Andy; dk. fwd + A; jumping CD.

- cls C; fwd + A; Hcf + A, tap A, call Dong Hwan; far C;
  Qcb, Hcf + C. *

* Qcb, Hcf + C may be either normal or Max version. *


Counter mode combos:

- cr B; far C (1 hit); fwd + A; Qcb, Hcf + A.

- Qcf + D, Fwd + C (1 hit), Qcf x 2 + C.


Corner combos:

- cls C; fwd + A; Hcf + C, tap C, call Hinako; short jump C; cls C;
  Fwd + A; Qcb, Hcf + A. *

- cr C; fwd + A; Hcf + C, tap C; call Ryo; Far C (1 hit); Qcb + C;
  Far C (1 hit); Qcb + C; Far C; Qcb, Hcf + A. **

- cls C; Fwd + A; Qcf x 2 + C; call Dong Hwan; jumping C; cls C;
  Fwd + A; Qcf, Hcf + C

* Qcb, Hcf + A may be either normal or MAX version. *

* Qcb, Hcf + A may be either normal or MAX version; those
  Far C (1 hit); Qcb + C, you must not hold C on the Qcb, in order
  to Vanessa to be able to move and do it again. *


-----------------------------------------------------------------------
Benimaru Nikaido:
-----------------------------------------------------------------------
Independent low combos:

- cr B; cr A; Upc + D.

- cr B, cr B, Qcf + D.

- cr B, cr A; Qcf x 2 + AC. *

* Only with Max version. *


Independent combos:

- cr A; cls D; Qcf + A.

- cr C; Qcb + C.

- cls C; Upc + D.

- cr C; Qcf x 2 + A. *

- cls D; Qcb x 2 + B.

* Qcf x 2 + A may be either normal or Max version. *


Striker low combos:

- cr B; cr + A; Upc + B; call another K'; jumping Qcf + C.

- cr B; Qcf + D, dn, up + D, call Maxima; Qcf x 2 + C.

* Qcf x 2 + C may be either normal or Max version. *


Striker combos:

- cls D; Qcb + C, call Maxima; Jumping dn + D; Upc + C.

- cls C; Qcb + C, call Rugal; Qcf x 2 + A. *

- cr A; cls D; Qcb + C; call Mary; Qcf x 2 + C. *

- cr C; Qcb + C; call Shingo; jumping D; cr C; Qcf x 2 + A. *

* Qcf x 2 + C/ Qcf x 2 + A  may be either normal or Max version. *


Counter mode combos:

- cr A; cls D; Qcf + A; Qcb x 2 + B.

- cls D; Qcf + A; call Syo; Qcf + C (2 hits); Qcf x 2 + C.

- cr B; cr B; Qcb + C, call Yamazaki; Qcf + C (2 hits); Qcf x 2 + C.

- cr C; Qcb + C; call King; Qcb x 2 + K; Qcf + C (2 hits);
  Qcf x 2 + C.


Corner combos:

(counter mode) - cr C; Qcb + C, call Neo & Geo, Qcb x 2 + B; §
                 air dn + D; Qcf + C (2 Hits); Qcf x 2 + C.

- cr B; Qcf + D; dn, up + D, call Dong Hwan; cr C; Qcb + C,
  call Dong Hwan, Qcf + A; call Dong Hwan, Qcf x 2 + C. *

 * Qcf x 2 + C may be either normal or Max version. *


-----------------------------------------------------------------------
Shingo Yabuki:
-----------------------------------------------------------------------
Independent low combos:

- cr B; Upc + B; Qcf + A.

- cr B; cr A; Qcf + A.

- cr B; cr B; Rup + D.

- cls B; cr A; Upc + A.


Independent combos:

- cls C; fwd + B; Qcf + C.

- cls C; Upc + D; Upc + A.

- cls D; Hcb + D.

- cr C; Qcb, Hcf + C. *

- cls C; fwd + B; Qcf x 2 + A; Qcf + A. **

* Qcb, Hcf + C may be either normal or Max version. *

* The Qcf + A DM can come out faster if you press the button again
  to use it earlier. *


Striker low combos:

- cr B; cr A; Rup + B, call another K'; Hcf + D.

- cls B; Upc + D (2 hits), call Maxima; Qcf x 2 + C; Rup + D.

- cr B; Upc + D (1 hit), call Kyo; qcf + A; §; jumping D.

- cr B; cr B,call King; Qcf + A; §; Upc + A; Hcf + D.


Striker combos:

- cls C; fwd + B; Qcf x 2 + A; Rup + B; call another K'; Hcf + D.

- cls C; Hcb + D, call Leona; cls C; fwd + B; Qcf x 2 + A; Qcf + A.

- cls C; fwd + B, call Mature & Vice; Qcf + C; §; Rup + D.

- cls A; Upc + D, call G. Mantle; cls C; Fwd + B; Qcf x 2 + A, A;
  Rup + D. {NR}


Counter mode combos:

- cr B; cr A; fwd + B; Qcf + C.

- cls B; Upc + D (2 hits); Qcf x 2 + A; Rup + D.

- cr B; cr B; Qcb, Hcf + A.


Corner combos:

- jumping C, call Duke; cls C; Qcb, Hcf + A; §; Qcf x 2 + A, A;
  Rup + D.

- cls C; fwd + B; Qcf x 2 + A, tap A; Rup + B, call Rugal;
  Qcf x 2 + A; Rup + D. {NR}


-----------------------------------------------------------------------
Lin:
-----------------------------------------------------------------------
IMPORTANT NOTE: Lin's Upc + A/C has autoguard.
               His dn, dn, dn + AC MAX DM takes twice the damage
               against Kyo.

Independent low combos:

- cr B; cr b; cr A; Qcf + A, Hcb + A, Fwd + A.

- cr B; cr A; Qcb, Hcf + A. *

- cr B; cr C (1 hit); Qcb + A.

- cr B; cr C (1 hit); Qcf + C, Hcb + C, Fwd + C.

- cr B; cr C; Qcb, Hcf + A. *

- cr B; cr C; dn dn dn + AC.

- cr B; cr C; Fwd + A; Qcb, Hcf + A. *

* Qcb, Hcf + A may be normal or Max version. *


Independent combos:

- cls C; Upc + C.

- cls C (1 hit); Hcb + B.

- cls C; fwd + A; Qcb + A.

- cls C; fwd + A; dn dn dn + AC.

- cls C; fwd + A; Qcb, Hcf + A. *

- cls C; fwd + A; Qcf + C, Hcb + C, Fwd + C.

* Qcb, Hcf + A may be normal or Max version. *


Striker low combos:

- cr B; cr C (1 hit); Qcf + C, call Mature and Vice, Hcb + C,
  fwd + C; §; Upc + C.

- cr B; cr B, call Shingo; cr A; Qcf + A; §; jumping C; cr C; fwd + A;
  Qcb, Hcf + A. *

- cr B; cr A; Qcf + A; call Clark; Hcb + A; §; Upc + C.

- cr B; cr A; Qcf + A, call Leona; Hcb + A, Fwd + A; §; Upc + C,

- cr B; cr C, call Rocky; Qcb, Hcf + A; §; Upc + C.

* Qcb, Hcf + A may be normal or Max version. *


Striker combos:

- cls C; Upc + C; call Kaede; Upc + C, call Kaede; [Qcf + C], Hcb + C,
  Fwd + C.

- cls C; fwd + A; Qcf + C, Hcb + C, Fwd + A, call another K'; jumping
  CD.

- cls C; (1 hit); Hcb + B (1 hit), call Rugal; Hcb + D, Upc + C.

- cls C; fwd + A, call Andy; Qcf + A, Hcb + A; §; Upc + C.

- C throw, call any Striker; cls B; cr C; Qcb, Hcf + A. *

* Qcb, Hcf + A may be either normal or MAX version. *


Counter mode combos:

- cr B; cr A; fwd + A; Qcb, Hcf + A.

- cr B; cr B; cr B; cr B; short jumping C; cr B, cr B, cr A, Fwd + A;
  Qcb, Hcf + A.

- Qcb + C (2 hits); Qcb, Hcf + A.

- Qcb + C (2 hits); Hcf x 2 + D.


Corner combos:

- cls C; fwd + A, call Neo & Geo; Qcb, Hcf + C; §; Qcb, Hcf + A.

- cls C; fwd + A; Qcf + A, Hcb + A, call Yashiro; cls C (1 hit);
  fwd + A; dn dn dn + AC.

- cls C; fwd + A; Qcf + A, call Hinako, Hcb + A; §; jumping C; cr C;
  fwd + A; Qcf + A, Hcb + A, fwd + A, call Hinako; cr C; Qcb + A.


-----------------------------------------------------------------------
Seth:
-----------------------------------------------------------------------
IMPORTANT NOTE: Seth's CD and Qcf + C have autoguard.
               His Hcf + D counter attack can leave the enemy open;
               the best thing to follow it up is a jumping D.
               His Hcf + B counter attack leave the enemy open for any
               combo; you just need to walk next to the enemy and hit
               them.
               His C throw is unescapable.

Independent low combos:

- cls D; df + B; Hcb + B.

- cls D; df + B; Qcf + A.

- cls D; df + B; Qcf x 2 + A.</pre><pre id="faqspan-2">


Independent combos:

- cls C; df + B; Qcf + A or C.

- cls C (1 hit); fwd + B, fwd + A; Hcb + B.

- cls C; df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit).

- cls C (1 hit); fwd + B; fwd + A; Qcf x 2 + C.


Striker low combos:

- cls D; df + B; Hcb + D, call Another Robert; Qcf x 2 + C (1 hit)

- cls D; df + B; Qcf + C, call Maxima; air Qcf + B.


Striker combos.

- cls C; (1 hit); fwd + B; fwd + A; call Rugal; Hcb + B; §; jumping
  Qcf + C.

- cls C; (1 hit); fwd + B; call Rocky; fwd + A; Qcf x 2 + C; §;
  Qcf x 2 + C (1 hit)

- cls C; df + B; Qcf, Hcb + B; Qcf + A; call another K'; jumping CD.

- cls C; call Andy; df + B; Qcf + A; §; jumping D.

- cls C; df + B, call Shingo; Qcf + A; §; jumping C; cls C; df + B;
  Qcf, Hcb + B; Qcf x 2 + A (1 hit).

- cls C (1 hit); fwd + B; fwd + A; Qcf, Hcb + B; call Dong Hwan;
  cls C; fwd + B; fwd + A; Qcf x 2 + C. {R}*

* You must do a big jump foward over the flying enemy and then call
  Dong Hwan. *


Conter mode combos:

- cls C (1 hit); df + B; Qcf + A (1 hit); Qcf, Hcb + B;
  Qcf x 2 + C (1 hit).

- cls C (1 hit); fwd + B; fwd + A; Hcb + B, call Benimaru; Qcf + C;
  Qcf x 2 + C (1 hit).


Corner combos:

- cls C; df + B, Call Goenitz; Qcf x 2 + A; §; Qcf + C;
  Qcf x 2 + A (1 hit).

- cls C; fwd + B, fwd + A; Hcb + B, call Yashiro; cls C; fwd + B,
  fwd + A; Qcf, Hcb + B; fwd + A.

- cls D; df + B; Qcf, Hcb + B; fwd + A, call Rugal; cr A; cr A; cr A;
  cr A; df + B; Qcf, Hcb + B; Qcf + A.


-----------------------------------------------------------------------
"Legendary Wolf" Terry Bogard:
-----------------------------------------------------------------------
Independent low combos:

- cr B; cr A; Upc + D.

- cr B; df + C; dn. up + C.

- cr B; cr B; qcf x 2 +B.

- cr B; cr A; df + C; Qcb, Fwd + A. *

* Qcb, fwd + A may be either normal or max version. *


Independent combos:

- cls D; fwd + A; Qcb + A.

- cls C; Upc + D.

- cls C; Qcf + A.

- cls C, fwd + A; Qcf x 2 + D.

- cls C; df + C; Qcb, Fwd + A. *

* Qcb, fwd + A may be either normal or max version. *


Striker low combos:

- cr B; cr B; Upc + B; call another K'; Qcb, Fwd + A. *

- cr B; Qcb + B; call Vanessa; cls D; fwd + A; Qcf x 2 + D.

- cr B; df + C; dn. up + C, call G. Mantle; cls C (1 hit); fwd + A;
  Qcb, Fwd + A. {NR}

- cr B; df + C; dn. up + C; call Ryo; Qcb, Fwd + A. *

 * Qcb, Fwd + A may be either normal or max version. *


Striker combos:

- cls C; call King; fwd + A; §; Qcb, Fwd + A; Qcf x 2 + B (4 hits).

- cls C; fwd + A; call King; Qcf x 2 + B; §; Qcb + A.

- cls C; fwd + A, call Mature & Vice; Qcb, Fwd + A; §; Upc + D.


Counter mode combos:

- cls C; call Clark;  Qcf + A; §; Qcf + C; Qcb, Fwd + A.

- cr B; df + C; dn. up + C, Qcf x 2 + D (2 hits).


Corner combos:

- cls C; fwd + A, call Maxima; Qcb, Fwd + A, §;
  Qcf x 2 + B (4 hits). *

- cls D; fwd + A; Qcb + A; call Rugal; Qcb, fwd + A; Qcf x 2 + B.

- jumping C, call Neo & Geo; cls D; fwd + A; Qcf x 2 + D; §; Qcf + C;
  Qcb + A.

- cross up D; cls C; fwd + A; Qcb + A, call Seth; cr C; Qcb, Hcf + A;
  §; Upc + D. **

- cls D; fwd + A, call Hinako; Qcb, fwd + A; §; cls D; fwd + A;
  Qcf x 2 + D.

* Is necesary to roll to the corner after the §. *

* After calling Seth you must run behind the enemy. *


-----------------------------------------------------------------------
Andy Bogard:
-----------------------------------------------------------------------
Independent low combos:

- cr B; cr A; df + A (1 hit); db, fwd + A, Qcf + C.

- cr B; cr A; Qcb, Hcf + A.

- cr B; cr A; df + A (1 hit); Qcb, Hcf + A.


Indepedent combos:

- cr C; df + A (1 hit); db, fwd + A, Qcf + C.

- cr C; df + A (1 hit); Qcb, Hcf + A.

- cls C (1 hit); Hcf + C; df + A (1 hit); db, fwd + C.

- cr C ; Qcb, Hcf + B. *

- cls C (1 hit); Hcf + C; df + A; jumping C.

- cls C (1 hit); Hcf + C; df + A (1 hit); Qcb, Hcf + BD.

* Qcb, Hcf + B may be either normal or Max version. *


Striker low combos:

- cr B; cr A; df + A, call Maxima; Hcf + B.

- cr B; cr A; df + A (1 hit); db, fwd + A, call Vanessa; jumping C;
  cls C ( 1 hit); df + A (1 hit); Qcb, Hcf + A.


Striker combos:

- cr C; Hcf + C, call Rocky; db fwd + A; §; df + A (1 hit);
  db, fwd + C.

- cls C (1 hit), Hcf + B, call Psycho Soldier Kensou;
  Qcb, Hcf + D . *

- cr C; Hcf + C; df + A; jumping C; call another K'; Qcb, Hcf + BD.

