KOF97 FAQ from Yosha v1.0 The King Of Fighters '97 (Player's guide) v. 1.0 By Yosha ! and Iro Purpose First of all , hello to all the KOF fans around the world . We have become addicts of this great series of game since the '94 version for some and since the '95 for the rest of us . Playing any KOF , you certainly have noticed that this game is exceptionally various , rich and fun ... On the other hand , the game is complex and a beginner in the KOF world may be disadvantaged , and expert players doubtless want to know every killer combo and strong character ... So here is the purpose of this guide: explain you every detail useful to increase your own gameplay , without changing your own style . Codes & Tricks Unlike the older versions of the game , KOF'97 allow the player to play six hidden characters that is to say: Kyo Kusanagi '94 , Riot of Blood Iori Yagami , Riot of Blood Leona , Riot of Blood Nanakase Yashiro , Riot of Blood Shermie , and at last Riot of Blood Chris. The following codes work on the arcade machine . + Kyo'94 Code: Highlight Kyo and hold start then press either A or D + Riot of Blood Iori Code: hold start then press left , right , left , right, left, right , and press A + C . + Riot of Blood Leona Code: hold start then press up , down , up , down, up , down , and press B + D . + Riot of Blood New Faces Team Code: hold start then , up , left , down ,right, up, down , and B + C + To fight Iori in Japan Team Ending : Use Kyo to defeat Orochi + To choose the winning pose : hold A or B or C to select the pose + Special Endings in Team Edit : - Kyo - Shingo - anybody else ( except Iori ) - Kyo - Chizuru - Iori - Kyo - Terry - Ryo - Mai - King - Yuri - Kyo - Mai - Billy (japanese version only) - Yamazaki -Choi - Chang (japanese version only) - Terry -Mary - Joe (japanese version only) - Kim - Benimaru - Joe - Ralf -Clark - Athena Game system (general) Basic movements and keys: + up= Up + dn= Down + bk= Back + fw= Forward + air = perform while jumping or in air in general + A= A button; B= B button; C = C button; D = D button ( the basic attacks ) + P = punch; K = kick + A/B = A or B; AB = A+B; A'B = A then B + x2 = do movement twice + QCF = quarter circle forward; QCB = quarter circle back + HCF = half circle forward; HCB = half circle back + DP = dragon punch; RDP = reverse dragon punch + Close = must be close to the opponent + Hold = charge for at least two seconds + Tap = go on taping the button until the move comes out + Overhead = the attack will hit you if you are crouch blocking + Autoguard = means that you don't need to block. Generally term used for moves that breaks the opponent attack then hits (Kyo's wild bite , Terry's Rising Tackle ... ). + Reversal = wait for an attack then counter with another attack, or a throw KOF '94 added the dodge and KOF '96 removed it in order to change the game system , more offensive and including a roll . In KOF' 97 , it looks like SNK couldn't choose between those two modes and decided to let the player make his mind . So , everybody is free to choose between a KOF'95 like mode (Extra mode) and a KOF'96 like mode (Advanced Mode ), and this set KOF'97 as a twice as more interesting game . The two modes are really different at every point: guard break , desperation move and POW using , jumps etc... Extra and Advanced specificities are the following: Extra Mode (KOF '94 and '95 style - defensive mode ) + Power Max allows you to increase damage of 50 % + Perform Desperation Moves when the lifebar flashes red + Dodge Using AB (note: don't works on command throw) + Power gauge charge using ABC + Hop ( à la '95 ) forward: fw , fw + Hop ( à la '95 ) backward: bk , bk + Normal Jump: up , or diagonally up or back + HyperJump: dn , then up + Guard cancel: while blocking an attack , press AB or CD (note: MAX will decrease ) + Quick recovery: AB as you land on the ground + Assist Attack: Press ABC when character is dizzy or struggling ( see smiley section ) + Throw escape: tap any button (note: during a normal throw , don't work on command throw e.g. Clark Goro , Shermie...) +Taunt: press start The EXTRA mode , is a real defensive one . This mode allows your to charge the power gauge , and consequenty to use CD or AB breakers more often that if you're using the advanced system . Grabbers , are really advantaged in this mode : the dodge helps to use command throws . If the opponents passes in you back during the dodge , the command throw will comes out whatever is the side you performed the grab move motion . On the over side , the dodge must be used with care , : if your character is dodging at the wrong time , he could easily be grabbed or throwed . CD breaker could be used to knock down an opponent , and in while he's getting up , you have the time to MAX you power gauge , up to 70-80 % . The lifebar also flashes red , so DM could be use more often too . Dodge can be used to the infinite . Advanced mode ( KOF'96 style - aggressive mode ) + Power Max allows you to increase your damages of 25% + The lifebar doesn't flashes red + Roll: fw + AB or bk + AB + Power gauge charge when hit or attack + Store three crystals in the gauge , press ABC to MAX , then perform Desperation Move (note: needs at least two crystals: this will empty the first one , and the second is used for DM . It means two crystals for Super Desperation Move ) . + Dash forward: fw , fw + Run: fw , fw then hold fw + Dash backward: bk , bk + Hop: tap diagonally up or back + Hyper Hop dn , tap up (note: works diagonally too) + Normal jump: up , or diagonally up or back + Hyper jump: tap dn then up (note: works diagonally too) + Guard cancel: while blocking an attack , press AB or CD (note: uses a crystal stored) + Quick recovery: AB as you land on the ground + Throw escape: tap any button (note: during a normal throw , don't work on command throw e.g. Clark Goro , Shermie...) + Assist Attack: Press ABC when character is dizzy or struggling ( depends of your team mate - see smiley section for details ) +Taunt: start ADVANCED is the perfect mode for people who like to ... attack ! As you can't charge your meter , you always need to attack , if you wants to use your DM/breakers . You also need to be careful with breakers , because breaking use a crystal so , if you're breaking , it's in order to trigger a combo or to perform an efficient string of attacks. The hyper hop jump is also perfect to kill (mentaly ) your opponent with pressing . Hyper hop really help in approaching the opponent , so that you have more opportunities to combo . Rolling is a cool way to approach the opponent , but you need to be very carefull using it , as every rolling character can be hit , or grabbed/throwed . DM and crouch lights seldom helps you understanding that rolling must be used with care ... Basic Gameplay => KOF '96/'97 First you must notice that a lot of little changes allows KOF 97 to be a really different of KOF 96 . General basic moves are slower , especially CD attack , but still can be cancelled into special moves . It's now hard to juggle in counter with a CD attack . Taunt action is triggered off by start button , this also means that the opponent power doesn't decrease no more .Chain combos appeared and set KOF as a combo based game for a lot of charcters such as Terry . And '95 command attacks are back ! =>Priority Learn to use the priorities of your character . Anti air priority , and air to air priority . Some special moves or basic attacks are stronger than others . If you know that , you can attack or defend yourself , with more care and efficiency . A little example : you're playing as Yamazaki , and your opponent is King . King owns a very good low C , with great anti air priority , BUT Yamazaki owns the advantage on the King's low C . So if Yamazaki try a jumped C on King whereas she's performing her low C , Yamazaki will hit King , but King WON'T hit Yamazaki ! . You also have to notice that some kind of specials/(S)DM moves are overprioritizing every others attacks : that's the case of the command throws ( see the matching section ) . => Power MAX Power MAX property . When your power gauge reaches MAX point , you can of course perform DM . But don't forget that MAX also increase your strength a normal hit can damage up to 25-50% more (depending of the mode ) . Thats the only reason why SDM exists and are so dangerous ! So think about MAX-ing in your strategy ... This is also important in the choice of your playing mode : the same combo , MAXed , will produce different damages following EXTRA or ADVANCED mode ... More , the