From: mOOnrun OnE <
[email protected]>
Date: Sun, 30 May 1999 20:42:45 -0700 (PDT)
Subject: [KOF] Athena stuff and other interesting stuff from Combo ML(long)
Oh well, just thought maybe i would post some interesting stuff from
the combo ML in here from time to time...
Athena :
Near corner
A-Athena F-fireball O-opponent cX-crossup s-stand d-down
cX B, s A, hcf P, bk bk d B(NO HIT), qcb A, hcf D, s A, hcf P, bk bk d
B(NO HIT), qcb A, hcf D, s C, fw B, hcb x 2 P
ascii explaination (lousy tho')
| |
|A O |
near corner, Athena in corner
| A |
| O |
Athena crossup opponent
| |
| OA |
Athena execute hcf P throw
|O |
| --->A |
Athena immediately do bk bk down B after throw to go far back
| |
|0 fA |
As soon after bk bk d B, do fireball, opponent still about to land and
recover
| |
|O f A |
As fireball about to hit opponnent, do hcf D teleport
| |
|Of A<--- | Athena teleport
| |
|fOA |
Athena should appear infront of opponent as soon as fireball hit and
opponent is still stunned from fireball and open for combo Then simply
combo with stand A into hcf P again to repeat process
|O |
| --->A |
Athena immediately do bk bk down B after throw to go far back
| |
|0 fA |
As soon after bk bk d B, do fireball, opponent still about to land and
recover
| |
|O f A |
As fireball about to hit opponnent, do hcf D teleport
| |
|Of A<--- | Athena teleport
| |
|fOA |
Athena should appear infront of opponent as soon as fireball hit Then
finally do stand C, forward B, hcb x 2 A/C
Kim :
-corner
-no stock
j D, s C, d d D, hcf D, c B, c B, c A, d u C.
j D, s C, d d D, hcf D, c B, c A, d,b,f K.
-corner
-counter
s CD, qcb A, qcb A, qcb B, d u D, d D.
Standing CD, San Ren Geki A x 2, Hangetsuzan B, Hienzan D, H.Finisher.
-corner
-counter
s CD, qcb A, qcb A, d b f K.
Standing CD, San Ren Geki A x 2, Houou Kyaku DM/SDM.
Chin :
(CORNER)
j C, s C, dwn dwn C, tap C then ABD, fireblast DM QCF x 2 A/C
note: tapping C will help produce a far C from the cancellation of the
down down C.
s D, dwn dwn C, tap C then ABD, QCB A
note : same principle, C to produce far C from cancellation of down
down C
also can do tap B, ACD, or tap A BCD
tapping B will produce far B animation from cancelling down down C
and..aye u get it..
Terry:
-corner
-counter
cX CD, qcb B, j B.
Crossup CD, Crack Shot B, Jump B.
Vice :
Vice infinite toooooo easy to do..
i use Chang as opponent..also tried with Iori as opponent.. just simply
make them jump in practice mode..in 2 player corner..
controller set to SPECIAL.. then simply do..
qcf tap upfw press R1
repeat..
btw..i even manage to do this..
jump R1, jump R1, land R1, Hyperjump R1, land R1, jump R1, jump R1,
land QCB a/C, hcf A/C
Andy:
-corner
Jump C/D, Stand C(1 hit), f+B, qcf+B, P finisher, Stand C.
Jumping C or D, Standing C(one hit), f+B command attack, Genei
Shiranui, Punch finisher, juggle with Standing
Close C.
-MAX
-corner
Jump D, Stand C(1 hit, hcf+P, qcf,uf+B, P finisher, df+A, Jump
A-D/CD/hcf+K/DP+A/DM/SDM.
Jumping D, Standing C(one hit), Dam Breaker Fist, jump a bit Genei
Shiranui, Punch finisher, juggle with df+A
command attack, finish with desired move.
-corner
Jump D, Stand C(1 hit, hcf+P, qcf,uf+B, P finisher, dp+P.
Jumping D, Standing C(one hit), Dam Breaker Fist, jump a bit Genei
Shiranui, Punch finisher, juggle with Shoryudan.
Kensou:
-corner
-MAX
Jump D, Stand D, f+B, Stand D, qcf,hcb+K.
Jumping D, Standing D, f+B command attack, Standing D, Dragon God
Dubbing SDM.
j D, s C, d d D, hcf D, s C, qcb C, qcb C, qcb C.
till then...
m00nrun