- cls C; Hcf + C; Upc + A, call G. Mantle; cls C (1 hit);
  df + A (1 hit); Qcf, Hcf + A.

- cls C (1 hit); Hcf + C; Upc + A; call Robert; jumping C; cls C;
  df + A (1 hit); Qcb, Hcf + A.

 * Qcb, Hcf + D may be either normal or Max version. *


Counter mode combos:

- cls A; Qcb + C; call Mature & Vice; Qcb + A; Qcb, Hcf + D.

- cls C (1 hit); df + A (1 hit); db, fwd + A, Qcb, Hcf + A.

- cls C; Hcf + C; df + A; call Dong Hwan; cls C; df + A (1 hit);
  db, fwd + A, Qcf + C. {R} *

* You must give a big jump foward while calling Dong Hwan for him
  to connect; them you attack simultaneosly to his electric attack. *


Corner combos:

- cr C; Hcf + C; Qcf + A; Upc + A, call Maxima; Qcb, Hcf + D. *

- cls C (1 hit); Hcf + C, call Duke; Qcb + A; Upc + A; §; cr C;
  df + A (1 hit); Qcb, Hcf + A.

- cr C; df + A (1 hit); db fwd + A, Qcf + C, call Maxima;
  df + A (1 hit); Qcb, Hcf + BD.

- cr C; fwd + B; Qcf + B, call Hinako, C; §; cr C; df + A (1 hit);
  Qcb, Hcf + A.

* Qcb, Hcf + D may be either normal or Max version. *


-----------------------------------------------------------------------
Joe Higashi:
-----------------------------------------------------------------------
IMPORTANT NOTE: His C throw is unescapable.

Independent low combos:

- cr B; cr A, tap A (4 hits), Qcf + C.

- cr B; cr A; Qcf x 2 + A. *

- cr B; cr A; Qcf, Hcb + A.

- cr B; cr A; Upc + D.

* Qcf x 2 + A may be either normal or Max version. *


Independent combos:

- cls C; fwd + B; Qcb + B.

- cls C; fwd + B; Hcf + D.

- cls C; fwd + B; Qcf, Hcb + C.

- cls D, Qcf x 2 + A. *

* Qcf x 2 + A may be either normal or Max version. *


Striker low combos:

- cr B; cr A, tap A (4 hits), Qcf + A, call Clark; Qcf x 2 + D.

- cr B; cr A; Upc + B, call another K'; Qcb + D; Upc + D.

- cr B; cr A; Upc + B, Call G. Mantle; Qcb + D; Far D.

- cr B; cr A; Qcf x 2 + A, call Dong Hwan; cls C; fwd + B;
  Qcf, Hcb + C. {R} *

* You must give a big jump foward while calling Dong Hwan for him
  to connect; them you attack simultaneosly to his electric attack. *


Striker combos:

- cls D; fwd + B; Qcb + B, call Clark; cls A; Qcf + x 2 A. *

- cls C; Hcf + A, call Syo; Qcb + B, Hcf + B. **

- cls C; call Psycho Soldier Kensou; fwd + B; Qcb + B, §; Qcb + B,
  Hcf + B. **

- cls C, fwd + B, Qcb + B, call anoter K', Qcb + B, Upc + D. **

* Qcf x 2 + A may be either normal or Max version. *

** In all of these combos the Qcb + B or D must be connected just
   after the Striker hits. **


Counter Mode combos:

- cls A; tap A (2 hits), call Psycho Soldier Kensou, Qcf + A,
  Qcf x 2 + B.

- cr A; cr B; fwd + B, call another K'; Qcb + B; §; Qcb + D; D. *

* In this combo the Qcb + D must be connected just after the Striker
  hits. *


Corner combos:

- cls C; fwd + B, call Goenitz; Qcf, Hcf + C; §; Qcb + B (1 hit);
  tap C (3 Hits), Qcf + C.

- cls D; fwd + B; Hcf + B, call Maxima; Qcb + B; Upc + D, call Maxima;
  Qcf x 2 + D. *

- cls C; fwd + B, call Neo & Geo; Qcf, Hcb + C; §; cls C; fwd + B;
  Qcf, Hcb + C.

* It is necesary to roll behind the enemy leaving them in a corner
  after the §. *


-----------------------------------------------------------------------
Blue Mary Ryan:
-----------------------------------------------------------------------
Independent low combos:

- cr B; cr A; Upc + B, Upc + D.

- cls B; cr A; Qcf x 2 + D. *

- cls B; cr A; Hcb x 2 + D.

* Qcf x 2 + D may be either normal or Max version. *


Normal combos:

- cls C (1 hit); bk + B; bk. fwd + B, Qcf + D.

- cls D; bk + B; Qcf, Hcb + A.

- cls C (1 hit); fwd + A; Upc + D; Upc + D.

- cls C (1 hit); fwd + A; Hcb x 2 + D.

- cls D; bk + B; Qcf x 2 + D. *

* Qcf x 2 + D may be either normal or Max version. *


Striker low combos:

- cls B; Upc + B (2 hits), Upc + D, call Syo; Qcf, Hcb + A.

- cr B; cls A; Upc + B, Upc + D, call Mature & Vice; Qcf, Hcb + C.


Striker combos:

- cls C (1 hit); bk + B; bk. fwd + B, Qcf + D; call another Robert;
  Qcf x 2 + BD.

- cls C (1 hit); bk + B, call Rocky; Qcf, Hcb + A; §;
  Upc + B, Upc + D.

- cls C (1 hit); bk + B, call Maxima; bk. fwd + B; §; Qcf x 2 + D.

* Qcf x 2 + D may be either normal or Max version. *


Counter mode combos:

- cr B; cr A; bk + A; bk. fwd + B, Hcb x 2 + D.

- cls B; cls C; bk + A; bk. fwd + B; Qcf + D; call Syo;
  Upc + B (1 hit), Qcf, Hcb + A.


Corner combos:

- cls C (1 hit); bk + B, call Duke; Upc + D, Upc + D; §;
  Qcf x 2 + D. *

- cls D, call Neo & Geo; bk + B; bk. fwd + B, Qcf + D; §; cls D;
  bk + B; Qcf, Hcb + A.

* Qcf x 2 + D may be either normal or Max version. *


-----------------------------------------------------------------------
"Invincible Dragon" Ryo Sakazaki:
-----------------------------------------------------------------------
IMPORTANT NOTE: Fwd + B and dn + B are autoguard.
               Cr B with this character is either db + B or df + B;
               because dn + B is his auto guard move.
               His Fwd + B can be interrupted on the first frames;
               befores he rises his arm; it can be interrupted even
               if it guards an attack.

Independent low combos:

- cr B; cr A; far A; Hcb + B (1 hit).

- cr B; cr A; Upc + A.

- cr B; cr A; Qcf x 2 + A.

- cr B; cr C; Qcf + C.

- cr B; cls C; Qcf, Hcb + A.


Normal combos:

- cls D; Fwd, Bk, Fwd + C.

- cls C; Hcb + D.

- Qcb + C; Qcf + A.

- Qcb + C; Hcb + D.

- cls C; Fwd, Hcf + A.

- cls D; Qcf, Hcb + A.

- cls C; Qcf + AC.


Striker low combos:

- cr B; cr A; far A; Hcb + B; call another K'; Fwd, Hcf + A.

- cr B; cr A; Hcb + B, call Mature & Vice; Fwd, Hcf + A.

- cr B; cr A; Upc + A, call Rugal; Fwd, Bk, Fwd + A.


Striker combos:

- cls C; Fwd, Bk, Fwd + C; call Robert; Fwd, Hcf + C. {NR} *

- cls D, call Rocky; Qcf, Hcb + A; §; Fwd, Bk, Fwd + C.

- cls C; fwd + A, call King; far A; Upc + A (2 hits); Qcf x 2 + A.

- cls C; fwd + A, call King; Fwd, Hcf + A; Fwd, Bk, Fwd + C. *

- Qcb + A; cr C; Hcb + D (2 hits), call Mature & Vice;
  Fwd, BK; Fwd + A.

* Fwd, Hcf + A or C may be either normal or Max version. *


Counter mode combos:

- cr B; cr C; Qcf + C; Qcf x 2 + C.

- cr B; cls A; Fwd, Bk; Fwd + A; call Iori; Qcf + A; Qcf x 2 + A.

- cls C, call Vanessa; Qcf + C; Fwd; Hcf + A.


Corner combos:

- cls C; Hcb + D, call Eiji; fwd, bk, fwd + C, call Eiji;
  Qcf, Hcb + A. {NR}

- cls D; Upc + A, call Rugal; fwd, Hcf + A; Fwd, bk, Fwd + A.

- cr B; cls A; Hcb + D, call Shermie; Qcf, Hcb + C.

(counter mode) - jump C, call Goenitz; cls D; Qcf + C, Qcf x 2 + C;
                 §; Qcf + A; Qcf x 2 + C. {NR}


-----------------------------------------------------------------------
"Raging Tiger" Robert Garcia:
-----------------------------------------------------------------------
IMPORTANT NOTE: Just like Ramon; his df + B will not hit low if you
               chain it.

Independent low combos:

- cr B; cr B; dn. up + C; dn. up + D.

- cls B; cr A; Qcf x 2 + D.

- cr B; cls B; bk + B; bk. fwd + D.

- cr B; cls B; bk + B; Qcf, Hcb + AC.


Idependent combos:

- cls C; bk + B; bk. fwd + D.

- cr C; dn. up + C; bk. fwd + D (2 hits).

- cr C; fwd + B; Qcf x 2 + D.

- fwd + A; Qcf x 2 + D.

- cls C; fwd + B; Qcf, Hcb + AC.


Striker low combos:

- cr B; cr A; dn. up + C, call Ryo; run foward cr C; fwd + B;
  Qcf x 2 + D. {NR}

- cr B; cr A; dn. up + C, bk. fwd + D (2 hits), call another K';
  Fwd, Hcf + C.

- cr B; cr B; dn. up + C, call King; cr C; bk + B; Qcf x 2 + D.

- cr B; cr A; bk. fwd + D, call Mature & Vice; Qcf x 2 + D.

- cls B; cr A; df + B (1 hit), call Rugal; Qcf x 2 + D; §;
  Qcf x 2 + B.


Striker Combos:

- cls C; fwd + B, call Rocky; Qcf x 2 + D; §; Qcf x 2 + D.

- cls C; df + B, call Kaede; Qcf, Hcb + A; §; Qcf x 2 + D.

- cr C; dn. up + C, call Dong Hwan; cls C; df + B; Qcf, Hcb + A. *

- cr C; dn. up + C; bk. fwd + D (2 hits); call Mature & Vice;
  Qcf x 2 + D.


Counter mode combos:

- cr B; dn. up + C; Qcf x 2 + D.

- cr C; dn. up + C, call Dong Hwan; cls C; Fwd + B; Qcf x 2 + B. * {R}

* As usual, give a cross up jump over the enemy when calling Dong
  Hwan. *


Corner combos:

- cls C; df + B (1 hit), call Neo & Geo; Qcf, Hcb + A; §;
  Qcf, Hcb + C.

- cls C, Fwd + B, call Goenitz; Qcf x 2 + D; §; Qcf, Hcb + A.


-----------------------------------------------------------------------
King:
-----------------------------------------------------------------------
IMPORTANT NOTE: King taunts if you leave her standing without taking
               any action.

Idependent low combos:

- cr B, cls B; Upc + D.

- cls B; Hcb + A.

- cr B; cls B; Hcb x 2 + B.

- cr B; cr A; Hcb + D.

- cr B; cr A; Hcf + C.


Normal combos:

- cls D; Upc + D.

- cls D; Hcb x 2 + D.

- cls C; Hcb + C.

- cls D (1 hit); Upc + C.


Striker low combos:

- cr B, cls B; Upc + D, call Kaede; Upc + D.

- cr B; cr A; Hcf + C, call Rocky; Qcf + D.

- cls B; Hcf + A; call Shermie; Qcf; Hcb + B. *

* Qcf; Hcb + B may be either normal or Max version. *


Striker combos:

- cls D (1 hit); Upc + C, call Mature & Vice; Qcf, Hcb + B.

- cls D, call Shingo; Hcb + C; §; jumping C; cls D; Qcf + D.

- cls D; Hcf + C; call Rugal; cls C; Upc + D.

* Qcf; Hcb + B may be either normal or Max version. *


Counter mode combos:

- cls A; cls D; Hcb + C (3 hits); Hcb x 2 + D.

- cr B; cr A; Hcb + A; call Maxima; Qcf + D (1 hit); Qcf, Hcb + B.


Corner combos:

- cls D (1 hit); Upc + A, call Maxima; cls C; §; Qcf, Hcb + B. *

- cls D (1 hit); Upc + D, call Baedal; Upc + A, cls D.

- cls D, call Goenitz; Qcb x 2; Qcf, Hcb + D.

- cls C; Hcb + C, call Hinako; cls D; Qcb x 2 + B.

 * Qcf; Hcb + B may be either normal or Max version. *


-----------------------------------------------------------------------
"Mr. Karate" Takuma Sakazaki:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Qcb + A/C has autoguard.

Independent low combos:

- cr B; cr A; fwd + A; Qcf + C.

- cr B; cr A; fwd + A; Fwd, Hcf + C.

- cr B; Qcf x 2 + A.

- cr B; cls B; fwd + B; Qcf, Hcb + A. *

* Qcf, Hcb + A may be either normal or Max version. *


Independent combos:

- cls C; fwd + A; Qcf + C.

- cr C; db. fwd + D; fwd + A; df + B.

- cr C; db. fwd + D; Fwd, Bk, Fwd + C.

- cr C; db. fwd + D; Fwd, Hcf + A.

- cls C; fwd + B; Fwd, Hcf + C.

- cls C; fwd + A; Qcf, Hcb + A. *

- cls A; cls C; fwd + A; Qcf, Hcb + A. *

 * Qcf, Hcb + A may be either normal or Max version. *


Striker low combos:

- cr B; fwd + B, call Rocky; Qcf, Hcb + A; §; Fwd, Hcf + C.

- cr B; cr A; fwd + A, call King; Qcf + C; jumping CD; Fwd, Hcf + A.

- cr B; cls C; fwd + A, call King; Jumping CD, Fwd, Hcf + A. *

* Hold the Fwd, Hcf + A to power it up. *


Striker combos:

- cls C; fwd + B; call another K'; Fwd, Hcf + C; §; Fwd, Hcf + C.

- cr C; db. fwd + D; Fwd, Bk, Fwd + C, call G. Mantle; db. fwd + D;
  Fwd, Hcf + A. {NR}

- cls C; fwd + A, call Vanessa; Qcf + A; jumping C; cr C;
  db. fwd + D; Fwd; Hcf + A.

- cls C; fwd + A, call Kyo; Qcf, Hcb + A; §; Qcf, Hcb + A.

- cr C; db. fwd + D; cls B, call Mai; cls B; cls B; cls D; df + B. *

* You must run under the enemy for Mai to appear on good position; but
  before you call Mai you must press B, otherwise you won't have enough
  time to move. *


Counter mode combos:

- cr B; cr A; db. fwd + D; Fwd, Bk; Fwd + C; call Kaede; Fwd,
  Bk; Fwd + C .