MAX allow you to use breakers . => Breakers In KOF'97 there are two kinds of breakers , that you can perform provided the power gauge is at MAX , or that you own a crystal stored . If you use the breaker , the MAX decrease or the crystal is used . The AB breakers allows to roll forward or backward during a blocked attack . It is very interesting , especially because you can break an pass in the opponent's back to attack him/her . This can be very useful on very long attacks , such as Robert/Ryo'DM like : as it is a very important DM ( in terms of hits , and of time ) it is easily possible to break . The CD breaker knocks down the opponent . Again , the CD breaker must be a strategic choice , or a desesperate attack , if your life meter is very low . More, the damage involved is very low . Another way to use the CD breaker is a counter combo , or to escape from pressings . If the counter message appears as you're breaking with CD , you can try to juggle witha special/DM : e.g. Benimaru can juggle with the QCFx2 + P DM after his CD breaker . => Grabbs (Command throws) In construction . => Desperation Moves / Super Desperation Moves Like every special move , DM should be combo -ed to be really usefull and to maximize damages . There are differents kinds of DM in KOF , with differents properties : 1) Projections of energy/projectiles like DM : this include for example Kyo' Serpent Wave or Terry's Power Geyser and Haoh Sho Koh Ken . About Power Geyser like , an important feature is the anti air use of those attacks . It is also possible to cancel others attacks of this sort such as Haoh Sho Koh Ken and less powerfull projectiles . Finally , you can most of times add it in juggle combos . 2) Multiple attacks like DM : including DM such as Ryo/Robert's once . Very interesting for the block damage , if the opponent is actually in guard . It might trigger a guard crush , and the other attacks following the one who caused the crush will hence hit the opponent , so really think about add this in your corner traps , and general pressing strategy . Unless the opponent is MAXed , you can enable the (S)DM to finish him/her with the block damage tactic . 3) Throws/Grab like DM : DM such as Goro/Clark . Generally , you must be close to the opponent to throw/grab him . A very good point of those grabs are that it owns huge priority on every other attack , like an aspiration phenomenom . But some like Clark's Running Spree must be performed at good range (he runs , then grabs ) . For further information about command throws using , refer to the matching section . 4) One hit like DM : such as Ralf's Galactica Phantom . On the whole those are really hard to pull off and result in huge damage , especially at the SDM state . Therefore there are two ways to success in with it . First , combo it , if it is possible of course . Since it isn't possible, it's only a question of pure stategy ( sorry ) : e.g , see the Ralf's Galactica Phantom comment . 5) DM wich the first attack must hit to be triggered : Leona's V Slasher . The comment is alike the one hit DM like : combo it if it's possible , or be good , guy ! Finally , the air guard won't block (S)DM : it cannot be blocked , if you're in the air ... Smiley Section The following is only available in case of advanced mode ( except for assist attack system ) . Something very important in KOF '97 is that the game include characters relationship in the game system . For example , create the following team: Terry Bogard; Blue Mary and Billy . Choose Terry as first fighter, then push C and move the selector on Mary: a smiling smiley will appear meaning that the relationship between the two characters are good (they are in love ) . Then go on Billy : the smiley will have a «bad» expression because the two characters are enemy ... So what? He he ... there is a real effect on the whole team: +J Good smiley: means that the relationship is good , hence , if the member #1 loses , the second member of the team will be awarded by a bonus crystal . e.g. Terry loses and owns 2 crystals , consequently if Mary is the second team member , she will owns 3 crystals instead of 2 . Bonus +1 +K Unexpressive smiley: no bonus crystals / no malus crystals . If the member #1 loses the member #2 will keep his number of crystals . No Bonus . +L Bad smiley: means that the relationship between the two characters is bad , so subsequently , if the member #1 loses , he won't pass his crystals to the member #2 . e.g. Terry loses and owns 3 crystals , if Billy is the the following member he will start the round with any crystals . Malus . Smileys are a new way to build up a strong team , so you may chose your characters with more care knowing the smiley effects . We then decided to include smiley sections , showing the relations between the characters in the game . Smileys also have an effect on the assist attack system : if your character is dizzy/struggling , the others characters of your team won't help you if they don't like him/her ... For example , if Kyo is dizzy , you can push as fast as you can ABC but Iori will never help him ( they are enemies ) ... The combos The notation for the combos in this guide is the following : * Desperation Combo : means that you need a power max/liferbar flashes red to perform the combo ** Super Desperation Combo : means that you need two power bar stored or in case of extra : lifebar flashing red and power max . ! Corner Combo : you need to be in the corner to perform this one ... Notation is ( !) (*) (**) when a basic scheme of combo is given . So you may be in the corner , and may use a (S)DM You may have noticed that this notation is the one used by Kensou ( Kensou@aol.com ) . The reason is that some informations about KOF '97 are extracts of his own work , and more , his notation is simple and good . How to trigger a combo . Well there really are a few ways to do it : + Simply : if your opponent is dizzy , or doesn't use the guard ... + When the opponent is crouched : some jumped attacks will hit him in his/her back (crossup) : when you land , you should be abble to go on combo-ing . + The hop jump of the Advanced mode is really terrible if you like a pressing like play style : wait for the error of the other player and start the combo . + In the opponent's back , after a AB breaker for example + After a dodge , in Extra mode : hit the opponent in his/her back + When the opponent is rolling + Don't forget the chain combos : you could start with crouched light attack to start hitting a standing opponent , and follow up by a strong attack to combo with special and/or DM moves . + Counter/critical message : when it appears as your opponent fall or land , you may start a combo . About the first attack of a combo : most of time it's a jumped one : beware to hit the opponent at the right moment : if you hit the opponent too high , you may be blocked , or grabbed ( beware of command attacks ) . Then , if you realize a successfull jumped attack ( even blocked ) , dont stop attacking when you land , especially against Clark or Goro like characters . So when you land you must have the right timing too or the opponent will have the advantage . Take your time when you realise a combo : if you perform it too fast it won't work . So be calm , and don't forget that even if you think that the combo won't be successfull , speeding , and mashing the buttons won't pull it off ! Stay calm and have the right timing to interrupt attacks . If you don't manage to realize the combo , simplify it when it's possible , and only after , try the complete one . Most of the command attacks , ans some of the basic attacks , are interruptable , refer to the section for every character . Sometimes it's hard to interrupt some of those attacks so , there's a solution ... + People owning 2 hits close standing attacks should not be annoyed with interrupting . It's the case of Terry , Mary , etc ... + People such as Kyo or Shingo . No 2 hits close standing attack . In this case , you may have problems to combos QCFx2 motions . My advice is to use a crouching attack , instead of a standing one . For example with Kyo , try the following : Jumping C/D , crouch C , QCF x2 + P . As the direction is still down , it's less difficult to perform QCF x2 . + People with HCB x2 motions . An Hard to pull off one ! as Kensou already wrote it : If the character don't have a HCB + motion , you should use the following : jumping D , HCB + C , HCB + C ... If the character have a HCB + motion : try this : fw , dn fw , dn + C , dn bk , bk , HCB + C . The tip is to