The Perfect Guide to King of Fighters '95
by: Olivier Vilayphiou,
[email protected]
Revision history
1.0 everything I think everyone has to know about this game.
1.1 Arrows disappeared, name motions are substitutes.
Notation
Arrows are considering for the left-player. ( first player )
QC = means Quarte Circle ( Forward or Back )
HC = means Half Circle ( Forward or Back )
u = means up
d = means down
b = means back
f = means forward
AB = mean A and B together, which is dodge
BC = mean B and C together, which is taunt
CD = mean C and D together, which does a knockdown move
ABC = mean A, B, and C pressed together, what level up your power gauge
ABCD, is calling your teammate to help you in dizzy situation or when
you're grabbed, or to cancel some moves ( of course ABC also work to
get your teammate's help ).
A*B, or B*A = mean A and B almost simultaneously, though pressed one
after the other, so that you can hear your character's dodge voice.
Any direction followed by point mean a charge of a couple of seconds.
Example: d. Mean charge down.
Tap = mean tap button several times.
! = mean hard to do.
Fury = mean Desperation move, when in red or power max.
A/B/C or D- and a name move means this move done with the button
mentionned before.
¤ = means dizzy combo. To dizzy at 100 %, you must do the combo with the
right timing, it means you must at least chain 3 moves in a second of
the Time game. If the combo counts more than 3 hits, you shouldn't need
to get the right timing. But to be sure train yourself to get it.
§ = mean the combo must be done at least when flashing red.
Practically all the Crossup Combos can be done with Pow. Max.
Some caracteristics of the game
About Cancel Moves
Moves that can be cancelled in a peculiar way, by pressing ABCD.
Athena's Shining Crystal Bit
Benimaru's Shinku Katategoma
Chang's Spinning Iron Ball
Those moves listed, I can now talk about the characters who I think have
the best way to cancel their moves :
Goro Daimon, who can use his Earth Mover or Super Ohsotogari to
cancel some of his moves.
Takuma Sakazaki, who can use his B-Shoran Kyaku Attack to cancel some of
his moves.
Joe Higashi, who can use his A-TNT Punch Finisher to cancel some of
his moves.
Heidern, who can cancel some moves with his Storm Bringer
Ralf, who can use his Super Argentine Breaker
Clark, who can also use his Super Argentine Breaker
Maybe you don't see the needs about those info, but I can certify that
they are very useful to do some pressing strategy in corners, even in
the middle of the screen stage. I'll give you some examples later.
About Transforming Moves
Another caracteristic of the KOF'94 and '95 is the fact that you can
transform your special move.
The best examples are Kyo, Terry, Kyokugenryu Team, and King.
Kyo : Do his B-Spinning Kick, and immediately after do a Fireball move
with C. He will give two kicks instead one. You can also do the reverse
thing, do D-Spinning Kick, and do just after a Fireball move with the A
button.
Terry : Do a C-Burn Knuckle, and do just after a Fireball move with A.
He will begin as the C-Burn Knuckle, but will have the range of the
A-Burn Knuckle. Or do the A-Burn Knuckle, and do a Fireball move with C,
Terry will get out quickly his Burn Knuckle, and go as far as the C one.
Kyokugenryu Team : Do their fury, and before the last hit, do a Fireball
move with A, Ryo and Robert will do a A-"Dragon Punch", and Takuma his
A-Hao Sho Koh Ken. You can also transform each of their Hienshipukyaku,
or Hao Sho Koh Ken.
King : Same as Kyokugenryu Team. Do her Fury, and while her Tornado
kick, do a Fireball motion with B, and she won't give her second kick.
Those are only some examples, besides you can transform the move with
any other special move motion of the character you're playing. Crescent
Slash for Kyo, Crack Shoot for Terry, Zan Retsu Ken for Kyokugenryu
Team, and of course many others.
This detail has got his importance you know, that's the little thing
that make Kyo so unfairly strong.
About Air's Moves
Kim and Ryo can now do their fury while jumping more easily than it was
in the '94. But the new things are that we can as you know do Mai's
Flying Dragon Blast in the air, Mai's Super Deadly Ninja Bees in the
air, Robert's fury in the air, and Kensou's fury in the air.Sure it's an
impressive add to the game, but less than the following moves :
Ryo' and Robert's air Hienshipukyaku ( ! ) :
Level up your power bar, and before reaching max, ask your partner or
wait til he hits you in guard, then contdown 7 or 8 ( time you power bar
needs to begin decrease ), jum and do their fury motion. Of course for
Ryo it's simply QCF, HCB + C, but for Robert it's QCF + D, HCB + C*B.