- cr B; cr A; db. fwd + D; call Dong Hwan; cr A; Qcf x 2 + A. {R}


Corner combos:

- cls C, fwd + B, call Neo & Geo; Qcf, Hcb + A; §; Qcf, Hcb + A.

- cls C; fwd + A, call Maxima; Fwd, Hcf + C, §; Qcf, Hcb + C.


-----------------------------------------------------------------------
Leona Heidern:
-----------------------------------------------------------------------
IMPORTANT NOTE: Leona's jumping C can cross up; but it is very tricky.

Independent low combos:

- cr B; cr A; dn. up + C.

- cr B; cls A; Qcf x 2 + A.


Independent combos:

- cls C; fwd + B; Air Qcf, Hcb + C. *

- jumping D; jumping D; Qcf, Hcb + C. *

- Rup + D; dn. up + C.

- cls D; Qcf x 2 + A.

- cr C; Qcb, Hcf + D.

* Air Qcf, Hcb + C may be either normal or Max version. *


Striker low combos:

- cr B; cr B, call Baedal; cr A; bk. fwd + D, Fwd + D.

- cr B ; cr A; dn. up + A, call another K'; air Qcf, Hcb + C. {R} *

* Air Qcf, Hcb + C may be either normal or Max version. *


Striker Combos:

- cls D (1 hit), call Neo & Geo; Qcf x 2 + C; §; Qcf x 2 + C.

- cls D (1 hit); Fwd + D, call Baedal; air Qcf, Hcb + A; §;
  air Qcf, Hcb + C.

- cls D; fwd + B; call Clark; Cls A; §; Air Qcf, Hcb + C. *

- cls D; fwd + B; call Clark; bk. fwd + C; jumping Qcf, Hcb + C. *

* Air Qcf, Hcb + C may be either normal or Max version. *


Counter mode combos:

- cls D; fwd + B; call Clark; Cls A; §; Air Qcb + C, Qcf, Hcb + C.

- Rup + D; bk. fwd + D, fwd + D (1 hit); Qcf, Hcb + C.


Corner combos:

- cls D; fwd + B, call Shermie; §; Qcb + A; bk. fwd + A; Qcf x 2 + A.

- cls D; fwd + B; air Qcb + A, call Ryo; cr C, fwd + B,
  Qcf, Hcb + C. * {NR}


-----------------------------------------------------------------------
Ralf Jones:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Qcf x 2 + AC MAX DM has autoguard.
               His Hcb + Kick has autoguard and dispels fireballs
               These low combos are not interrupt; you just grab
               the enemy before he can defend himself.

Independent low combos:

- cr B; Hcf + B.


Independent combos:

- cls C; Hcf + D.

- cls C; Hcb + D.

- cr C; bk. fwd + C.

- cr C; tap C.

- cr C; Qcb, Hcf + D.

- cr C; Qcf, Hcb + C. *

* Qcf, Hcb + C may be normal or Max version. *


Striker low combos:

- cr B; Hcf + D, call Baedal; bk. fwd + C (2 hits).


Striker combos:

- cr C; Hcb + B, call Dong Hwan; Qcf x 2 + AC.

- cls C; Hcf + D; call King Lion; cr C; Qcb, Hcf + D.

- cr C; Qcb, Hcf + D; call Dong Hwan; cls C; Qcf, Hcb + C. *

* You need to jump behind the enemy while calling Dong Hwan *


Counter mode combos:

- cr A; bk. fwd + C (1 hit); Qcf, Hcb + C.

- cr B; far A; Hcb + B, call Leona; cr A; bk. fwd + A (2 hits),
  Qcf, Hcb + A.


Corner combos:

- cls C; bk. fwd + C, call Hinako; cr C; Qcb, Hcf + D.

- cls C; bk. fwd + C, call Ramon; tap C (3 hits). {NR}


-----------------------------------------------------------------------
Clark Steel:
-----------------------------------------------------------------------
IMPORTANT NOTE: These low combos are not interrupt; you just grab
               the enemy before he can defend himself.

Independent low combos:

- cr B; Hcf + D, Qcf + C.

- cr B; Hcb x 2 + C. *

* Hcb x 2 + C may be either normal or Max version. *


Independent combos:

- cls C (1 hit); Hcf + D, Qcf + C.

- cls C (1 hit); bk. fwd + C, Upc + C, Qcf + C.

- cls C (1 hit); Hcf + C, dn, dn + D.

- cls C (1 hit); Hcb x 2 + C. *

* Hcb x 2 + C may be either normal or Max version. *


Striker low combos:

- cr B; Hcf + B, Qcf + C, call Dong Hwan; Hcf + C;
  dn. dn + C, Qcf + C.


Striker combos:

- cls C (1 hit); Hcf + D, call Cool Choi, Qcf + C;
  bk. fwd + C (2 hits), Upc + C, Qcf + C.

- cls C (1 hit); Hcf + C; dn; dn + C, Qcf + C,
  call G. Mantle; Hcf + C; dn, dn + A.

- cls C; bk. fwd + C, Upc + C, Qcf + C, call Unknown;
  bk. fwd + C, Upc + C, Qcf + C.


Counter mode combos:

- cr B; Hcf + C; dn, dn + A.


Corner combos:

- jumping B; cls C (1 hit); Hcf + D, Qcf + C, call Seth; cls C, §;
  Upc + C, Qcf + C.

- cls C (1 hit); Hcf + C, dn, dn + B, call Goentiz; cls C (1 hit);
  Hcb x 2 + C. *

* Depending of your timming AND the character is the direction where
  Clark will spin; with Terry is really hard to keep him on the
  corner; but with others characters, like K'; is very easy. *


-----------------------------------------------------------------------
"S.A.L.L.Y. Muchiko" Whip:
-----------------------------------------------------------------------
Independent low combos:

- cls B; cls A; Hcf + C.

- cls B; cr B; Qcb, Hcf + A. *

* Qcb, Hcf + A may be either normal or Max version. *


Independent combos:

- cls D; fwd + A x 5; cn + A. {R}

- cls C; Hcf + C.

- cls C; Qcb, Hcf + A. *

* Qcb, Hcf + A may be either normal or Max version. *


Striker low combos:

- Hcb + C (1 hit), call Duke; Hcb + B; cr C (1 hit); Qcb, Hcf + A. *

- Hcb + C (1 hit), call Baedal; dn + A; §; Jumping D (1 hit); Hcb + C.

* Qcb, Hcf + A may be either normal or Max version. *


Striker combos:

- cls D; fwd + A x 3, call Shermie, fwd + A x 2; §; Hcb + B (1 hit);
  cr C (1 hit); Qcb, Hcf + A. *

- cls D; fwd + A x 4; call Leona, Fwd + A; Qcb, Hcf + A. **

- D throw, call any Striker; cls D; Qcb, Hcf + A. **


* Call Shermie on third hit, but give all the 5; Hcb + B must hit on
  second hit only. Qcb, Hcf + A may be either normal or Max
  version. *

** Qcb, Hcf + A may be either normal or Max version. **


Counter mode combos:

- cls C; Hcf + C; Qcb, Hcf + A.

- Jumping C; short jump D; cls D; Fwd + A x 4, call Mature & Vice;
  Fwd + A; §; Hcf + C; Qcb, Hcf + A.


Corner combos:

None.


-----------------------------------------------------------------------
Athena Asamiya:
-----------------------------------------------------------------------
Independent low combos:

- cr B; cr A; Upc + C.

- cr B; fwd + B; Upc + A.


Independent combos:

- cls C; fwd + B; Upc + C.

- jumping C; Qcf x 2 + D.


Striker low combos:

- cr B; cr A; Upc + A, call Another K', Hcf + A; Qcb + C.


Striker combos:

- cls C; Fwd + B (1 hit); Upc + C, call Baedal; Qcf + D; Upc + C.

- cls C; Fwd + B (1 hit); Upc + C, call Maxima, Hcb x 2 + A. *

- cls A; Upc + C; call Saishu; Upc + C.

- cls C; Fwd + B (1 hit); Upc + A, call G. Mantle; cls C; Fwd + B;
  Upc + C. {NR}

* The Hcb x 2 + A may be either normal or MAX version. *


Counter mode combos:

- cr B; cr B; fwd + B (1 hit); Upc + A.


Corner combos:

- cls C; fwd + B (1 hit); Upc + C, call Eiji; Hcf + A; Hcb x 2 + A. *

- cls C; fwd + B (1 hit); Upc + C, call Kensou; Hcf + A;
  jumping Qcb + B; Hcb x 2 + A. *

- cls D, fwd + B (1 hit), call Hinako; Qcb + B; §; cls C; Fwd + B;
  Hcb x 2 + A. *

* Hcb x 2 + A may be either normal or MAX version. *


-----------------------------------------------------------------------
Sie Kensou:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Hcf + A/C and Qcf + B/D have autoguard.

Independent low combos:

- cr B; cr A; Upc + C, tap C.

- cr B; cr A; Qcb + A.

- cr B; cr A; Hcf + A.

- cr B; cr A; Qcf x 2 + C.


Independent combos:

- cls D; Upc + C, tap C.

- far C; Hcf + A.

- cr C; Qcf, Hcb + B. *

* Qcf, Hcb + B may be either normal or Max version. *


Striker low combos:

- cr B; cr A; Upc + C, tap C, call Maxima; Qcf, Hcb + D. *

- cr B; cr A; Hcf + A, call Mature & Vice; Hcf + C.

 * Qcf, Hcb + D may be either normal or Max version, also on Max
   it does need to be performed at a certain distance, or it will
   miss. *


Striker Combos:

- cls D; Upc + C, tap C, call Another Robert; Qcf, Hcb + D. *

- cls C; Upc + C, tap C, call Shermie; Qcf + D; Hcf + C.

- cls C; Upc + C, call King; jumping D; Hcf + C.

- cr C; Upc + C, tap C, call Benimaru; Qcf + B; Qcf, Hcb + D. *


* For the Qcf, Hcb + D to juggle, the first kick must fail and the
  second kick must hit. *


Counter mode combos:

- cr B; Qcb + A, Qcf, Hcb + B.


Corner combos:

- cls C; fwd + A; call Neo & Geo; Qcf, Hcb + B; §; Qcf, Hcb + D.

- cls C; Qcf + D; Qcb + A (1 hit), call Hinako; cls C; fwd + A;
  Qcf + D; Rup + B, call Hinako; Qcf, Hcb + D.

- far C, call Neo & Geo; Qcf, Hcb + B; §; Qcf + D (1 hit);
  Qcf, Hcb + D. *

- cls D; Qcf + D; Hcf + A (2 hits), call Benimaru; Qcf D; Hcf + A,
  call Benimaru; Qcf + D; Hcf + A, call Benimaru; Qcf + D;
  Qcf, Hcb + D. **

- cls C; Qcf + D, call Goentiz; Rup + D; §; Qcf + D; Qcf, Hcb + D. *

* The Qcf + B must hit only the second hit; and the Qcf, Hcb + D must
  hit the second kick in order to juggle. *

** The usual note that on the Qcf, Hcb + D the second hit must hit in
   order to juggle; on the Benimaru combo you must roll so the enemy
   will be left facing the corner. **


-----------------------------------------------------------------------
Chin Gentsai:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Upc + A has autoguard.
               His C throw is unescapable.

Independent low combos:

- cr B; cr A; Upc + C.

- cr B; cr A; Qcf x 2 + C. *

* Qcf x 2 + C may be either normal or MAX version. *


Independent combos:

- far C; Qcb + A.

- cls C; Upc + C.

- cls C; dn, dn + A; fwd + A

- cls C; Qcf x 2 + C. *

* Qcf x 2 + C may be either normal or MAX version. *


Striker low combos:

- cr B; cr A; Upc + C, call Another K'; Qcf x 2 + C. *

 * Qcf x 2 + C may be either normal or MAX version. *


Striker combos:

- cls C; Upc + C, call Mature & Vice; Qcf x 2 + C. *

- C throw; call Neo & Geo; jumping C; cls C; Upc + C.

- cls C; Qcb + A, call King; jumping C; Qcf x 2 + C. *

- cls C; Qcb + A, call Vanessa; jumping C; cls C; Qcb + A.

 * Qcf x 2 + C may be either normal or MAX version. *


Counter mode combos:

- cls A; far C, call Mature & Vice; Qcb + A; §; dn, dn + C, fwd + A.


Corner combos:

- cls C; Upc + C, call Rugal; Qcf x 2 + AC (2 hits).

- cls C; Qcb + C, call Dong Hwan; cls C; Upc + C.


-----------------------------------------------------------------------
Bao:
-----------------------------------------------------------------------
IMPORTANT NOTE: His C throw is unescapable.

Independent low combos:

None.


Independent combos:

- cls C; df + D.

- cls C; Fwd + A; Qcb + C.

- cr C; Qcf x 2 + A. *

- cls C; Fwd + A; Qcf x 2 + AC.

* Qcf x 2 + A may be either normal or MAX version. *


Striker low combos:

- cr B, call Maxima; cr B; cr B; §; Qcb x 2 + D.


Striker combos:

- cls C; fwd + A; Qcb + C, call Unknown; Qcb x 2 + AC.

- cls C; df + D, call Ryo; Qcb x 2 + AC.

- C throw, call Ramon; cls C; fwd + A, Qcb x 2 + D.

- cls C; fwd + A, call King; Qcf + B; jumping CD; Hcb x 2 + D.


Counter mode combos:

- cr B; cr C; Qcb + C.


Corner combos:

- cls C; df + D, call Hinako; cls C; fwd + A; Qcb x 2 + B.

- cls C; df + D, call Hinako; fwd, Hcf + BD; cls C; cls C; df + B;
  cls C; fwd + A; Qcb + C.


----------------------------------------------------------------------
Mai Shiranui:
----------------------------------------------------------------------
Independent low combos:

- cr B; cls B; Qcb + C.

- cr B; cls A; df + D (1 hit); Qcb + D, Qcb + C.

- cr B; cls A; df + B (1 hit); Qcb, Hcf + B. *

* Qcb, Hcf + B may be either normal or MAX version. *


Independent combos:

- cls C; df + B (1 hit); Qcb + D, Qcf + C.

- cls C; df + B (1 hit); Hcf + B.

- cls D; df + B (1 hit); Qcb, Hcf + B. *

* Qcb, Hcf + B may be either normal or MAX version. *


Striker low combos:

- cr B; cls B; df + B (1 hit), call Clark; Qcb + C; §; Qcb x 2 + C.

- cr B; cls B; df + B (1 hit), call Benimaru; Qcf + C; §; Qcb x 2 + A.

- cr B, cls B; df + B (1 hit), call King; Qcf x 2 + C (2 hits);
  Qcb x 2 + C.


Striker combos:

- cls D; df + B (1 hit); Qcb + B; Qcb + C, call another K';
  Qcf x 2 + A.

- cr C; df + B (1 hit), call Andy; Qcb + D, Qcb + C; §; Qcf x 2 + C.

- cr C, call Psycho Soldier Kensou; df + B (1 hit); Qcb + C; §;
  Qcf x 2 + C.