push C when the joystick position is down .. It's a little hard , but less difficult than C , HCB x2 + C + Simplification : example with Ryuji Yamazaki : dn fw + C , bk , HCB + P Generally speaking , the controls of this version of KOF are very , very sensitive . This means that you realy need to be precise while you perform the motion . A good way to banish underisables motions is to adopt a neutral stick position , when you perform complex motions such as QCF x2 . So after the poke , and each motion , stick should be neutral , and not from fw to dn , or the CPU may understand it as a QCB, HCF motion ... Simplification of few basic motions Taken from the Gamest Mook 86 HCF motion : dn bk , fw or bk , dn , fw HCB motion : dn fw , dn bk , fw or fw , dn bk , fw or dn fw , bk , fw fw , HCF motion : dn fw , dn bk , fw or fw , dn bk , fw QCF x2 motion : dn , dn fw , dn , dn fw , fw QCB , HCF motion : dn , dn bk , fw Pressing A pressing is a string of attacks performed whereas the opponent is blocking ( in guard ) . The goal is to work mentally your opponent , by attacking him with various attacks , generally pokes ( jumped , crouched, standing , close , far , etc ...) but also special moves , owning good recovery and coming out quickly . This will involve no life damage , but huge psychological hurts ! Of course the pressing generally leads to a guard crush , that will let you combo a special/(S)DM move ... A good way to escape the pressing is the CD breaker . Screen displayed messages Apart from the Rush count , there are : => Guard Crush Guard crush appears when a character has blocked too much attacks in guard . Every attack owns a value , in words of power . For example the C value his often the highest of the basic attacks , and the A or B value his very low . A special move also have a value : Mary have to hit 10 times her opponent with her close standing D to crush his/her guard ... but 4 D Vertical Arrow will have the same result .Generally speaking, when you are in guard and blocks 7 or 8 attacks , the guard is crushed. At this moment , the right following attack after the one who create the guard crush , will hit , provided that it is a special move , or a (S)DM . So you can more or less calculate the guard crush time . In this way , you must combo your attacks . An interesting strategy is to anticipate and to trigger a Ryo/Robert DM like (provided the opponent cannot break ) .A guard crush is often the normal result of a good pressing . => Counter A counter occurs when a character hits his/her opponent whereas this one is also attacking . If it happens , the one who realized the counter could immediatly attack , most of time , with an air juggle . In KOF'96 , CD attacks were really often used as a counter juggle , but in the '97 version , CD attacks are too slower for this , hence you need to use a special/(S)DM or a basic attack to juggle . A last word : when your opponent is MAXed, if you hit him/her , the counter message will appear , even if he/she isn't attacking . => Critical Hit A critical hit occurs when ... ? Well , it's absolutely random ... You can attack right after the critical even if the opponent is not falling , and taking the attack who caused the critical . It don't works on a knocked down opponent . Beware : if your opponent is falling , and the message is only critical , you can't juggle ( if the opponent is still in the air , you need the counter message ) . Counter and criticals are therefore two ways to continue an attack . So , if a critical occurs , you might have time to link on another attack . Few characters generate a lot of criticals , like Shingo Yabuki . Therefore, criticals may be used to start a combo . Characters and gameplay ==> KYO KUSANAGI( Japan Strongest fighters Team )<== Throws: + Hatsu Gane: close bk/fw + C + Issetsu Seoi Nage: close bk/fw + D Command attacks: + Axe kick: fw + B (overhead) + Double foot sweep: Crouch fw + D Comment : . Hit farther than dn + D . Very useful , especially against grabbers , or dangerous characters using command throws , such as Daimon . Hits twice . + In air : dn + C Comment : knock downs ... it's possible to chain a standing C Special moves: + Hyaku Shiki: Oniyaki: DP + P ( autoguard ) Comment: like the '96 version , Kyo's DP breaks the