You can also execute on ground, without any charge. The best training
for this is to repeat the Ryo's fury in the corner to get the timing to
execute the motion when the energy starts to decrease.
Kensou's air Dragon Fang ( ! ) :
Same as above. Level up your power, let you hit, coundown 8, jump and do
his air's fury motion. Be careful, if you charge entirely you power bar,
you'll have to wait longer before your power begins to decrease.
Kim's air Flying Slice ( ! ) :
Same as above. Charge your power bar, countdown, jump and do his fury.
Til now we still haven't try with Choi nor Athena, but it can certainly
applies to them too. Oh ! I forgot to tell you that the condition to
realize these air's moves, the different motion should be done when the
power bar starts to decrease, or start to decrease.
To prove the unbelievable fact you don't need to charge at any time to
do their air's move, just play Ryo as second player, go in the right
corner, charge your energy bar, ask your partner to protect, and do
Ryo's fury several times consecutively. But slow down you motion one
after one, and you will be surprised to see a Hienshipukyaku getting out
though you were doing the fury only with the C button. But you may not
be successful at first time, I did 38 times Ryo's Fury once I tried, and
nothing got out nut his fury. And don't be upset to see Zanretsuken get
out, it only means you did wrong or too fast your motion.
About Counter
Real counter were added in '95, not like in the '94 in which you could
counter after a determinate number of hits, but a real counter. One that
can be compared to KI Breaker and SFA counter. The condition of those
counter are the power charged at maximum. And it may be very useful in
some strategy or situation.
Examples :
Charge your power with Terry, ask your partner to execute on you a combo
while you're in guard. You'll be able to do a counter at the first hit,
or you can wait the following hits to counter him, because if you
counter him when he's doing a move he will have more damage than the
situation when you hit him at the end of a move.
P1 Charges at max, P2 jumps, and do the following combo, Jump D,
Standing C ( 2 hits ), A-Burn Knuckle. P1 should counter P2 when he's
doing Standing C. He can choose his special move, Burn Knuckle, Power
Wave, Power Dunk, or Power Geyser, it depends only on his taste.
Some examples of beautiful counters :
Counter with Cho-Reppadan ( Super Sonic Swirl ) on the first impact.
With Goro Vs Andy, get close to Andy, wait he does his Fury, while Andy
is in air just do HCF + A to grab him.
And of course any fury, among the most beautiful are which ones need
charging and are consequently hard to do.
About A*B or B*A Moves
You can also do moves that use at the same time the propriety of the
dodge. Means that you can hit your opponent in his back though you're
facing him. But you need to be closed to him while he is crouching in
guard, so it isn't oftently used in real fights. Though you can use it
instead of overhead moves.
Examples :
With Kyo, Iori, or Mai, close to your opponent crouching in guard, do
HCF or HCB motion, depending of course on the character you're playing
at the moment ( if Iori it'sHCB ) and press B*A. In order to hit in the
opponent's back, you must hear besides their attack voice their dodge
voice.
Note that Kyo's move doesn't work against Chang.
Kyo : Crescent Slash
Benimaru : Lightning Fist
Terry : Power Dunk
Chin : Rolling Punch
Mai : HCF+B (don't remind the name)
Saishyu : HCB + A
Iori : Dark Crescent Slice
Eiji : Bone Cutter
Other Useful Things to know
The 2nd player has got disadvantages when he does his DM, he can
always be grabbed by the first player, except if the 2nd player did it
in red and at power max of course.
If it happens that your opponent while jumping hits you and doesn't
knockdown you, and that you too hit him, you can juggle him before he
lands. If your opponent is in the corner it sure helps to juggle easily.
For example Rugal can do two Genocide Cutter ( ! ), the first one hit
only once of course. I think you should do HCB + C instead. The men that
are the most dangerous when knowing this are obviously Kyo and Iori, two
characters that have Infinite juggle combo.
If you do a dodge combo against an opponent who was in guard with Sie
Kensou ( Dragon Fang ), Eiji ( Bone Cutter ), Clark and Ralf ( Garling
Attack ), Choi ( Flying Monkey Slice ) you will finish your move in the
back of your opponent. It must work with other characters and moves, but
I didn't check them all.
Ryo, King and Athena are the three characters that can easily do double
fireballs on screen. Almost every character that have a fireball can do
it, but it isn't used a lot, so I only tell you the way to do it with
those three characters.
Ryo : Do fireball with A, if your opponent dodge it, then do a fireball
with the following motion HCF + C, wait your fireball practically reach
the end of the screen and do any fireball you want, and repeat it
again,etc
King : Do Double strike with B, if your opponent dodge it, then do Venom
Strike, and altern it, etc
Athena : You already knew about it, but I write it here again. Do her
fury, do the Shining Crystal Shoot with A, and do any fireball, and
repeat it again.