- cls C; df + B (1 hit); Qcb + C, call King; jumping C; Qcb x 2 + C.

- cls C; df + B (1 hit); Qcb + D, call Rugal; Qcb + C; §; Qcf x 2 + C.


Counter mode combos:

- cr C; df + B (1 hit); Qcb + D, Qcb + C (1 hit), Qcb, Hcf + D.

- cr C; df + B (1 hit); Qcb + B, call Mature & Vice; Qcb + C (1 hit),
  Qcb, Hcf + D (3 hits).


Corner combos:

- cls C; df + B (1 hit), call Rugal; Qcf x 2 + A; §; Qcf x 2 + A.

- Fwd + B, call Goenitz; cls C; df + B (1 hit); Qcf x 2 + A; §;
  Qcb x 2 + A; Hcf + B.

(counter mode) - Fwd + B, call Neo & Geo; cls C; df + B (1 hit);
                 Qcb + C, Qcf, Hcb + D; §; Qcb + C (1 hit),
                 Qcb, Hcf + D. {NR}


-----------------------------------------------------------------------
Yuri Sakazaki:
-----------------------------------------------------------------------
IMPORTANT NOTE: Just as '99, when holded her Qcb + A/C does destroy
               fireballs.

Independent low combos:

- cr B; cr A; Upc + C, Upc + C.

- cr B; cls B; Qcb + B.

- cr B; cr B; cr B; cr B; cr A; Upc + C, Upc + C.

- cr B; cr A; Qcf, Hcb + B. *

- cr B; cr C; Qcf, Hcb + B. *

- cr B; cls C; Upc + C, Upc + C.

* Qcf, Hcb + B may be either normal or MAX version. *


Independent combos:

- cr C; Qcb + D.

- cls D; Upc + C, Upc + C.

- cr C; Qcf x 2 + C.

- cls C; Qcf x 2 + BD.

- cr C, Qcf, Hcb + B. *

* Qcf, Hcb + B may be either normal or MAX version. *


Striker low combos:

- cr B; cr A; Upc + C; Upc + C; call Duke; Qcf, Hcb + B {R} *.

- cr B; cr A; Qcb + B, call another K'; Qcb + A.

* Qcf, Hcb + B may be either normal or MAX version. *


Striker combos:

- cls D; Upc + C, Upc + C, call Dong Hwan; cls D; Qcf x 2 + C {NR}.

- cls C; fwd + B, call Maxima; Qcf, Hcb + B. *

- cls D; Qcb + D, call Psycho Soldier Kensou; Upc + A.

- cls C; Upc + C, call G. Mantle; cls C; Qcf x 2 + C {NR}.

* Qcf, Hcb + B may be either normal or MAX version. *


Counter mode combos:

- cr B; cls C; Upc + C, Upc + C, call Dong Hwan; cls D; Upc + A {NR}.


Corner combos:

- cls D; Qcb + D, call Ryo; cr C; Upc + C, Upc + C.

- cls D, call Rocky; Qcf, Hcb + B; §; Upc + C, Upc + C.


-----------------------------------------------------------------------
Kasumi Todoh:
-----------------------------------------------------------------------
IMPORTANT NOTE: Her Qcb + B/D have autoguard.

Independent low combos:

- cr B; cr A; Hcf + A; far D.


Independent combos:

- cls C; fwd + A; Qcf + A.

- cls C; fwd + A; Hcb + C; Qcf x 2 + A.

- cls C; fwd + A; Qcb + C x 3.


Striker low combos:

- cr B; cr A; Hcb + A; far D, call another K'; Qcf x 2 + C (1 hit).


Striker combos:

- cls D; fwd + A; Qcb + C, call Vanessa, Qcb + C; §; cls C; fwd + A;
  Hcb + A; Qcf x 2 + A (1 hit).

- cls D; fwd + A; Qcb + C, call Benimaru; Qcb + D.

- cls C; Fwd + A; call another Robert; Qcf + A; §;
  Qcf x 2 + C (1 hit).


Counter mode combos:

- cls C; fwd + A; Qcb + C, call Mature & Vice, Qcb x 2 + C; §;
  Qcb + D (1 hit), Qcf x 2 + C (1 hit).


Corner combos:

- cls C; Fwd + A; Hcb + C, call Goentiz; Qcb + B; §; Qcf x 2 + A.

- cls D; Fwd + A; Qcf + C, call Hinako; Hi jumping D; air Qcf + A.


-----------------------------------------------------------------------
Hinako Shijoh:
-----------------------------------------------------------------------
IMPORTANT NOTE: Her Qcb + A/C have autoguard.
               You may have noticed that when she misses her throw;
               she is left vulnerable for a minimal time; unlike all
               the other special throws found on the game.
               She moves her arms if you leave her alone for a while.

Independent low combos:

- cr B; cr A; df + A; Hcf + D.

- cr B; cr A; df + D; Hcf + D.

- cr B; cls A; fwd + B, B; Hcf x 2 + B. *

- df + D; Qcf + A.

- df + D; Hcf x 2 + B. *

* Hcf x 2 + B may be either normal or Max version. *


Independent combos:

- cls C; df + A (1 hit); Qcf + C.

- fwd + A, C, fwd + B, B; Hcf x 2 + B. *

- fwd + A, C, df + C; Hcb, fwd + D.

- cls C; fwd + B; Hcb, Fwd + D.


Striker low combos:

- cr B; cr A; df + A; Hcb, fwd + D; call Geese; Hcf + B.

- cr B; cr A; df + A (1 hit); Qcf + C; call Maxima; Hcf x 2 + B. *

- df + D; Qcf + C, call another Robert; df + C; Hcf x 2 + B. *

- cr B; cr A; df + A (1 hit); Qcb + A, call Dong Hwan; cls C; df + A;
  Hcf x 2 + B. *

* Hcf x 2 + B may be either normal or Max version. *


Striker combos:

- fwd + A, C; df + C; Qcf + C; call Dong Hwan; df + C; jumping CD.

- fwd + A, C, call Rocky; df + A; Hcf x 2 + B; §; Hcf x 2 + B.

- fwd + A, C; df + C; Qcb + C, call Duck King; A; A;
  fwd + A, C; df + A; Hcf x 2 + B. *

- cls C; df + A (1 hit); Qcf + C, call Shermie; df + C;
  Hcf x 2 + B. *

 * Hcf x 2 + B may be either normal or Max version. *


Counter mode combos:

- cls A; Fwd + A, C; df + C; Qcf + C; call Maxima; Hcf x 2 + B.

- cr B; cls A; df + C; Qcb + C (1 hit), Hcf x 2 + B.

- cls B, cls B, cls B; cls B; df + A (1 hit); Qcb + A, call Rugal;
  C; df + C, jumping CD.


Corner combos:

- Fwd + A, C, call Neo & Geo; Df + A; Hcf x 2 + BD, §; df + C;
  jumping CD.


-----------------------------------------------------------------------
Kim Kaphwan:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Qcf x 2 + D may allow various follow ups... do not
               be restricted with the ones I suggest.

Independent low combos:

- cr B; cls B (1 hit); fwd + A (1 hit); Qcf + D.

- cr B; cr A; dn. up + B

- cr B; cr A; dn, dn + B, Qcb, Fwd + B. *

- cr B; cr A; fwd + A (1 hit); Qcb, Fwd + B. *

- cr B; cr A; Qcf x 2 + D; Qcb, Fwd + B. *

* Qcb, Fwd + B may be either normal or MAX version. *


Independent combos:

- cls D; Qcb + D.

- cls C (1 hit); bk. fwd + D.

- cls C (1 hit), dn, dn + B, Qcb, Fwd + B. *

- cls D (1 hit); Qcf x 2 + D; dn. up + D (2 hits), dn + D.

- cls D; fwd + A (1 hit); Qcf, Fwd + B. *

* Qcb, Fwd + B may be either normal or MAX version. *


Striker low combos:

- cr B; cls B (1 hit); Qcf x 2 + D; Qcb, Fwd + D; call Dong Hwan;
  cls D; fwd + A (1 hit); Qcb, Fwd + B. {R} *

- cr B; cls B (1 hit), call King; dn, dn + B; §; dn. up + B;
  Qcb, Fwd + B. **

- cr B; cr B; cr A; fwd + A, call another Iori, approach, Qcf x 2 + D;
  Qcb, Fwd + D.

* You must give a huge jump over the enemy when summoning Dong Hwan. *

** Qcb, Fwd + B may be either normal or MAX version. **


Striker combos:

- cls D (1 hit); Qcf x 2 + D; Qcb + D; call another K';
  Qcb, Fwd + B.

- cr C; dn. up + D, dn + D, call Mature & Vice;
  Air Qcf + B (1 hit); Qcb, Fwd + BD.

- cls D; Qcb + D, call Clark; air Qcf + B (1 hit); Qcb, Fwd + BD.

- cls D (1 hit); Qcb + D, call Vanessa; cls D; dn, dn + B;
  Qcb, Fwd + D. *

* Qcb, Fwd + D may be either normal or MAX version; you may begin the
  combo with cls D (2 hits) depending of the distance of the corner
  you catch the enemy. *


Counter mode combos:

- cls B (1 hit); Qcf x 2 + B; Qcb + D (2 hits), Qcb, Fwd + D.


Corner combos:

- cr B; cr A; Qcf x 2 + B; air Qcf + B; dn. up + D, dn + D, call Ryo,
  Qcf x 2 + D; air Qcf + B; Qcb, Fwd + B.

- cls C (1 hit); bk. fwd + D, call Maxima; Qcf x 2 + D; air Qcf + B;
  Qcb, Hcf + D. *

* You must run throug Maxima when he is holding the enemy; in order to
  send the enemy to the corner again. *


-----------------------------------------------------------------------
Chang Koehan:
-----------------------------------------------------------------------
IMPORTANT NOTE: His bk. fwd + A/C have autoguard.
               His Qcf x 2 + AC Max DM have autoguard.
               His Hcf + B/D. counter move does a LOT of damage if
               succefully counter attacks 3 times.
               His D throw is unescapable.

Independent low combos:

- cr B; Hcb, Fwd + C.

- cr B; tap A.

- cr B; Qcf x 2 + A.


Independent combos:

- cr C; df + A.

- cls D; Qcf x 2 + D.

- cls D; Hcb, Fwd + C.


Striker low combos:

- cr B; Hcb, Fwd + C; call Duke; Qcf x 2 + A. *

* Qcf x 2 + A may be either normal or MAX version. *


Striker combos:

- cls D; df + A, call Mature & Vice; Qcf x 2 + A. *

- cls D, call Vanessa; Tap C (4 hits).

- cls D, call Maxima; df + A; §; Qcf; Hcb + A.

* Qcf x 2 + A may be either normal or MAX version. *


Counter mode combos:

- cls B; df + A, call another K'; bk. fwd + A.


Corner combos:

- cls D; Hcb, Fwd + C, call Rocky; Qcf, Hcb + A.

- cls D; df + A, call Hinako; Qcf x 2 + AC.


-----------------------------------------------------------------------
Choi Bounge:
-----------------------------------------------------------------------
IMPORTANT NOTE: His C throw is unescapable.

Independent low combos:

- cr B; cr A; Upc + B.

- cr B; cr A; dn. up + C.

- cr B; cr A; far B; Qcf, Hcb + B. *

*  Qcf, Hcb + B may be either normal or MAX version. *


Independent low combos:

- cr C; Upc + B.

- cr C; fwd + B; A.

- cls C; fwd + A; Qcf, Hcb + B. *

- cls C; fwd + B; far B; Qcf, Hcb + B. *

- jumping C (1 hit); Qcf x 2 + C.

*  Qcf, Hcb + B may be either normal or MAX version. *


Striker low combos:

- cr B; cr A; Upc + B, call Mature & Vice; Hcb x 2 + C.


Striker combos:

- cls C; fwd + B, call King; far A; jumping CD; Hcb x 2 + A.

- cr C; fwd + B, call Rocky; Qcf, Hcb + B; §; jumping Qcf x 2 + C.

- C throw, call Goenitz; Hcb x 2 + C.

- cr C; fwd + B, call Baedal; far A; §; jumping Qcf x 2  + C.

- cls C; fwd + B; call Syo; bk. fwd + C, fwd + C, fwd + C.


Counter mode combos:

- jumping C (1 hit); Qcf + D.


Corner combos:

- cls C; Fwd + B, call Rocky; B; Qcf, Hcb + B; §; bk. Fwd + A,
  fwd + A, call Rocky, fwd + A; Upc + D; §; Hcb x 2 + A.

(counter mode) - jumping D; jumping C (1 hit); Qcf + D, Qcf x 2 + C.


-----------------------------------------------------------------------
Jhun Hoon:
-----------------------------------------------------------------------
IMPORTANT NOTE: His dn, dn + A, fwd + B move have autoguard.
               His dn, dn + B, fwd + A move have autoguard.
               In his dn, dn + A technique; D button produces guard
               crush; it also dispels projectiles.
               His cls C; Qcb + D may not combo on all characters.

Independent low combos:

- cr B; cr A; up + C (3 hits).

- cr B; cr A; fwd + B.

- cr B; cr B; cr A; up + C (2 hits).


Independent combos:

- cr C; Qcb + D.

- cr C; fwd + A; Qcf x 2 + D. *

- Qcb + C; fwd + A; Qcf x 2 + D. *

- cls C; fwd + B.

- jumping dn + D; Qcf x 2 + D.

- cr C; dn. up + C.

* Qcf x 2 + D may be either normal or MAX version. *


Striker low combos:

- cr B; cr B; cr A; up + C (2 hits ) call another K';
  dn + B; D.

- cr B; cr B; cr A; up + C (2 hits ) call another K';
  air Qcf x 2 + D

- cr B; cr A; fwd + B, call Clarck; back jump dn + B; dn + B;
  dn + B; CD.


Striker combos:

- dn, dn + B stance, C; up + C, call Mature & Vice; jumping
  Qcf x 2 + D.

- cls C; fwd + B, call Clark; air Qcf x 2 + D.

- Qcb + C, call Rugal; fwd + A; §; air Qcf x 2 + D.

- Qcb + D, call King; jumping CD; jumping dn + B; Qcf x 2 + D. *

* If you are skilled; you may perform jumping dn + B up to five
   times and then the Qcf x 2 + D. *


Counter mode combos:

- None.


Corner combos:

- cls C; Fwd + A, call Goenitz; Qcf x 2 + D, §; jumping dn + B;
  air Qcf x 2 + D.

- Qcb + A, call Seth, hold A, C, up + C, D; §; jumping dn + B x 5;
  Qcf x 2 + D. *

- Qcb + C, call Neo & Geo; jump dn + B; dn + B; Qcf x 2 + D; §; jump
  dn + B; dn + B; Qcf x 2 + D.

  * With all my effort; I can do jumping dn + B x 4; but some friends
    and contributors can do it x 5 or more... it helps to hold up
    after the down + B. *


-----------------------------------------------------------------------
Kyo Kusanagi:
-----------------------------------------------------------------------
IMPORTANT NOTE: His Qcb + A/C has autoguard.
               His Qcf + A/C have autoguard.
               His Hcb + D has upper body invulnerability.