opponent attack , but most of times , there are no double impacts . Beware of C version that doesn't knock downs , unlike the A version . Very good anti air priority , provided that it is used at the right time . As every DP , vulnerable , when it lands . The basic gameplay with Kyo include to use the A verion of DP when you recover from the ground , and as a opponent is jumping towards you : as the DP have an autoguard , it's a safe move . So , of course , never jump on a recovering Kyo ( or even Shingo ) except if you have calculated the right range of the jump , to land right in front of Kyo . You can also cause a double impact , if it is good to you , this mean that you're not breaked by the autoguard , as Chang with his Maxed air CD . A good way to cool excessive DP users , is to use a crouched light , genneraly a B , followed up by a combo ... + KuHyaku Shiki: Nue Tumi: QCB + P (reversal) Comment: could be used as a counter attack on pokes , if performed at the right moment . An important feature is that it is the only reversal really useful against chrouched light attacks , hence this move is very interesting againt characters playing a pressing style , due to the fact that you can block attack and the worst for Kyo is a double impact . Also be used as a DP . + NiHyakuJuuNi Shiki: Koto Tsuki You: HCB + K Comment : Kyo run faster than in KOF'96 , hence it is easily comboable. Very good to him . B version ranges 2/3 of the screen , and D version ranges all the screen . + ShichiHyakuShichi Shiki KomaHoFuri: RDP + K Comment : The D version of the move allows Kyo to hit very far and high . It is possible for example to hit Athena , when she performs her air DM . This knock downs , but the attack isn't an overhead , more even if you're opponent isn't blocking while he's crouching , the hit won't touch him ! The only real advantage of this attack is that the B version is surprising ... and you can also use it in juggles ...B version ranges 1/2 of the screen and D 3/4 + ShichiJuuGo Shiki: Kai: QCF K'K Comment : you can still juggle with this but this time , even with a (S)DM . Comboable , but the problem is that the second kick will push the opponent too far to hit , or to juggle , therefore it should be combo-ed only with the corner condition . B version ranges 1/4 of the screen ... D version more than 1/3 . + HyakuJuuYon Shiki: AraGami: QCF + A ( autoguard ) then Ku no Kizu or Ya no Sabi Comment:General : this kind of attack (Terry , rising Tackle etc...) cancels energy ball like Athena's Psycho Ball . Ranges 1/2 of the screen . + Ku no kizu: QCF + P then Nana Ne or Migiri Ugachi + Ya no Sabi: HCB + P then Mirigi Ugashi + Nana Ne: K + Migiri Ugachi: P (overhead if done after Ku no kizu) Comment : in case of QCF + A , HCB + P , P . The last hit is a low attack , but is also very low to come out , so , if you're not sure to it with , it's better to don't use it . + HyakuJuuGo Shiki: DokuGami: QCF + C ( autoguard )then ShiHyakuJuuIchi Shiki: TomiYomi Comment : ranges 3/4 of the screen + ShiHyakuJuuIchi Shiki: TomiYomi: HCB + P then ShiHyakuJuuNi Shiki: BatsuYomi + ShiHyakuJuuNi Shiki: BatsuYomi: fw + P Comment : if your opponent is a grabber , never execute a full combo : the throw will catch you , and extra mode users can dodge your attack . Desperation moves: + Ura Hyakuhachi Shiki: Orochinagi: QCB , HCF + P Comment: Hold the punch button used to delay the attack . You could keep the fury for 3 seconds maximum , after this delay , Kyo will aumatically attacks . Could be combo-ed or used in juggles , especially after QCF D'D ( no need to be in the corner ) . The SDM version hit the opponent three times . If Kyo perform this DM with the A button : his body his vulnerable to attacks but not his foots . If the DM is performed with the C button , is body is invulnerable ( even to Haochokoken like ) , but crouched weak attack could easily hit and stop him . Something interesting his to use the SDM to counter : the flamme could do a juggle counter after that an attacking opponent hit his burning body . If your opponent is playing advanced mode and is a rolling guy , you can also punish him/her easily with the SDM . A version ranges3/4 of the screen and C version ranges the same + Saishiuuketsuken Ougi: QCF x2 + P Comment : Use