The conditions to start doing those double fireballs are the dodge of
your opponent, if he's hit in guard it won't work. And till the moment
your opponent is hit you won't be able to go on.
And now the Combos !
Kyo Kusanagi
¤Jumping d + C, Standing C, Fireball + C ( QCF + C ). ( 3 hits )
Jumping C/D, Crouching B, Crouching C, Fireball. ( 4 hits )
Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ),
Crescent Slash ( QCB + B/D ). ( 7 hits )
Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ),
Spinning Kick ( b, d, db + D ). ( 8 hits )
Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ), New
Wave Smash ( QCF + B, QCF + D ), Spinning Kick ( b, d, db + D ). ( 10hits )
This combo uses the princip of transformed move for the New Wave Smash.
Do the 2 QCF to get in the timing of the move, it must appear on screen
as one move. The first QCF + B must maintain the opponent in air, the
second QCF + D is about to get the condition of juggling.
For well-trained people :
Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash
(B, D one ), New Wave Smash ( B, D one ), Spinning Kick ( b, d, db + D ).
( 11 hits )
Or do the same combo as above, and if you don't need three New Wave
Smash to put your opponent out of the screen up to the sky, cut your
Spinning Kick, and do a A-Dark Thrust. It's a really nice combo. That's
worth to see it :
Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash
(B, D one ), Spinning Kick ( b, d, db + D ), cancel it with QCF + A, and
do his A-Dark Thrust.
Infinite Combo, that need to be done in the corner.
Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash
(B, D one ), New Wave Smash ( B, D one ), and again till he dies or you
miss your motion.
Note that if you don't do two QCF instead of one, you won't be able to
juggle in the corner, and do the infinite combo.
And don't waste your time in tries to hit your opponent with the Serpent
Wave after the New Wave Smash, even in the corner, this fury is
definitely too slow to get out.
Notes about Kyo :
He has got the highest priority dodge attack of the characters, and
because of that and his infinite combo, he is no doubt the strongest
character of the game. Against any human player I suggest you to use
the dodge combo that use the New Wave Smash. But not against expert
players. You can also use it against any computer player, at any level,
except against Saishyu, and sometimes Kim and Rugal.
Need I say I hate Kyo ? He's too strong, and when you play as him, you
don't need to think a lot to win, so I think SNK did a bad thing.
Furthermore, sometimes if the fireball doesn't combo in dodge combo, the
New Wave Smash will !! It's obviously a mistake from SNK. Even if I hate
him, Kyo is the strongest character of the game. Because he's got lots
of priority with his Standing C, his dodge attack which is the best, and
his New Wave Smash.
Benimaru Nikaido
Jumping C/D, Standing C, Lightning Fist ( f, d, df + A/C ) ( 3 hits )
Jumping C/D, Standing C, Iaido Kick, Triple Resist Kick (5 hits )
Crossup D, 3 crouching B's, Super Lightning Kick ( d., u + B/D ) (5hits)
Crossup D, 3 crouching B's, Iaido Kick B/D (5 hits )
§ Crossup D, Standing QCF + C, Heaven Blast Flash ( QCF + C ) (3 hits)
In corner, dodge combo with Heaven Blast Flash in red and at power max
kills the opponent.
Benimaru damages more, but is not stronger than we could wait.
Goro Daimon
Jumping C, Standing C, Super Ohsotogari ( f, db, d, df + D ) ( 3 hits )
Jumping C, Standing C, Stump Throw ( HCF + C ) ( 3hits )
Jumping C, Standing C, Earth Mover ( f, HCF + C ) ( 4 hits )
§ Jumping C, Standing C, Heaven to Hell Drop ( 7 hits )
§ Crossup C, Standing C, Heaven to Hell Drop ( ! ) ( 7 hits ). Done in
red and power max it kills your opponent.
Only if your opponent tries to knock you down with crouching kick :
§ HCB + B ( Super Ukemi ) to avoid his kick, HCB + C to grab him with
your fury.
Goro isn't strong anymore as he was in the '94, he is slower, and lost
his infinite combo.
Ryo Sakazaki
¤ Jumping C/D, Crouching B, Standing/Crouching C, Tiger Flame Punch A/C
( 4 hits )
Jumping C/D, Standing C, Zanretsuken A/C ( 3 hits )
Jumping C/D, Standing C, Koho A/C ( 3hits, 4 hits )
¤ Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick + D.
(4 hits )
Jumping C/D, Standing C, Kyokugen Punch Dance, Zanretsuken C. ( 7 hits )
Jumping C/D, Standing C, Kyokugen Punch Dance, Tiger Flame Punch.