Independent low combos:

- cr B; cr A; df + D.

- cr B; cr A; Upc + A.

- cr B; cls C; Qcf + C, Hcb + C, Fwd + C.


Independent combos:

- cls C; Qcf + C, Hcb + C, Fwd + C.

- cls C; Qcf + D, D; Hcb + B; Qcf + A.

- cls C; Qcb, Hcf + C.

- cls C; Upc + A.


Striker low combos:

- cr B; cr A; df + D, call Clark; Hcb + B; Upc + C.

- cr B; cr A; df + D, call King; Rup + B; Qcb, Hcf + C. *

* Qcb, Hcf + C may be either normal or MAX version. *


Striker combos:

- cls C; Qcf + D, D; Hcb + B; Qcf + A, call another K';
  Hcb + B; Qcf + A.

- cr C; Qcf + C, call Psycho Soldier Kensou, Hcb + C; §;
  Qcf x 2 + A.

- cls C; Qcf + D, D; Hcb + B, call G. Mantle; short jump dn + C; §;
  cls C; Qcf + C, Hcb + C, call G. Mantle, Fwd + C; §; Rup + B.

- cls C; Qcf + C, Hcb + C, call Maxima, Fwd + C; §; Qcf + D, D;
  Qcb, Hcf + C. *

- cls C; Qcf + D, D; jumping dn + C, call Baedal; Qcb, Hcf + C. *

- cls C; Qcf + D, D; call Maxima; Qcb, Hcf + C; §; Qcf + D, D;
  Rup + D. **

- Hcb + D, call Leona; cls C; Qcf + D, D; Qcb, Hcf + C. *

* Qcb, Hcf + C may be either normal or MAX version. *

** The easy way to obtain this is perform Qcb, Hcf + BC **


Counter mode combos:

- cr B; cr A; Qcf + D, D; Hcb + B, Qcb, Hcf + A.


Corner combos:

- cross up dn + C; cls C; Qcf + C, Hcb + C, call clark; Qcf + D, D;
  Qcf x 2 + A.

- cls C; Qcf + D, D; Hcb + B; Qcf + A, call Rugal; Qcb, Hcf + AC.

- cls C, Qcf + C, Hcb + C, call Eiji, Fwd + C; §; Qcf + D, D; Hcb + B;
  Qcf + A; Qcf + C, call Eiji; Upc + C.

- cls C; Qcf + D, D; Hcb + B; Upc + A, call Benimaru; Qcf + D, D;
  Hcb + B; Qcf + A, Qcf + C. *

- cls C; Qcf + D, D; Hcb + B; Qcf + A, Qcf + C, call Ryo; Qcf + D, D;
  Hcb + B, Upc + A.

- cls C; Qcf + A, Qcf + C, D, call Maxima; C; §; Qcf + D, D; Hcb + B;
  Upc + A; call Maxima; Qcf + D, D; Qcb, Hcf + A. **

- cross up dn + C; cls C; Rup + B; call Cool Choi; Rup + B;
  Rup + B. ***

(counter mode) - cls C; Qcf + D, D; Hcb + B; Hcb + D, call Rugal,
                 Qcf x 2 + C; §; Hcb + B, Hcb + D.

* After Benimaru grabs you must roll so the enemy is back on the
  corner. *

** You must run through Maxima the first time you call him so the
   enemy will fall on the corner again; Qcb, Hcf + A may be either
   normal or MAX version. **

*** The Rup + B won't combo on all characters and it is almost
    imposible to cross up on the corner; merely to show off. ***


-----------------------------------------------------------------------
Iori Yagami "Yasakani":
-----------------------------------------------------------------------
Independent low combos:

- cls B; fwd + A, A; Qcb + C x 3.

- cls B; Hcb, Fwd + A; Fwd + A; Qcb + C x 3.

- cr B; cr A; fwd + A; Qcb + C x 3.

- cr B; cls A; Fwd + A; Qcf, Hcb + A. *

* Qcf, Hcb + A may be either normal or MAX version. *


Independent combos:

- cls C; fwd + A; Qcb + C x 3.

- cls C; Hcb + D.

- cls C; fwd + A; Qcf, Hcb + A. *

- cr C; Qcf x 2 + A.

* Qcf, Hcb + A may be either normal or MAX version. *


Striker low combos:

- cls B; Hcb; Fwd + A; Qcf + C, call Vanessa; jumping C; cls C;
  Qcf; Hcb + A. *

- cls B; Upc + C, call Maxima; Qcf, Hcb + A. *

* Qcf, Hcb + A may be either normal or MAX version. *


Striker combos:

- cls C; Hcb + D, call another Robert; Qcf, Hcb + A. *

- cls C; fwd + A, call Kyo; Qcf, Hcb + A; §; Qcf, Hcb + A.

- cls C; Hcb + D, call G.Mantle; cls C; Fwd + A; Qcb + C x 3.

- cls C; Fwd + A; Qcb + C x 2, call Ramon, Qcb + C; §; cls B;
  Hcb, Fwd + A; Fwd + A; Qcf, Hcb + A. *

- jumping bk + B, call Shingo; cls C; fwd + A; Qcb + C; §;
  jumping bk + B; cls C; fwd + A; Qcf, Hcb + A. *

* Qcf, Hcb + A may be either normal or MAX version. *


Counter mode combos:

- cls B; Qcf x 2 + A, Hcb + D, call Joe; Hcb, Fwd + A; Fwd + A,
  Qcb + C x 3. *

* The Hcb + D does not hit; it is just used to aproach the enemy
  so the striker can hit. *


Corner combos:

- cls C; Fwd + A; Qcb + C x 2; call Kasumi; Qcf, Hcb + A. *

- cls C; Fwd + A; Qcf, Hcb + A; call Dong Hwan; cls C; Hcb + D;
  call Dong Hwan; Cls C; Fwd + A; Qcf + C. **

- Jumping B, call Neo & Geo; cls A; Fwd + A; Qcf, Hcb + A; §;
  Qcf x 2 + A; Hcb + B. ***

(counter mode) - Cross up bk + B; Cls C, Qcf + C, call Clark; Qcf + A,
                 Qcf, Hcb + C; jumping B; cls B; Qcf + C,
                 Qcf, Hcb + C. ****

* Qcf, Hcb + A may be either normal or MAX version. *

** On the two times you call Dong Hwan you must back hop before
   you call him; in order for him to appear at the right distance. *

*** You must first jump with BC; After the §; only the second hit of
    the Qcf x 2 + A must hit; and lastly; the Hcb + B must be deep
    enough to hit twice. ***

**** You must catch the enemy really close to the corner; after Clark
     grabs you must put yourself behind Clark; facing the corner; the
     Qcf + A, Qcf, Hcb + C must both hit at the same time; if done
     correctly the enemy will be stuned; you may do any combo or leave
     them there so you can win by time, while recovering
     strikers... ****


-----------------------------------------------------------------------
"Anti-K'" Kula Diamond:
-----------------------------------------------------------------------
IMPORTANT NOTE: To select Kula you must perform the following code:
               Put the cursor on Whip, press start.
               Put the cursor on Vanessa, press start.
               Put the cursor on Seth, press start.
               Put the cursor on Maxima, press start.
               Put the cursor on K', press start.
               Put the cursot on Random, press start, press up, down.

               If you do this correctly Kula's portrait will appear
               under the Random box; I believe that you must exact
               movements between the portraits; you can not do ramdom
               moves while inputing the code (like press start on
               Whip; rotate the control on a few times, press start
               on Vanessa, that will not work).
               Her C throw is unescapable.

Independent low combos:

- cr B; cr A; Upc + C.

- cr B; cr A; Hcb x 2 + AC.


Independent combos:

- cls C; fwd + A; Upc + C.

- cls C (1 hit); fwd + A; Qcf + A.

- cls C (1 hit); fwd + A; Qcf x 2 + A. *

- cls C; fwd + A; Hcb x 2 + AC.

* Qcf x 2 + A may be either normal or MAX version. *


Striker low combos:

- cr B; cr A; Upc + A, call Syo; Hcb x 2 + AC.

- cr B; cr B; cr B; Upc + C, call Mature & Vice; Hcb x 2 + AC.


Striker combos:

- cls C (1 hit); fwd + A; Upc + A; call Saishu; Qcf x 2 + A. *

- cls C (1 hit); fwd + A; Upc + A; call another Benimaru;
  Hcb x 2 + AC.

- cls C (1 hit); fwd + A; Qcf x 2 + A; call Dong Hwan; cls C (1 hit);
  fwd + A; Qcf x 2 + A. {R}

- cls D, call Vanessa; jumping C; cls C; fwd + A; Qcf + A.

- Qcf + C; cls C (1 hit); Fwd + A; Upc + C, call Another K';
  Qcf x 2 + A. *

* Qcf x 2 + A may be either normal or MAX version. *


Counter mode combos:

- Qcf + C; Qcf x 2 + A.


Corner combos:

- cls C, call Rocky; Fwd + A; Hcb x 2 + AC; §; Upc + C.

- cls C (1 hit); Fwd + A; Qcf x 2 + A, call Dong Hwan; cls (1 hit);
  Fwd + A; Qcf x 2 + A.

- cls C (1 hit); Fwd + A; Qcf + A; call Saisyu; Qcf x 2 + A;
  Qcf x 2 + A.


-----------------------------------------------------------------------
Striker List:
-----------------------------------------------------------------------
On this striker list I will list the main properties that I have found
on the strikers on the game, many of these properties speak by their
selves (may catch grounded enemies, etc.); note that the "hidden"
striker may be unlocked with a code submited by Kao Megura's Mini FAQ;
it is:

*Put yourself on the another striker and input: down, left tree times,
 right tree times and up. *

 Projectile property = this feature allows a striker to hit from multi
hittings moves; for example from Lin's Upc + C if you call Rugal, Rugal
will miss; but if you call Iori, Iori will hit?? Why?, because Iori is
a "projectile".

Multi Hitting Moves = Move that, when successfuly used "drags" the
enemy on the entire move... note that I believe that these where born
with AoF; so AoF characters have a good share of this...  I will list
multi hittings moves later... this is what Kao Megura names "Ranbu"

-----------------------------------------------------------------------
K':
He jumps in with a weak punch and then does a small slide similar to
the black out; this slide must be blocked low; if you called K' while
the enemy was on air he will do a really slow Upc + A; both actions
leave the enemy vulnerable for you to combo.

- The position on where K' comes out depends on where you are; he </pre><pre id="faqspan-3">
falls next to you; both actions can hit the enemy on the floor; but
it is hard to combo into it; the advantage of this striker is that
is quick.


Another K':
He falls next to you and then goes foward with a wild jumping kick;
when he falls on the ground he still can hit, he send the enemy way
up on the air...

- He takes a lot of time to perform his attacks; but he can hit on
the floor and juggle from the floor; he is very effective when the
enemy IS NOT cornered; this is one of the best strikers, I must say.


Note: Just an alternative outfit for K'; it was one of his preliminary
desings.

-----------------------------------------------------------------------
Maxima:
He jumps in a do a Qcf + punch attack; if the attack hits; he will
change it for a "submition" throw... if the attack misses or get
blocked he will do nothing.

- He jumps in next to you; he can catch the enemy on the air but
not on the floor; this striker is really effective on the corner;
you can connect almost anything when Maxima is doing his grab.


Rocky: (From Robo Army, early SNK beat 'em up)
He runs in from the corner and then he prepares to shoot a fireball
towards the enemy; he takes tons of time to shoot; and that is a good
thing for many multi-hitting moves and DMs.

- He always come out from the corner; it does not matter where you
are; his fireball can catch air bounced enemies and produce a big
juggle; this is a projectile.


Note: The main character of Robo Army was an android called Maxima; it
seems that he managed until KoF '99; along with his co-star Rocky, who
catched up with him in 2000'.

-----------------------------------------------------------------------
Ramon:
He comes in next to you and then -after waiting a moment- he will
perform a small combo on the enemy; the good thing is that he may
be slow; but he will perform his combo even if the enemy blocks; unlike
other strikers that do the same...

- The combo has 6 hits and can hit the enemy on floor; the last hit
will knock down the enemy and does not allow you to hit them; of course
that is not a problem if you put away the enemy from Ramon or use a
special throw.


Duke Edwards: (From Burning Fight, early SNK Final Fight clone)
He walks in from the corner and when the enemy is near to him he will
begin to perform his "submarine screw" also know as useless
uppercut ¬_¬ .

- AWFULLY SLOW TO come out; he takes a lot of time to walk where the
enemy is and he takes even more time to perform his uppercut; but the
few beneficts you got is that he is COMPLETELY invincible while
performing his UPC, you may also want to know that he can hit on
the floor or the air; also, when he hits you can connect with ANYTHING;
some moves will usually fail when the enemy is on air (Vanessa's
MAX DM; for example); but not after this baby hit... and the MOST
IMPORTANT PART... HE TAUNTS AFTER IT!!!; note that he will walk for
about 4/5 of one screen, if the enemy is out of reach; he will no
longer walk and perform his Upc; and a final note is that he is
only invincible while performing his Upc; when he is walking he still
can be hit.


Neo & Geo: (From Quiz Daisousasen; one of SNK's quiz games) (Hidden)
They will come out next to you and then they will make a coundount of
4 seconds with their fingers (3, 2, 1, 0.... BOOM), when the count
reachs zero they will explode sending the enemy at the air; just like
Duke; you can hit with ANYTHING when they hit.

- The explosion can catch grounded enemies and also can catch air
bounce enemies; they are totally vulnerable while counting, this is a
projectile.


Note: I can not see a good relationship between these characters;
execpt that all of them are meant for you to laugh at them...
THEY RULE!!!!!!!

-----------------------------------------------------------------------
Vanessa:
She rushes from the edge of the screen and deliver some devastatings
punchs on the enemy; note that if the first hit connects she will
deliver 5 punches and from the last one you cannot juggle.

- If the enemy blocks; she will perform 4 punches and then make a
pain gesture with her hands; if the enemy is not hitten by any punch
she will taunt at the end(like the one from Kim, I don't know how to
describe it in English...) and if all of the punches hit she will
perform a "show off" taunt; note that Vanessa moves for about one
screen; if she does not hit by that time she will punch the air; note
that she cannot hit gounded enemies (execpt when they are "sliding"
on the floor -being hit with Maxima's Qcb + punch, for example-; and
on air enemies she will not make many hits; also note that she dashes
foward with huge speed.


Fio "Phiolina Germi": (From Metal Slug 2, X, 3 or 4)
She dives in on top of the enemy and if the enemy is close after the
dive she will push him/her juggling him; the dive can catch grounded
or air bounced enemies; the push cannot hit grounded enemies.

- The dive will always attempt to catch the enemy; if the enemy is
far from Fio when she lands she will taunt instead of attacking.


Note: Well; Vanessa is, on the surface, a house keeper, but in
reallity she is a spy; since Fio is also a spy... The bond is made.

-----------------------------------------------------------------------
Benimaru Nikaido:
He jumps in a doing his old grab motion, if the attack hits; he will
change it for a "submition" throw... if the attack misses or get
blocked he will do nothing.

- He jumps in next to you; he can catch the enemy on the air but
not on the floor; this striker is really effective on the corner;
you can connect almost anything when Benimaru is doing his grab.


Another Benimaru:
He jumps next to you and does an "electric swing" with his punch.

- If he is to close; the attack will miss; it can juggle and it
air bounced enemies -forget about grounded- on the juggle you have
little time to attack; but not as little as Ryo or Fio; this is a
projectile.


Note: "Tree Lights" Benimaru or "Village People" Benimaru, as you
prefer.

----------------------------------------------------------------------
Shingo Yabuki:
He jumps on a edge of the screen and then runs towards the enemy
grabbing their legs... the enemy is totally vulnerable while they are
being hold.

- Forget about hit grounded enemies or air bounced enemies; also is
pretty slow; but if you get an attack that last to long and leaves the
enemy on floor *BENIMARU*; then you can use this easily.


Kyoko: (Cosplayer ^_^ )
She does the same action that Kyo 1 or Kyo 2 on KoF '99; that is:
coming from the corner with her R.E.D. kick (Rup + Kick) and then she
does the Qcf + Kick, Kick attack; but she does that if the initial kick
misses; if the initial kick hits she will taunt.

- The taunt takes enemy power bar; all of the kicks hit air bounced
enemies; but the Qcf + Kick, Kick are the ones that leave the enemy
vulnerable.


Note: Well; Shingo want to be like Kyo; a cosplayer girl also seems
to want that...

-----------------------------------------------------------------------
Lin:
He comes from the edge of the screen with a flying kick; if it hits
he will juggle the enemy.

- Forget about hitting grounded enemies or air bounced enmies; this
attack is about priority.


Eiji Kisagari: (AoF 2; KoF '95)
He jumps in next to you and then vanishes; then suddently appears next
to the enemy and does his Qcb + A slash attack.

- He travels about one screen distance; if the enemy is not on reach
by that time he will leave; note that he products a small juggle and
can hit both; air bounced and grounded enemies, this is a projectile.


Note: Ninjas of rage.

-----------------------------------------------------------------------
Seth:
Comes from the corner with a diving kick that juggles; then he begins
to walk foward and when he reachs you he does a powerful punch that
will juggle the enemy again.

- The favourite striker of lame people; need no brain to use; high
priority and can catch air bounced enemies; in fact his punch is not
truly unblockable; that is just one often and nasty bug; many players
do it most of the time without noticing (just like with the Vanessa
striker, but that's a little harder).


Goro Daimon:
He rushes from one of the edges of the screen and if the rush hits he
will follow up with a throw (blockable), the throw allows you to juggle
from it.

- He can catch grounded enemies; but he do not catch air bounced
enemies; he runs for about half screen.


Note: Both, Goro and Seth are friends of Benimaru.

-----------------------------------------------------------------------
"Legendary Wolf" Terry Bogard:
He comes from the edge of the screen and then performs a charge; if
the charge misses he will do his power geyser; if the charge hits he
will perform his another DM, the High Angle Geyser.

- Dunno about the charge; but the geyser can hit air bounced enemies
and grounded enemies; it will also leave room for follow ups, the
Geyser is a projectile.

Geese Howard: (Fatal Fury 1; Special; 3; RB; RBS; RB2; KoF '96; FFWA)
He rushes from the corner with his Jaen ken attack; after this he
will taunt; if the enemy is near when he taunt he will throw them;
giving you time to land attacks when the enemy is flying.

- He advences for about half screen; the first rush also juggles;
note that if the enemy blocks the Jaen ken will hit for about 6 - 8
times; and that will not stop him from the throwing attempt.


Note: Well; on the FF universe Terry is the main good guy; and Geese
is the main bad guy.

-----------------------------------------------------------------------
Andy Bogard:
He falls from the corner with a elbow; after a while he will throw
himself foward with his zanei ken; and it can juggle.

- The attack can caught air bounced enemies but the zanei ken takes a
lot of time to come out; but he rushes foward a lot; he falls next
to you.


Billy Kane: (FF 1; 2; Special; RB; RBS; RB2; Kof '95; '97, '98; FFWA)
He rushes from the corner with his old Fwd + A attack; then he
follows it up with his Upc.

- Can catch grounded enemies or air bounced enemies; and if the last
hit of the Upc does not hit (the 4th hit) you can hit the enemy again,
if the last hit connect then the combo is finished.


Note: Well; Andy is second to Terry and Billy is second to Geese (Read
Terry's note).

-----------------------------------------------------------------------
Joe Higashi:
He will jump next to you and will execute his old TNT punches; he can
hit grounded enemies as well as air bounced; after a few TNT punches
he will use a uppercut to finish them.

- Unless you are aiming for some lame infinites; Joe Higashi is a
waste; the final Upc will knock away the enemy and will not allow you
to hit them; he also is wortless on air bounced enemies, you can't
do anything positive with him.


Duck King: (Fatal Fury 1; Special; RB; RBS; RB2; FFWA)
He jumps in next to you and perform some break dance moves on the
enemy; it can hit grounded enemies and the move itself last a lot.

- You must hit as many times as you can while Duck King is hitting;
the final attack knocks the enemy down, leaving no more room for any
others attacks; note that if you throw this character on the corner;
he just can not appear on the corner and he will fall behind you.


Note: Well; Duck King and Joe are both friends of Andy and Terry...
I can not see any further relationship, excluding that they where gave
birth by the same game.

-----------------------------------------------------------------------
Blue Mary Ryan:
She comes from a corner with her Bk. Fwd + Kick attack; after it she
does her old Qcf + Punch throw (Blockble).

- The initial kick can hit grounded enemies; but the grab will only
work on standing enemies; if the grab hits she will send the enemy
way up; for you to punish them.


Ryuji Yamazaki: (Fatal Fury 3; RB; RBS; RB2; KoF '97 & '98; FFWA)
He rushes in with a punch; then he attempts to grab the enemy
(blockable).

- The punch can hit air bounced enemies; but the grab does not; but
his throw -similar to the one of Maxima or Benimaru Strikers- last
a lot; even long enough for you to land a Galactica Phamtom.


Note: Mary is a detective and Yamazaki is a crook; I can not see any
more relationship between them, of course you too noticed that they
where team members once and that they come from the same game.

-----------------------------------------------------------------------
"The Invincible Dragon" Ryo Sakazaki:

He comes from the edge of the screen and shoots is good old air fire
ball; it can hit air enemies or grounded enemies.

- It doesn't matter where you are, Ryo will always shoot the fireball
in the same direction.... but it is hard for it to miss... note that
when it hits you can only hit the enemy for a brief time, this is a
projectile.


Kaede: (From Last Blade 1 and 2)

He rolls from a edge of the screen and then does his Last Blade
Qcb, Fwd + BC DM; note that this action juggles...

- It does not matter where you are or where the enemy is; Kaede will
always roll the same distance and shoot his attacks... he can hit air
bounced enemies and hit grounded enemies, this is a projectile.


G. Mantle: ("Sponsor" of SNK)(Hidden)

He is known as Mask in other games; he will come next to you and then
throws flowers on the floor; the floowers hit 3 times.

- This action can hit air bounced enemies or grounded enemies; but
just like Ryo's fire ball; you can only hit the enemy on a brief time;
but in exchange; they will always leave the enemy vulnerable; unlike
Ryo's fireball, that must be "well summoned" to do so.
Note that this character was used for TV comertials of SNK it was
when the company recently moved to the Neo Geo; in order to get the
system well know to the public those comertials where made... Nifty!
This is a projectile.

Note: acording to SNK Ryo stands as a Dragon as a symbol of his
might... so, Kaede being the guarding spirit of the Blue Dragon he
should be a Striker for Ryo... the sad part is that Ryo is in fact
represented by the Tiger, not the Dragon; SNK is mistaken...
G. Mantle where on AoF 2; well, kind of; in one of King's intros
she where disguised as G. Mantle; makes loginc since Ryo should
hook up with King; according to SNK; but in fact, just as G. Mantle;
Ryo Sakazaki has done a TV comertials... one for AoF 2 where an actor
impersonating Ryo was driven his bike beating up punks seeking Yuri...
Robert and Yuri also are on it... at the ends Robert gets a hug and
Ryo gets nothing; as usual.

-----------------------------------------------------------------------
"The Raging Tiger" Robert Garcia:

He rushes in with a small combo, similar to the one from Ramon striker
action; he can hit grounded enemies or air bounced enemies; but he
won't hit many times that way.

- The combo has 8 hits and can hit the enemy on floor; the last hit
will knock down the enemy and does not allow you to hit them; note
that if the enemy blocks Robert won't do a thing; and if the player
that called him gets it he will only give 3 attacks.


Another Robert:
He jumps in next to you with a taunt; if the enemy gets close while
Robert is taunting he will perform a Upc.

- The taunts lowers the enemy power bar and the Upc can hit grounded
enemies or air bounce enemies.


Note: Another Robert: Just one way of SNK showing how much do they
admire Dan.

-----------------------------------------------------------------------
King:
She comes from a edge of the screen with a silde (can be blocked
standing); if the slide miss of get blocked she will "depress"; if
the attack hits she will perform her Hcb x 2 + Kick DM and will end on
her Upc + Kick attack.

- She cannot hit grounded enemies or air bounced enemies and she will
will only advance 3/4 of the screen; but the benfict is that you may
hit as many times as you want or CAN while she is performing her moves;
note that when the move finishes the enemy will still be vulenrable.


King Lion: (Savage Reing, Kizuna Encounter)
He dashes from the corner like 2/5 of a screen and does his violent
"beast blow" attack (combo of 5 hits); this action can give all hits
on grounded enemies as well as it can with air bounced enemies.

- If the enemy blocks the action gets canceled; if the enemy is out
of reach he will perform a punch instead... he does MAJOR damage for
a striker; and if it wheren't for the little range; he would be cheap
as hell since his priority is absolute (such as in KE).


Nore: King woman and King Lion.... no need of more explanations BTW I
love womans that take care of her ties...

-----------------------------------------------------------------------
"Mr. Karate" Takuma Sakazaki:
He comes from the corner disguised as Mr. Karate and shoots a Haoh
Shi Ko Ken attack (Fire Ball DM); you can juggle after it; but just for
a moment...

- Cannot hit grounded enemies and it is hard to catch air bounced
enemies... this is a projectile.


Gai Tendou: (Buriki One)
He comes in from a edge of the screen, then; after losing some clothes
he will perform two powerful kicks...

- The Kicks can hit grounded enemies -dunno about air bounced-; and
you attack after it, but just for a moment; the initial kick does not
share these properties. He always will comes from a corner.


Note: Dunno what's the deal here.
-----------------------------------------------------------------------
Leona Heidern:
She jumps and then run foward; if the run hits she will produce a
explosion that will juggle the enemy.

- She can hit grounded enemies; worthless against air bounced ones...


Goenitz:
He jumps next to you and after a little while; he pruducts his
yonokaze tornado attack; then dissapears.

- Similar to Neo & Geo; major slowness; but you can connect with
anything after he hits; he can hit air bounced or grounded enemies;
note that this striker is not a "projectile"; so it may not hit from
some multi hittings moves; and also note that once it hits it is
imposible to call him for a few seconds.


Notes: Goenitz did have a great effect over Leona's life; I guess you
know the history; Huh?

-----------------------------------------------------------------------
Ralf Jones:
He drops near you and then he hurries foward with a quick and
blockable Galactica Phamtom (Qcf x 2 + AC MAX DM)

- The drop and the punch hits; the punch can hit air bounced enemies;
but you may not hit afterwards.


Yashiro Nanakase:
He falls next to you and then uses his old Hcb + C 'cotton hands'
attack ¬_¬; but with more hits.

- Can hit grounded enemies and air bounced; after his final attack you
may not continue to hit.


Note: Well; Yashiro seems second to Goenitz and Ralf seems second
to Leona (at least on the team select order).

-----------------------------------------------------------------------
Clark Steel:
He jumps next to you with a kick and then hit you with a grab attempt;
(blockable) afterwards he throws you.

- Forget about hitting air bounced or grounded enemies.


Shermie:
She jumps next to you and then she will grab you (blockable); she will
leave you vulnerable for a few moments.

- She can catch air bounced or grounded enemies; but she will only act
on standing enemies.

Note: well; Clark seems thrid on the party; same as Shermie (check
Leona's and Ralf's notes).

-----------------------------------------------------------------------
"Muchiko S.A.L.L.Y." Whip:
She jumps and; if the jumping attack hits she will juggle the enemy;
if the jumping attack misses she will apply severals whips on the front.

- Need to check the succeful jump attack; but the miss jump attack
action can catch air bounced enemies; she will always come from the
corner.


Chris:
He will appear from the edge from the screen; if the incoming attack
hits then he will slide; if the incoming attack misses he will use his
overhead running move (Hcb + B/D).

- All of the actions may hit grounded or airbounced enemies; but you
may not attack after any of them; he runs for about 4/5 of one screen.


Note: Well; all of the strikers of this team seem to be based on the
same relationship; so check Leona's; Ralf's and Clark's notes).

-----------------------------------------------------------------------
Athena Asamiya:
She jumps next to you and after a few moments she will restore a
little of your energy; she can hit; but she will not make any damage.

- She can be used cowardly if you hide behind her; she has a lot of
priority.


Athena: (From Athena)
She will jump next to you and after a few moments she will use her
sword to juggle the enemy.

- She can hit grounded enemies and air bounced enemies; but she takes
a good time to come out and she won't send the enemy to high, this is
a projectile.


Notes: There is a need for any explanations?

-----------------------------------------------------------------------
Sie Kensou:
He will jump next to you with a quick attack and there is a random
chance for him to heal energy to the player.

- Can hit air bounced enemies; you may hit after his flying attack.


Psycho Soldier Kensou: (From Psycho Soldiers)
This striker is called "Kensou"; but it says that he is from Psycho
Soldier; so I will call him that way; he lands with a jumping attack
and then he creates an eerie aura under the enemy; the aura will juggle
them.

- The initial hit may catch air bounced enemies; but using this
striker on anything but a standing enemy is a waste, this is a
projectile.


Notes: No comments.

-----------------------------------------------------------------------
Chin Gentsai:
He will come from a corner and then taunts; if the enemy is close by
he will kickly throws himself with Upc + A; if the enemy is not close;
he will taunt for a while and then he will do the Upc.

- Can catch air bounced enemies; but you cannot hit the enemy if the
last hit of the Upc connect.


Baitang:
This bear will come from a corner and then it will roll foward; the
deal here is that if he gets blocked he will product "guard crush"; so
take benefict of him.

- This animal can hit both; air bounced or grounded enemies; but you
have no chance of following up; and you surely want the enemy to get
his / her guard crushed by him.


Notes: Didn't Chin hated panda bears?? besides; except from FFRBS I
have no records of any other bear from SNK.

-----------------------------------------------------------------------
Bao:
He rushes from the corner and then shoots a fire ball.

- Both of the actions may catch grounded and air bounced enemies; but
you may not hit afterwards, this is a projectile.


Kaoru Watabe:
She appears next to you; and after a few moments she will run wildly
towards the enemy to push them; if she hits; she will produce a small
juggle on the enemy; if she gets blocked she will guard crush the
enemy; in any event she will raise your power bar a little after the
slam.