( 7 hits )
Jumping C/D, Standing C, Kyokugen Punch Dance, Koho + A. ( 7 hits )
Jumping C/D, Standing C, Kyokugen Punch Dance, Standing CD. ( 7 hits )
Jumping C/D, Crouching B, Standing C, Kyokugen Punch Dance ( only the
two last punch must hit ), Lightning Legs Knockout Kick + D. ( 7 hits )
In the corner :
Dodgecombo your Kyokugen Punch Dance so Ryo hits only with the two last
punch, and you will be able to juggle with the fury.
Remember Ryo can do double fireballs, and can repeat endlessly his DM
with one bar of power. If he is at the range of a CD move's range bar
from his opponent, and if the opponent is in guard. Of course the
opponent can hit him before he repeats his super, but sometimes people
are so surprised that they will let you do it.
He also has his air's Hienshipukyaku ( Lightning Legs Knockout Kick ).
Strategy :
Jumping C/D, Standing C, Kyokugen Punch Dance, Jumping D ( to follow
your opponent ) and
1- if he protects do again the Kyokugen Punch Dance and finish him with
CD move if you don't want to go on with jumping D.
2- if he tries to hit you dodge it, and do Kyokugen Punch Dance and do
any move you want.
Ryo is strong, but has many weak point. For example you can't dash
forward and chain his Dance, he will do his Haoshokoken. And he
sometimes don't hit in the right direction.
Robert Garcia
¤ Jumping C/D, Standing C, Dragon Blast Punch + A/C ( 3 hits ).
Jumping C/D, Standing C, Great Spirit Kick B/D. ( 3 hits ).
¤ Jumping C/D, Standing C, Hienshipukyaku D. ( 4 hits )
Jumping C/D, Standing C, Kyokugen Kick Dance, Ryuga + A. ( 7 hits )
Jumping C/D, Standing C, Kyokugen Kick Dance, Dragon Blast Punch. ( 7hits )
Jumping C/D, Standing C, Kyokugen Kick Dance, Standing CD. ( 7 hits )
Jumping C/D, Standing C, Kyokugen Kick Dance, Hienshipukyaku. ( 8 hits )
Remember, Robert has got his air's Hienshipukyaku, and also his air's
fury. Robert can play the same strategy as Ryo.
He's got a strong air CD move.
Takuma Sakazaki
Jumping C/D, Crouching C, Tiger Flame Punch + A/C. ( 3 hits )
Jumping C/D, Crouching C, Shoran Kyaku + B/D. ( 3 hits )
Jumping C/D, Crouching C, Zanretsuken A/C. ( 3 hits )
¤ Jumping C/D, Crouching C, Hienshipukyaku + D, Tiger Flame Punch + C.
(5 hits )
¤ Jumping C/D, Crouching C, Hienshipukyaku + D, Standing CD ( 5 hits )
§ Jumping C/D, Crouching C, Hienshipukyaku + D, Ryuko Ranbu. ( 5 hits ).
The previous combo needs at least to be done in red or at max. If you
are both, it will simply kill your opponent.
§ Jumping C/D, Standing C, Ryuko Ranbu. ( 3 hits at least )
Infinite Combo ( ! ) :
Place yourself at a range that don't allow you to combo your B-Shoran
Kyaku. And do the following :
Standing C, Shoran Kyaku + B, forward a very brief time, then again
Standing C, B-Shoran Kyaku, then again.
If you succeed, you will dizzy your opponent at the fourth time you hit
him. Then kill him with another combo, it's easier than do it again. But
you can repeat it, that can be a good train for you.
The advantage of this infinite combo is that it doesn't need to be done
in corner, and it can be used as a very impressive pressing.
Takuma can also dodgecombo his fury. And with good training, his
Hienshipukyaku, as his pupils.
Takuma has main priority with his Crouching C, don't forget it.
Terry Bogard
Jumping D, Standing C ( 2 hits ), Burn Knuckle ( QCB + A ). ( 4 hits )
Jumping D, Standing C ( 2 hits ), Crack Shoot ( QCB, ub + B ). (4hits )
Crossup D, Standing C ( 2 hits ), Power Wave ( QCF + A/C ). ( 4 hits )
Jumping D, Standing C ( 1 hit ), Rising Tackle ( d., u + A/C ). ( 3 hits)
Crossup D, Standing C ( 2 hits ), Power Dunk ( f, d, df + B/D ). ( 5hits)
§ Jumping D, Standing C ( 2 hits ), Power Geyzer ( QCB, HCF + BC ).
( 4hits ) only if in red.