- May catch air bounced enemies; she also runs a good distance.


Notes: Newer fans of the Psycho Soldiers?? no?? then I am lost...

-----------------------------------------------------------------------
Mai Shiranui:
She will come from the corner with a quick attack; if she hits she
will perform a Upc attack with her fans (the" EX Mai" Special
Qcf x 2 + A/C from '98); after a few hits she will pounce the enemy on
the floor.

- She may catch grounded enemies and air bounced ones; you cannot hit
after the last hit; but you may attack as many times as you can before
she does that; if the initial attack misses she will restore some power
bar instead.


Chizuru Kagura:
She will appear next to you and then she will dance; the last move of
the dance can hit but does not damage; after the dance she will restore
life bar on you.

- She can hit air bounced enemies or grounded; but that is what you
really want?? -she does no damage and leave no room for follow ups-


Notes: They have been "leaders" of the gals team on some ocations; but
I can not see any further relationship.

-----------------------------------------------------------------------
Yuri Sakazaki:
She will come from the corner with her Upc DM; if she does not hit
she will cheer for you; restoring some power bar; if her Uppercuts
hit the enemy she will still add a little of bar to you at the end
of her move.

- She may catch grounded enemies and air bounced; she also leaves the
enemy vulnerable; the only catch is that she goes only for about 2/5
of one screen; also you can only hit after the last uppercut, not
before.


Nakoruru: (From Samurai Showdown 1, 2, 3, 4 and Warrior's rage 2; maybe
          even Warrior's Rage 1 and SS64).
She jumps next to you and she will restore a little of your energy;
she can hit; but she will not make any damage.

- She can be used cowardly if you hide behind her; she has a lot of
priority; if you call her doing certain actions she will not heal; but
there are certain actions tha won't cancel her action... maybe are the
standing ones, than again; she still heals if you call her from Ryo's
Upc... who knows.


Notes: They are both old?? no? They are both the first cute SNK girls
on a fighting game?
No?? I got no clue.

-----------------------------------------------------------------------
Kasumi Todoh:
She jumps next to you with a kick; then she will taunt lowering the
enemy power bar; if at the begining of the taunt the enemy is near her
she will throw them (blockable).

- After the throw you may attack afterwards; she can grab air
bounced enemies; but she cannot hit them with the initial kick.


Li Xiangfei:
She will come next to you and will taunt lowering ALL of the enemy
power bar; it does not matter if the are in MAX.

- If you want not the enemy to cheap you with that bloody armor mode;
then this is your choice.


Unknown: (From AoF 1) (Hidden)
He will jump next to you with a kick and then he will throw Kasumi's
Qcf + A / C; but in the AoF version.

- The kick will hit air bounced enemies and the Kasanate will hit
grounded and air bounced; after the Kasanate you may hit the enemy, the
Kasanate is a projectile.


Notes: The most spirited girls of the AoF and FF sagas; they where
also both the new characters on KoF '99.
Unknown is Kasumi's father Ryuuhaku Todoh, but you knew that.

-----------------------------------------------------------------------
Hinako Shijoh:
She will jump next to you and then she will perform her Qcf + C attack
you may not attack after this action.

- She can catch air bounced enemies and I have seen her catch grounded
ones; but it is most unlikely; because she will only do it from the
"slide" knock down (being hit with Kula's Qcb + A/C).


Lilly Kane:
She runs from the corner and then she cheers for you; restoring a big
amount of power bar.

- Nothing special here.


Notes: Both cute blonde girls?? No??

-----------------------------------------------------------------------
Kim Kaphwan:
He flies from the corner and then he throws himself with his air
Qcf + D; if the attack hits he will change it for his old Kusajin
finisher; this attack juggles the enemy.

- Forget about hitting air bounced or grounded enemies.


Kim Sue Il: (From Kizuna Encounter)
He will come from the corner with a rush; if the attack hits he will
follow it up with his hienzan.

- Can hit air bounced and grounded enemies; but he does not advance
that much; you can hit after he hits.


Notes: Kim Sue Il is based on Kim Kaphwan; in fact; I believe that he
is his grandson... Bright future for Jae Hon or Don Hwan, Huh?

-----------------------------------------------------------------------
Chang Koehan:
He will come fling from the corner, using his Qcf x 2 + A DM.

- He can hit air bounced or grounded enemies; but you may not hit
after he attacks.


Kim Dong Hwan: (From Garou: Mark of the Wolves)
He will jump next to you with a fling kick; if the attack hits
he will follow up with his Qcf + D attack from Garou; but unlike
Garou; you may block this standing.

- If the first attack misses he will taunt instead; lowering the
enemy power bar; he can catch air bounced enemies and grounded enemies;
You may hit after his second kick.


Smart Chang: (Hidden)
He will come with a strong attack; and then he will go where the
enemy is while spinning his ball; and will end with a strong attack.

- He will always come from the corner; he may catch air bounced
enemies or grounded; but you may not hit after the last attack.

Notes: Kim Dong Hwan is the older son of Kim; Chang his the older
crook under his care.
What??? Chang is already smart :)

-----------------------------------------------------------------------
Choi Bounge:
He will fall next to you and begin taunting; wich lowers the enemy
power bar; if the enemy comes close he will use his dn. up + A tornado;
but he will fly of the screen.

- He can catch air bounced enemies; and you can hit before he gives
3 hits; but not after the third.


Kim Jae Hon: (From Garou: Mark of the Wolves)
He will come from the corner with his own version of Kim's
bk. fwd + D; you can hit after the first attack; but not after the
second one.

- He may catch air bounced or grounded enemies.


Cool Choi:
He will come from the corner using furious slashes; after 4 of them,
then he will taunt and leave.

- You can hit while he is giving his slashes; and you can hit after
the last one; this striker can hit air bounced or grounded enemies.


Notes: The younger son of Kim; the younger crook under his tutelage.
What??? Choi is already cool :)

-----------------------------------------------------------------------
Jhun Foon:
He will come from the corner dashing; if the dash miss he will use his
dn, dn + B, up + C move (Must be blocked standing; if the dash hits he
will use his dn. up + C instead.

- He may catch air bounced enemies; you cannot hit after the last
attack; so you better hit as many times as you can before that last
hit; this is only of the dash hits.


Kang Baedal: (Inspired on the main character of Fight Fever)
He will jump next to you and will throw two tornados; after the second
you may hit the enemy; but only for a brief time, this is a projectile.

- He can catch air bounced and grounded enemies.


Notes: Well; two taek won do figthers; I can not see beyond this.

-----------------------------------------------------------------------
Kyo Kusanagi:
He will come next to you and after a few moments he will perform his
Qcb; Hcf + AC MAX DM.

- The "fire defense" at the begining of the DM may hit air bounced and
grounded enemies; the rest of the DM may only hit air bounced enemies;
after this action you may attack, this is a projectile.


Sho Kirishima: (A initial desing of Kyo before KoF '94)
He will come from the corner with a devious headbutt; if the attack
connect he will perform a vicious punch on the enemy; sending them to
the air.

- If the headbutt fails he will perform a taunt instead; lowering the
enemy power bar; he can catch air bounced enemies.


Saisyu Kusanagi: (From Kof'95 & '98)(Hidden)
He will jump next to you; if the enemy is on the ground he will
perform his Yamibarai attack (fire ball); if the enemy is on air he
will use his oyinaki instead (Upc + C).

- After any of the actions you can hit; the Upc may only catch air
bounce enemies; but the fireball will catch air bounced and grounded
enemies; after any of these actions you may hit the enemy, the
Yamibarai is a projectile.


Notes: Obvious relationship.

-----------------------------------------------------------------------
Iori Yagami "Yasakani":
He will dash from the corner and throw a Yamibarai (Qcf + C); if the
proyectil hits the enemy will be thrown in the air.

- After the initial dash you cannot attack; but after the fire ball
you can attack; the dash can hit air bounced enemies;  but the Qcf + C
can not hit any of them; after the Yamibarai hits there is left a
puddle; but unlike KoF '99; that can not hit anyone, the Yamibarai is a
projectile.


Mature & Vice: (From Kof '96 & '98)
They will come next to you with a kick; afterwards they will use their
Hcf + B attack.

- They come out ramdom; either Mature or Vice; the effectiveness of
the striker does not change on who is out; the Kick can hit air bounced
enemies; the move can hit grounded and air bounced enemies; after the
kick you may not attack; but after the Hcf + B you can.


Another Iori: (Hidden)
He will jump next to you with his bk + B; but the kick will be aiming
foward; after it he will use his Upc + B attack from '98.

- The initial kick may not air bounced enemies nor grounded; but the
flame attack will hit air bounced and grounded enemies.


Notes: Nothing to explain here.

-----------------------------------------------------------------------
Candy:
She will come from the corner with a spining kick attack.

- May catch air bounced enemies; if the first kicks (the sweeps) hits
you can not hit the enemy; but if the spining kicks hits you can hit.


Foxy:
She will come from the corner; if the enemy far away she will
throw her fingernails to you; and if the enemy is close she will
perform a Upc.

- Both actions may catch air bounced enemies; after the shoot you can
hit; but just for a brief time; after the Upc you can not attack, this
is a projectile.


Rugal Bernstein: (From KoF '94; '95 & '98)
He will jump next to the enemy and after a while he will perform his
Genocide cutter; note that if the enemy is next to him he will do his
Upc without waiting to much; but if the enemy is far he will take a
little more time to do the move.

- May catch air bounced and grounded enemies; you can attack after
his Upc.


Notes: Candy and Foxy work with Kula; and Rugal is a Mad man; just as
the NESTS crew (maybe not Kula).


-----------------------------------------------------------------------
Dream Cast Goodies:
-----------------------------------------------------------------------
As far as I have noticed, the DC port of the game is exactly alike the
arcade game; it even slow down in the same circunstances. There are two
"new" features within the game though, the art gallery and the puzzle
mode.


PUZZLE MODE

First of all, the puzzle mode uses basic controls; the Y button can
make a 'grid' appear and dessapear, the grid are lines that separate
each block, I for one work a lot better without the grid. The A button
selects a block, when a block is selected the screen shows what possible
moves the block can perform; the B button cancels and the L y R buttons
rotate the block you are handling, you can rotate them in any way you
want. Another important feature of this mode is that pressing START you
can check the original form of the pic you are doing.

Note that the game can save your progress with the pics, but you can
only save your progress with one pic; if you leave one pic on the way
and then select another one the save of the first picture will be
deleted. One way to avoid that, the deleting of the save is once that
you enter the second pic you complete it without exit from it, if you
exit from it without finish it the other save will surely be destroyed.

The puzzle mode and the art gallery posses a deep bond; the puzzle mode
is similar to the one shown in Tech Romancer, a picture is split in x
parts and they are thrown randomly on the screen; then you have to move
them in order to re-arrange the original picture; completing the puzzle
will allow the picture to be seen in the art gallery.

At the beggining there are 2 galleries availables; the practice gallery
(that posses 12 easy pics) and the challenge gallery (that posses for
about 25 a little bit more difficult pics) and there is a hidden gallery
called special gallery. In order to unlock this gallery you have to finish
the game once in any difficulty in single play mode and in team play mode;
the special gallery posses another 12 difficult pictures for your joy;
must I say that I adore these kind of games, they are such a challenge.
Everything is on patiance and your own skills.

HIDDEN SCENARIOS

The game also features stages from other games; in order to fight in
them you must know that they are only accessible on versus mode and
that they are selected by the striker of the challenger player; I haven't
tested every stage but I have grasped a list of the stages on the board
on where I lurk, the Mad Man Cafe board. Credit goes to Dr. Baghead as the
research and every comment where done by him.

*Park 99*

Syo, Cool Choi, Smart Chang, Rocky, Another K'
(notes: the park seems to be belong to alter egos who don't really exist)

*Boss Stage 99*

Baedal, Foxy
(notes: why does Baedal have a boss' stage? and you'd think since it'
already out they'd have just given Foxy a 2k1 stage)

*Dojo 95*

Rugal, Saisyu
(notes: 95 Bosses get a 95 stage... I would have liked the Black Noah
better, 'specially since this stage doesn't move)

*Jae Hoon's Garou Stage*

Jae Hoon, Dong Hwan

*Stadium 96*

Chizuru, Goenitz, Mature&Vice
(notes: strange, you'd think Goentiz would have the destroyed stadium as
would Mature&Vice, but whatever)

*RBFF2 Xiangfei Stage*

Xiangfei
(note: no animation)

*Destroyed Dojo 98*

Unknown(Todo), Another Rober(Dan!), Gai
(notes: I didn't know the Dojo in 98 was suppost to be an AoF related stage)

*Billy FF1*

Billy Kane, Lilly Kane

*Fair 97*

Ryuji Yamazaki, Eiji, Another Iori, Goro Daimon
(notes: Seems every male every to team with Billy Kane enjoys going to the
fair... as for Goro, perhapse out with his son?)

*Hakkeshu Stage*

Chris, Shermie, Yashiro
(notes: didn't this stage have element effects before? -it did-)

*Duck King's Disco*

Duck King

*Geese Tower*

Geese Howard
(notes: No theme!?!?!?! F**K YOU PLAYMORE!!!)

*NeoGeo Land 95*

Neo&Geo, G.Mantel, Another Benimaru, Kyoko
(notes: Girly versions of the heroes and mascot like NeoGeo Land!)

*China 94*

Another Athena, Another Kensou, Karou

*Tung's RBFF1 Stage*

Panda
(notes: No animation! That makes me a sad panda -_-)

LOCKED! These stages need to be unlocked in some way; finishing puzzle
mode, perhaps?? Yes, after completing every picture these stages will be
available; note that these stages have their own individual BGMs.

Nakoruru's stage
Duke's stage
Kaede's stage
Kim Sue Il's stage
King Lion's stage
Fio's stage



-----------------------------------------------------------------------
Seiyuus:
-----------------------------------------------------------------------
* Don't quite rember how was spelled... *

As I always like to do; I will now enlist the voice actor present on
the game; now... if I only would have the knowledge to add the speeches
as well...

K'                        Yuuki Matsuda.
Maxima                    Katsuyuli Konishi
Vanessa                   Kaori Minami
Ramon                     Eiji Takemoto

Benimaru                  Monster Maeduka
Shingo                    Takehito Koyasu
Lin                       Takaya Kuroda
Seth                      Hidetoshi Nakamura

Terry                     Satoshi Hashimoto
Andy                      Keiichi Nanba
Joe                       Noboyuki Hiyama
Mary                      Harumi Ikoma

Ryo                       Masaki Usui
Robert                    Mantarou Koichi
King                      Harumi Ikoma
Takuma                    Eiji Tsuda

Leona                     Masae Yumi
Ralf                      Monster Maeduka
Clark                     Yoshinori Shima
Whip                      Shiho Kikuchi

Athena                    Haruna Ikezawa
Kensou                    Eiji Yano
Chin                      Tosikazu Nisimura
Bao                       Kanako Nanako

Mai                       Akoya Sogi
Yuri                      Kaori Horie
Kasumi                    Masae Yumi
Hinako                    Ayako Kawasumi

Kim                       Satoshi Hachimoto
Chang                     Hiroyuki Arita
Choi                      Kazuya Ichijo
Jhun                      Monster Maeduka

Kyo                       Masahiro Nonaka

Iori                      Konihiko Yasui

Zero                      Kinta Futogane

Kula                      Yumi Kakazu


Duke/Baedal               Eiji Takemoto
Fio                       Kanako Morizumi
Cosplayer Kyoko           Haruna Ikezawa
Eiji/Goenitz              Yoshinori Shima
Daimon                    Mazaki Usui
Geese/Duck                Kong Kuwata
Yamazaki                  Kouji Ishii
Billy                     Atsushi Yamanishi
Kaede                     Kouji Suitsu
Tendou                    Nobuyuki Hiyama
Yashiro                   Makoto Awane
Shermie                   Hazuki Nishikawa
Chris                     Rio Ogata
Kaoru                     Ayako Kawasumi
Nakoruru                  Harumi Ikoma
Xiangfei                  Mami Kingetsu
Lilly                     Yumi Kakazu
Sue Il                    Yoshiaki Fujita
Dong Hwan                 Jun Mashimoto
Jae Hoon                  Hiroki Asakawa
Syo                       Mitsuo Iwata
Neo & Geo/G. Mantle       Hiroyuki Harita
Mature                    Hiroko Tsuji
Vice                      Masae Yumi
Rugal                     Toshimitsu Arai
Unknown                   Akira Goto
Saisyu                    Keiichiro Sakagi
King Lion                 Katsuhisa Nakatsuka
Foxy                      Haruna Ikezawa
Diana                     Kaori Minami

*** !!! DIANA???!!! it is from Kula's moves or it is another striker??
    Kao's Mini FAQ list that there it was 8 known extra strikers, and
    there should be 9... maybe this one... ***

Nothing to do with it; but there are some characters with 3 colors;
not only two; these extra colors are selectable by pressing CD or AB
at the same time.... these are:

K', Benimaru, Terry, Mary, Ryo, Whip, Mai, Kensou, Choi, Kyo.

Also a side note; but the man responsible for the awsome art work of
this game is called Hiroaki; under his work we could also see the
games Fatal Fury Wild Ambition; Buriki One and some cards of
Snk vs Capcom: Card Fighters Clash Expansion Edition... the cards are
(S class) Buriki One Ryo Sakazaki and Art of Fighting 2 Geese Howard...
This guy is GOOD.


-----------------------------------------------------------------------
Victory poses and Intros:
-----------------------------------------------------------------------
On this version of KoF; every character has 2 victory poses and one
special victory pose when you defeat a certain enemy; some characters
have their special victory pose that is the same that one of the ones
you can pick... that is a darn shame.

Note that if you win by KO you can pick victory pose and if you have
beaten a victory pose enemy you will see that victory pose; but if you
win by time you can not pick your pose; what is worst; if you win by
time a victory pose enemy there are ramdom chances that you will see
a normal victory pose instead of the special... too confusing?? I am
not myself at this time... most poses are pickable by holding B or C;
except the special ones; that are automatically triggered.


- Special Victories poses:

K' = Over Kula
Ramon = Over K' (dialog change)
Vanessa = Over Seth
Benimaru = Over any gal
Shingo = Over Kyo
Lin = Over Benimaru
Seth = Over Vanessa
Mary = Over Terry
Ryo = Over Yuri, Robert or Takuma
Robert = Over Yuri, Ryo or Takuma
King = Over Ryo, Robert, Takuma or Yuri
Takuma = Over Ryo, Robert or Yuri
Leona = Over Leona, Ralf, Clark or Whip
Whip = Over K', Maxima or Kula
Athena = Over Kensou
Kensou = Over Athena
Yuri = Over Ryo, Robert or Takuma
Kasumi = Over Ryo, Robert, Takuma or Yuri
Kula = Over K', Maxima or Whip


- Special Intros:

K' vs Maxima
Maxima vs K'
Ramon vs Zero (Dialog, add few words -I think- ;P)
Vanessa vs any Gal
Shingo vs Iori
Terry vs Mary
Andy vs Mai
Joe vs Andy or Terry
Mary vs Terry
Ryo vs Robert, Yuri or Takuma
Robert vs Ryo, Yuri or Takuma
King vs Mai, Kasumi or Yuri
Takuma vs Ryo, Robert or Yuri
Leona vs Ralf, Clark or Whip
Ralf vs Ralf, Clark, Leona or Whip
Clark vs Ralf, Leona or Whip
Whip vs Ramon, Maxima, K', Leona, Ralf, Clark or Zero
Athena vs Kensou
Kensou vs Athena
Chin vs Athena, Kensou or Bao
Bao vs Athena, Kensou or Chin
Mai vs Andy
Yuri vs Ryo, Robert or Takuma
Kasumi vs Ryo, Robert or Takuma
Hinako vs Yuri, Kasumi or Mai
Kim vs Jhun
Chang vs Choi
Choi vs Chang
Jhun vs Kim
Kyo vs Iori
Iori vs Kyo
Iori vs Shingo
Kula vs Maxima, Whip or K' (only if Kula is the first character,
                           dialog change)
Kula vs Zero
Zero vs Maxima, Whip, K'
Zero vs Kula

 * These are mainly from memory, so mistakes may have been inserted;
   I will have to inquire later. *


-----------------------------------------------------------------------
Guard Crush Data:
-----------------------------------------------------------------------
Well; what is this -you may be asking-; well every attack of the game
"damages" the guard in some way... while some do 0 % (Andy's df + A)
and others do 100 % (Jhun D in his A technique)... here now I have
included the attacks that damage the most the guard of your character;
when looking at this chart; remember:

- 100 % means Guard Crush.

- Direction more moves like Fwd + A are calculated individually; if
  you combo the attack the value will change.

- The enemy recovers 2 % of guard per second; of he is not under
  attack (may they be blocked or successful).

- Every time the enemy gets his Guard Crush they return to 100 %.

- In some weird cases; the Guard Breaks at 96 %; I cannot explain
  this.

- Moves that seems to break your guard like Zero's cape Upc do
 -in fact- break your guard thus the % returns to 100.

- Most the values have been kept since KoF '97.

This data is not as useful as it sound; for about 20 matchs in 2 or 3
I have attained victory due to a very important Guard Crush... after
all; you DO NEED the enemy to be blocking.
I do not expect for you to learn the percentages; but to remind: "with
my favourite character I should jump with C instead of D, when the
enemy is blocking"; by all means; this may help in some advanced levels
but it is not that important; as I am now tired of saying.

-----------------------------------------------------------------------
K':
   cr C                 = 14 %
   jumping C            = 11 %
   CD                   = 09 %
   far D                = 13 %
     (Qcf + A; Fwd + D does for about 20%; but since is hard to
     connect and some characters may duck it; I rather not include it)

-----------------------------------------------------------------------
Maxima:
   far C                 = 11 %
   cls D                 = 17 %
   cr D                  = 11 %
   Hi jumping front C    = 10 %

-----------------------------------------------------------------------
Ramon:
   far D                 = 14 %
   far C                 = 11 %
     (his CD does 14 % but I left it out because it may put you in a
     very risky position).

-----------------------------------------------------------------------
Vanessa:
   CD                    = 13 %

-----------------------------------------------------------------------
Benimaru:
   far C                 = 11 %
   jumping C             = 08 %
   Fwd + B               = 11 %

-----------------------------------------------------------------------
Shingo:
   cls D                 = 13 %
   far D                 = 13 %
   cr C                  = 13 %
   Hcf + B/D             = 17 %

-----------------------------------------------------------------------
Lin:
   far D                 = 10 %

-----------------------------------------------------------------------
Seth:
   far C                 = 17 %
   cr D                  = 09 %
   CD                    = 13 %

-----------------------------------------------------------------------
Terry:
   cr C                  = 14 %
   far C                 = 11 %
   Qcf + A               = 11 %
   Qcf + C               = 13 %
   Qcb + A/C             = 11 %

-----------------------------------------------------------------------
Andy:
   cr C                  = 17 %
   cr D                  = 10 &
   jumping CD            = 10 %
   Qcb + A               = 11 %


-----------------------------------------------------------------------
Joe:
   far D                 = 17 %
   close D               = 13 %
   CD                    = 14 %
   jumping C             = 11 %
   df + B                = 14 &

-----------------------------------------------------------------------
Mary:
   cr C                  = 10 %
   far D                 = 14 %
   jumping C             = 10 %
   Qcf + A/C             = 14 %

-----------------------------------------------------------------------
Ryo:
   cr C                  = 14 %
   cls D                 = 14 %
   far D                 = 14 %
   High jumping D        = 10 %
   Fwd + A               = 11 %
   Qcf + A/C             = 11 %
   Qcb + A/C             = 11 & (each hit)


-----------------------------------------------------------------------
Robert:
   far D                 = 11 %
   cr C                  = 11 %
   cr D                  = 14 &
   CD                    = 14 %
   jumping C             = 10 %
   Fwd + A               = 14 %
   bk. fwd + C           = 14 % (A version is 13 %)
   bk. fwd + B           = 10 % (each hit)

-----------------------------------------------------------------------
King:</pre><pre id="faqspan-4">
   cls D                 = 05 % (each hit)
   cr C                  = 14 %
   jumping D             = 11 %
   Qcf + D               = 08 % (each hit)

-----------------------------------------------------------------------
Takuma:
   cls C                 = 17 %
   cr D                  = 13 %
   front jumping D       = 09 %
   Fwd + A               = 10 %
   Qcf + A/C             = 11 %

-----------------------------------------------------------------------
Leona:
   cls D                 = 08 % (each hit)

-----------------------------------------------------------------------
Ralf:
   far C                 = 17 %
   cr C                  = 14 %
   cls C                 = 13 %
   jumping C             = 13 %
   air Qcf + C           = 14 %

-----------------------------------------------------------------------
Clark:
   Fwd + B               = 17 %

-----------------------------------------------------------------------
Whip:
   cls D                 = 11 &
   hi straight jump D    = 13 %

-----------------------------------------------------------------------
Athena:
   cr C                  = 13 %
   far D                 = 11 %
   Qcb + A/C             = 10 %

-----------------------------------------------------------------------
Kensou:
   cls C                 = 14 %
   jumping C             = 11 %
   Qcb + A               = 05 %  (each hit)

-----------------------------------------------------------------------
Chin:
   cr C                  = 11 %
   far D                 = 09 %
   jumping D             = 11 %
   Qcb + A               = 11 %

-----------------------------------------------------------------------
Bao:
   cr C                  = 17 %
   CD                    = 11 %
   air dn + B            = 13 %
   air dn + A            = 11 %

-----------------------------------------------------------------------
Mai:
   cr C                  = 14 %
   cls D                 = 13 %
   far D                 = 14 %
   jumping D             = 10 %
   df + B                = 07 % (each hit)
   Qcb + A/C             = 09 % (each hit)

-----------------------------------------------------------------------
Yuri:
   cr C                  = 10 %
   cr D                  = 10 %
   Fwd + A               = 10 %
   Qcf + A/C             = 10 %
   Hi straight jump D    = 14 %

-----------------------------------------------------------------------
Kasumi:
   cr C                  = 10 %
   cls C                 = 10 %
   cls D                 = 10 %
   far D                 = 13 %
   far C                 = 14 %
   jumping D             = 14 %


-----------------------------------------------------------------------
Hinako:
   cr C                  = 14 %
   cr D                  = 14 %
   CD                    = 17 %
   jumping C             = 10 %
   jumping CD            = 10 %


-----------------------------------------------------------------------
Kim:
   cls D                 =  07 % (each hit)
   cr C                  =  10 %
   far C                 =  10 %
   jumping C             =  11 %

-----------------------------------------------------------------------
Chang:
   cls D                 = 11 %
   far C                 = 13 %
   jumping D             = 13 %
   bk. fwd + A/C         = 17 %

-----------------------------------------------------------------------
Choi:
   far D                 = 10 %
   CD                    = 17 %
   jumping D             = 11 &
   Fwd + B               = 14 %

-----------------------------------------------------------------------
Jhun:
    far D                = 10 %
    jumping C            = 13 %
    dn, dn + A, D        = 100 %

-----------------------------------------------------------------------
Kyo:
  cls D                  = 14 %
  cr C                   = 14 %
  far D                  = 13 %
  air dn + C             = 11 %
  Qcf + C                = 10 %
  Qcf + A, Qcf + A, D    = 13 % (each hit)

-----------------------------------------------------------------------
Iori:
  cls D                  = 13 %
  jumping C              = 13 %
  Qcf + A/C              = 13 %

-----------------------------------------------------------------------
Kula:
  cr C                   = 17 %
  far C                  = 11 %
  jumping C              = 10 %


-----------------------------------------------------------------------
Note that this board has been created using this formula:

Hitting % = [1/numbers of hit that produces Guard Crush] x 100

I just thought that I would share that with you... I do wonder if
Eolith has changed the values... I also wonder how is the damage chart
for the strikers... but I am not that willing to do it... at least not
now.


-----------------------------------------------------------------------
Overall:
-----------------------------------------------------------------------

Now it not as pitiful; is it??

Well; and if there is ANY more contributions they will be added.

Many things need to be fixed, just be patient... eventually this will
become more decent; though now I can say it has some shape; a good sized
shape... this Guide now features 675 combos.


------------------------------------------------------------------------
Thanks:
------------------------------------------------------------------------
I mostly have no mail of the people I got to thank; but:
(they are in no particular order)

"El Loco" Hannibal Lecter:
 This fiend convinced me to write this FAQ.

Rid_Hershel:
 He uploaded the Guide to Gamefaqs.com when fate did not allowed me
 to.

Kao Megura:
 This other fiend inspered me to writte FAQs; also many
 info on the movelist of characters; natural credit for
 providing a basic movelist when no one else did.

Chupiler:
 Just a nice fellow... FAQ writter also, I got how to
 correctly write Dong Hwan from his GMOW FAQ; inspiration
 purposes also, so thanks granted.

Juan:
 For being insane and that's very important.

Ryoandr:
 Contributions on Iori and others.

Holiday:
 Contributions on Leona.

Zyzyfer:
 Contributions on Iori.

Crancky:
 Contributions on Seth, Terry, Takuma, Clark, Kim and Jhun
 Contributions on K', Ramon, Kyo and Iori.

Time Mage and Game Type magazine:
 Time Mage it is no way related to the magazine... but he did
 enthrusted me with some info that was on it; the one that describes
 Mask/ G. Mantle origin...

Dr. Baghead:
 Another Mad Man cafe clansmen, this man did possible the stage list
 as he did all the work.

Mad Man's Cafe   http://www.mmcafe.com:
 Just nice fellows; here is from where I did get some contributions.

AoF:
 I love those games (ª_ª); they also enhaced my imagination and
 creativity a lot; specially the third one.

SNK:
 For being back in business and doing AoF, FF and KoF games; to name
 a few.

On line combo videos sites:
 I have got some crontibutions from an unknow -for me- video site;
 instead of thanking no one; I rather thank all of them.



BTW I can be usually found at the MMcafe bbs (I check it at least twice
a week); questons, contributions or anything can be done there.


"Hey!! You are not up to Dodge Ball!!"