§ Crossup D, Standing C ( 2 hits ), Power Geyzer. ( 4 hits ) . at pow max.
Against tall characters like Goro, Heidern, Chang, and Rugal :
Jumping D, Standing C ( 2 hits ), Crack Shoot ( QCB, ub + D ), then
before the last hit transform it with QCF +A. And he will be knocked
down. ( 6 hits ).
Strategy :
If you use to Crouch and do D, cancelled in Power Wave, I suggest you to
altern sometimes with a Power Geyzer. Because one can jump over the
Power Wave, and if one doesn't know you're able to chain Power Geyzer
after a Crouching D, he will be trapped.
Andy Bogard
¤ Jumping C/D, Standing C, Hishoken ( QCB + A/C ). ( 3 hits )
Jumping C/D, Standing C, Shoryudan ( f, d, df + A/C ). ( 3-5 hits )
Jumping C/D, Crouching C, Zaneiken ( db., f +C ). ( 3 hits )
Jumping C/D, Standing C, Dam Breaker Punch ( QCB X 3 ). ( 5 hits )
Crossup D, Crouching C, Sonic Split ( db, uf + B/D ). ( 4-6 hits )
§ Jumping C/D, Crouching C, Cho-Reppadan ( d., QCF + BD ). ( 3 hits )
You can counter with the Cho-Reppadan.
Charge your power. Charge the Cho-Reppadan. ( d. ) when your opponent
jump to hit you, before he hits you, do QCF, b, and when he hits you
press BD. Needs some training.
Good character against tall characters.
Joe Higashi
Jumping C/D, Standing C/D, Slash Kick ( db, f + B ) ( 3 hits )
Jumping C/D, Standing C/D, Tiger Kick ( QCF, uf + B/D ) ( 3 hits )
Standing B ( 1 hit, cancelled with QCF+ A ), Standing D ( Knee ), Golden
Heel Hurter. ( 5 hits )
Standing B ( 1 hit ), Standing D, Hurricane Upper ( HCF + C ). (3 hits)
Jumping C/D, Standing C, Hurricane Upper ( HCF+ C ) ( 3 hits )
Crossup D, Crouching B, Tiger Kick + B ( 4 hits )
Jumping C/D, Standing C/D, Golden Heel Hurter ( QCB + B/D ) ( 4 hits )
Crossup D, Standing C, TNT Punch (tap C) ( 3 hits )
Crossup D, TNT Punch Finisher C ( 3 hits )
Crossup D, TNT Punch ( Tap C ), Cancel it with Tiger Kick ( QCF, uf +
B/D ). ( 3 Hits )
Crossup D, Standing C, TNT Punch ( tap A ), TNT Punch Finisher ( QCF + A) and
TNT Punch Finisher ( QCF + C ). ( 5 hits )
Infinite combo
Same princip as for Takuma, but with Joe, you can be very close to your
opponent. Joe cancel his Standing C with his TNT Punch Finisher ( QCF +
A ). As for Takuma, your opponent will fell dizzy after 4 hits.
Train yourself to do QCF + A, and not HCF + A, otherwise you won't be
able to do his infinite combo.
Or you can substitute Standing B ( 1 hit ) to Standing C, but you will
need to cancel the move faster than with the C.
Heidern
Jumping C/D, Standing C (1 hit) /D (1 hit), Cross Cutter ( b, f + A/C )
( 3 hits ).
Jumping C/D, Standing C (1 hit) /D (1 hit), Storm Bringer ( HCB + C )
(3 hits ).
Jumping C/D, Crouching B, Moon Slasher ( d., u + A/C ) ( 3 hits ).
Jumping C/D, Standing C (1 hit) /D (1 hit), Moon Slasher ( d., u + A/C)
( 3 hits ).
¤ Jumping D ( vertical jump, 2 hits ), Standing C/D, Moon Slasher ( d.,u +
A/C ) ( 4 hits )
( ! ) Crossup D, Standing A, Standing A, Standing C ( 1 hit ) cancel
with Storm Bringer motion, and Standing CD. ( 5 hits )
Infinite Combo
Same as Takuma. You need to find the right range to cancel your Standing
C with Storm Bringer motion without taking energy, and repeat again the
combo.
Ralf
Jumping C/D, Standing C ( 2 hits ), Garling Attack ( b., f + A/C ) ( 6hits ).
Jumping C/D, Standing C ( 2 hits ), Vulcan Punch (tap C) ( 4 hits )
Jumping C/D, Standing C ( 2 hits ), Super Argentine Back Breaker ( 5 hits )
§ Jumping C/D, Crouching C, Super Vulcan Punch ( db., b, f + C ) ( 3
hits )
Clark
Jumping C/D, Super Argentine Back Breaker ( 3 hits )
Jumping C/D, Crouching A/B, Super Argentine Back Breaker ( 4 hits )
Jumping C, Standing C, Vulcan Punch ( Tap C ) ( 3 hits )
Jumping C, Vulcan Punch, Jumping CD ( 3 hits )
Jumping C, Vulcan Punch, Garling Attack ( b., f + C ) ( 5 hits )
Jumping C/D, Standing C ( 1 hit, cancel it with Tapping A or C, and
before he cancels entirely, do the following ), Super Argentine Breaker
( HCF + D ). ( 4 hits )
§ Jumping C/D, Ultra Argentine Back Breaker ( HCB X 2 + C ) ( 5 hits )
§ Jumping C/D, Crouching C, Ultra Argentine Breaker ( HCB X 2 + C ). ( 6hits )
Athena Asamiya
Jumping C/D, Psycho Sword ( f, d, df + A/C ) ( while still in air ) (2 hits )
Jumping C/D, Standing D ( 1 hit ), Psycho Sword A/C ( 3 hits )
Crossup C/D, Standing D ( 1 hit ), Psycho Reflector ( HCF + B/D ) ( 3 hits)
§ Crossup D, Standing C/D ( 1 hit ), Shining Crystal Bit ( b, HCB, ub +
BC ) ( 3 hits )
§ Jumping C, Phoenix Arrow ( QCB + A, while in air ), Shining Crystal
Bit. ( 3 hits )
She's got a very strong Standing C.
Sie Kensou
Jumping C, Standing C/D, Dragon Fang ( HCF + A/C ) ( 5 hits )
§ Jumping C, Standing C, Dragon God Drubbing ( QCF, b, f + D ) ( 3 hits)
Crossup D, Standing C, Dragon Uppercut ( b, d, db + B ) ( 3 hits )
Remember he's got his air's Dragon Fang !
He also has a juggle, but only with power max, and doing a counter. You
must counter a Jump attack with Dragon Fang ( HCF + A).
When opponent jump, and before he press his button, do HCF, back, and
when he hits you press A. Kensou will do his Dragon Fang, and will hit
only twice, so that you can place another move like Dragon Uppercut.
He is very strong, because he has got a double hit air CD, his overhead
with D, and his Fireball. And what a damned pressing strategy.
Chin Gentsai
Jumping C (2 hits), Standing C, Gourd Attack ( QCB + A/C ) ( 4 hits )
Jumping C (2 hits), Standing C, Rolling Punch ( HCF + B ) ( 5 hits )
Jumping C (2 hits), Standing A, Burning Sake Belch ( f, d, df + A ) ( 7 hits )
Jumping C (2 hits), Standing A, Burning Sake Belch ( f, d, df + C )
(10-11 hits )
§ Jumping C ( 2 hits ), Standing C/D, Thunder Blast ( QCF X 2 + C ) (4 hits)
He's got also a very strong Standing C, and a fury that damages too
much. Because small character, he is very strong against Kensou, Andy,
and Chang.
Kim Kaphwan
Jumping D, Standing C ( 1 hit ), Flying Slice ( d., u + B/D ) ( 4 hits)
Jumping D, Standing C (1 hit ), Crescent Moon Slash ( QCB + B/D ) ( 3hits)
Jumping D, Standing C (1 hit ), Comet Cruncher ( b., f+ B/D ) ( 4 hits)
§ Jumping D, Standing C (1 hit), Phoenix Flattener ( QCB, db, f + BD )
( 3 hits )
Note he's got his Flying Slice in air.
If you hit your opponent while he is jumping with your Flying Kick, you
can chain with your Flying Slice, your Crescent Moon Slash, or Phoenix
Flattener.
Kim has got the faster fury of the game. But the worst recovery time
after it. Really bad point.
Chang Koehan
Jumping D, Standing C, Spinning Iron Ball ( Tap A or C ) ( 3 hits )
Jumping C/D, Crouching C ( 3 hits )
Jumping C/D, Crouching B, Flying Ball Breaker ( d., u + B/D ) ( 3 hits)
Jumping C/D, Crouching C ( 1 hit, cancel it with tapping Aor C, and just
before he stops his Crouching C, do the following ), Flying Ball Breaker
( d., u + B/D )
Chang can also kill with one special move characters like Goro, Takuma,
Heidern, Chang, and Rugal, because they are too tall. Charge your power
bar at max, your opponent is in the corner, do a dash forward and while
this begin your Spinning Iron Ball. If your opponent is in guard, and is
hit as soon as the first hit of the Chang's Iron Ball he will die.
If Chang dodgecombo his fury, your opponent won't be able to dodge it.
Too slow ! But what a air CD move !!
Choi Bounge
Jumping C ( 2 hits ), Crouching C, Hurricane Cutter ( d., u + C ) ( 4hits )
Jumping C ( 2 hits ), Crouching C, Flying Monkey Slice ( b., f + B ) (3 hits )
Same advantage as Chin, he is small enough to worry Kensou, Andy, and
Chang.
Yuri Sakazaki
Jumping C/D, Standing/Crouching C, Saiha ( QCB + A/C ) ( 3 hits )
Jumping C/D, Standing/Crouching C, Hundred Blows ( HCB + A/C ) ( 3 hits)
Jumping C/D, Standing/Crouching C, Ko oh Ken ( QCF + C ) ( 3 hits )
Jumping C/D, Standing/Crouching C, Yuri Super Upper ( f, d, df + A ) (3 hits)
Standing/Crouching C, Yuri Super Upper C ( 3 hits )
She already has a triple Yuri Super Uppercut. Just ask your partner to
stay in guard, close to him, do Yuri Super Uppercut ( f, d, df + A ),
and transform it with QCF + C ), she will three times, and finish in the
back of your opponent. Sorry it doesn't hit 3 times when not in guard.
Yuri on second player can do her fury indefinitely in the corner. If
close to her opponent.
If your opponent is crouching in guard when you're doing your fury, let
the joy up backward or forward after finishing your motion, and she will
go through him, as she goes through Athena.
She has too many moves motion that are almost the same.
Mai Shiranui
Jumping $ + C, Flying Squirrel Dance ( QCB + A/C ) ( 2 hits )
Jumping C/D, Standing/Crouching C, Kacho Sen ( QCF + C ) ( 3 hits )
Jumping C/D, Standing/Crouching C, Ryu En Bu ( QCB + C ) (3 hits )
Jumping C/D, Standing C, Deadly Ninja Bees ( HCF + B/D ) ( 3 hits )
Crossup D, Standing A, Flying Dragon Blast ( f, d, df + D ) ( 4 hits )
§ Jumping C/D, Standing/Crouching C, Super Deadly Ninja Bees ( f, db, f
+ BC ) ( 5 hits )
If your opponent is in the corner.
Jumping $ + C, Standing C, Kacho Sen ( QCF + A/C ), Crouching D. ( 4
hits )
Jumping $ + C, Standing C, Kacho Sen ( QCF + A/C ), Crouching C, Kacho
Sen, Crouching C. ( 6 hits )
She's got a very strong D, Standing, in air or Crouching.. And a too
easy fury, that hits too much. But her fury is too vulnerable at the
end.
King
¤ Jumping C/D, Standing D, Venom Strike ( QCF + D ) ( 3 hits )
Jumping C/D, Standing/Crouching B, Standing D (1 hit), Venom Strike D (4 hits )
Jumping C/D, Standing/Crouching B, Standing D (1 hit), Trap Shot ( f, d,
df + B/D ) ( 3 hits )
Jumping C/D, Standing/Crouching B, Standing D (1 hit), Tornado Kick (HCB + D )
( 5 hits )
Jumping C/D, Standing D (1 hit), Double Strike ( f, b, f, df, d + D ) (4 hits )
Jumping C/D, Standing/Crouching B, Standing D (2 hits) ( 4 hits )
Standing D ( 2 hits ), Standing D ( 2 hits ). ( 4 hits ) Need timing.
If your opponent is in the corner :
Jumping D, Standing D ( 1 hit ), D-Double Strike, Standing D ( 1 hit ),
D-Double Strike, Standing D ( 2 hits ). ( 9 hits )
Her Standing D is a nightmare. And her Tornado Kick ( HCB + B ), done
when your opponent is going to stand up is a frightful weapon, if the
opponent is crouching in guard.
Saishyu Kusanagi
¤ Jumping C/D, Standing C ( 2 hits ), Fireball ( QCF + C ) ( 3 hits )
Crossup C/D, Standing C ( 2 hits ), Dark Thrust ( f, d, df + A ) ( 4hits )
Crossup C/D, Standing C ( 2 hits ), Fireball ( QCF + C ) ( 4 hits )
Crossup C/D, Standing C ( 2 hits ), HCB + A. ( 5 hits )
Crossup D, 2 Standing A's, Dark Thrust C ( 5 hits )
Jumping D,Standing C ( 2 hits ), HCB + A. ( 5 hits )
Omega Rugal
¤ Jumping C/D, Standing/Crouching C, Reppuken ( QCF + C ) ( 3 hits )
¤ Jumping C/D, Standing C, Genocide Cutter ( QCB, ub + D ) ( 4 hits )
¤ Jumping C/D, Standing D ( 1 hit ), Genocide Cutter, ( QCB, ub + D ) (4 hits )
Jumping C/D, Standing/Crouching C, God Press ( HCB + A/C ) ( 3 hits )
Jumping C/D, Standing/Crouching C, Dark Crystal Reflector ( QCF + B/D)
( 3 hits )
Iori Yagami
¤ Jumping C/D, Standing/Crouching C, Fireball ( QCF + C ) ( 3 hits )
Jumping C/D, Standing/Crouching C, Dark Crescent Slice ( HCB + B/D ) (4 hits)
Jumping C/D, Standing/Crouching C, Deadly Flower ( QCB + A/C X 3 ). (5 hits)
Jumping C/D, 3 Crouching A's, Deadly Flower A/C X 3 ( 7 hits )
Jumping Reverse Kick ( b + D, 1 hit ), Standing/Crouching C, Dark Thrust
( f, d, df + C ) ( 5 hits )
Jumping C/D, Standing C, Deadly Flower A X 2, Dark Thrust A ( 5 hits )
Jumping Reverse Kick ( 3 hits ), Standing C, Deadly Flower ( QCB + A X 2),
Dark Thrust ( f, d, df + A ). ( 7 hits ). To get 3 hits with the
Reverse Kick you must do a Jump like this : db, uf, in air your stick is
neutral, and do b + D the latest you can. It can also hit twice.
¤ Jumping Reverse Kick ( 1, 2, or 3 hits, as you want ), Standing C,
Deadly Flower ( QCB + A X 2 ), Standing CD. ( 5 hits )
§ Jumping C/D, Standing/Crouching C, Maiden Masher ( QCB, HCF + C ) (3 hits )
Iori's juggle, when opponent is in air :
Deadly Flower A X 2, Short Pause, Deadly Flower A X 2, Short pause, etc,
and reaching the corner if you think you won't be able to continue the
juggle do a Dark Thrust with A.
He is the equal of Kyo. But he's got a weaker dodge attack. However his
Dark Thrust is a dangerous weapon when your opponent is knocked down,
because done before your opponent stands up, you will hit him in the
back, if he is crouching in guard. He also has his Crescent move that is
better than Kyo's one, because it pushes Iori at a range longer than
Kyo's one, that allow him to protect sometimes, on the contrary of Kyo.
Eiji Kisaragi
Jumping D (2 hits), Standing D (2 hits), Shadow Slicer ( HCF + A/C ) (5 hits )
Jumping D (2 hits), Standing D (2 hits), Spirit Blast ( QCF + A/C ) (5 hits )
Jumping D (2 hits), Standing D (2 hits), Bone Cutter ( HCB + B/D ) ( 5hits )
Jumping D (2 hits), Standing D (2 hits), Mist Slash ( QCB + A/C ) ( 5hits )
Jumping D (2 hits), Standing D (2 hits), Stallion Kick ( QCB, ub +B)( 9 hits )
§ Jumping D (2 hits), Standing D (2 hits), Mantis Punch ( HCF, df, d + B)
( 5 hits )
If you're fighting a character who has a Fireball, do the following :
Do Shadow Slicer the latest to reflect the fireball, then do QCF + D to
go in his back, his Fireball will hit him, Standing D ( 2 hits ), Bone
Cutter ( HCB + B/D ), and your opponent is dizzy. Of course it will work
at the condition your opponent is hit by his fireball, and that you
reflected it the latest.
He's got also a hi-priority Crouching C.
Billy Kane
Jumping D, Standing C, Club Blow ( HCF + A/C ) ( 3 hits )
Jumping D, Standing/Crouching A, Club Twist ( Tap A or C) ( 4 hits )
Crossup D, Standing C, Club Twist A/C ( 8-9 hits )
*Standing C, Flaming Hurricane ( QCF, HCB + AC ) ( 2 hits )
He has got a very strong A, and C, Standing, or Crouching.
To finish this FAQ that I think miss one or two things that I forgot to
write or was too lazy to write, I propose you my list of the 10
strongest characters from my point of view ( the bosses don't count, it
doesn't matter anyway, only Rugal would have been classed ) :
1- Kyo
2- Iori
3- Kensou
4- Terry
5- Takuma
6- Athena
7- Mai
8- Kim
9- Goro
10- Clark
Thanks to Kensou who indirectly helps me to write this FAQ. And thanks
to my friends, who helped to know all this stuff ! And Thanks to SNK !!
Thonglith, and co-signed by Jean-Paul, and Phillipe.
May you have any comments I would be glad to read it. Bye.
-Thonglith