Kusanagi no Ken with care especially versus command throws users and don't forget that the SDM include the full wild bite combo and a DP , so if you're not sure to hit.... Think about using the DM as DP against flyers (weak anti air priority ) . Another interesting thing about this move : if you have hitten enough your opponent whereas he was holding his guard , a Guard Crush will occur , and kusanagi no ken combo will hit the character ( very interesting for advanced mode players ) . Could be combo-ed or used in juggles , especially after QCF D'D ( no need to be in the corner ) . Ranges 3/4 of the screen . + Desperation taunt : after any DM or SDM : tap C (only if DM/SDM hits) Comment : it's so hot ! Only for the style ... Smiley Section : ( Shingo ( Yashiro , Shermie , Chris , Yamazaki , Iori Interruptables : Standing far : AC Standing close : ABCD Crouching : ACD About Kyo... + Kyo sure is stronger . Full Wild Bite combo , is for example easy to perform , and every QCF based combo too . + A big problem with Kyo is that a lot of his basic attacks own big lag time but a descent range . The basic example is his far standing D attack : to keep the opponent at safety range , it's better to use the irritant far standing B , fast enough to this , with short lag time . + Crouched C has descent anti air priority . Combos Section Still the same scheme that the '96 Kyo , but upgraded . Basic scheme is the following : => ( !) (*) (**) Jumping C/D , Standing /Crouching C , then any special or (S)DM If the special move is QCF D'D you can juggle after it this way : => ! Jumping C/D , Standing /Crouching C , QCF D'D and juggle with -- QCF D'D ( if B'D then QCB HCF + P ) -- DP + P -- QCF + A , QCF + A , DP + A -- QCF + A , HCB + P , P -- RDP + B -- HCB + B -- QCF + C , fw + P ( corner the opponent to drive it easy ) -- CD => ( !) */** Dn + B x2 , Dn + A , QCF x2 + P => Crossup C , Close Standing C , Fw+B (2hits) then -- HCB+D -- QCB HCF+P => ! */** Jumping C/D , Standing/Crouching C , QCF D'D , then juggle with any (S)DM Comment : if you juggle with QCF x2 + P , not all the hits will connect . Infinite Combo => ! QCF + D'D then dn + A whiffed into QCF + D'D , repeat ... Comment : the dn + A mustn't hit ==> KYO KUSANAGI '94 STYLE <== Throws: + Hatsu Gane: close bk/fw + C + Issetsu Seoi Nage: close bk/fw + D Command attacks: + Axe kick: fw + D (overhead) + Double foot sweep: Crouch fw + D + in air : dn + C Special moves: + HyakuHachi Shiki: YamiBarai: QCF + P + Hyaku Shiki: OniYaki: DP + P( autoguard ) + HyakuJuuIchi Shiki: OboroGuruma: RDP + K Desperation moves: + Ura Hyakuhachi Shiki: Orochinagi: QCB , HCF + P Comment: Hold the punch button used to delay the attack . You could keep the fury for 3 seconds maximum , after this delay , Kyo will aumatically attacks . Combos Section => ( !) (*) (**) Jumpind C/D , Close Standing C/D -- DP +A -- QCF +A => ( !) Jumping C , dn+B , Standing C , RDP + K => Crossup C , Close Standing C , Fw+B (2hits) then QCB HCF + P => ( !) (*) (**) Jumping C/D , Dn+B , Close Standing C then QCF+C or RDP + D => ( !) Dn+B x3 then : -- DP+A -- RDP + B Kyo 94's Dizzy is : => QCF + A , Jump forward and punch the opponent with dn+C , Standing C as you land, then QCF + A Chain Combos ==> BENIMARU NIKKAIDO(Japan Strongest fighters Team )<== Throws: + Catch And Shoot: close bk/fw + C + Front Suplex: close bk/fw + D Command attacks: + Foot Drill: in air dn + D Comment : can be used to trigger a combo , especially on the big characters : you can perform Raijiken /Raikouken as you land . Hits 5 times and can be used as a crossup + Hoping Kick: fw + B Comment : Not combo-able . Descent range :1/3 of the screen. Special Moves: + Raijiken ( Lighting Fist ): QCF + P Comment: Raijiken can be used in air or on the ground . On the ground the direction depends of the punch button: A is for front attack , C for upper attack . Beware of air Raijiken : this move is very different of the '96 version : Beni stop in the air to do it . Raijiken is Benimaru's weapon : good damage , high anti air priority (can be used as a DP ) and high priority , generally speaking . Ranges 1/3 of the screen . + Shinkuu Katategoma ( Vaccumm Spinning Kick ): QCB + P Comment : a cheezing one ... a basic apply of this move ifs of course to involve block damage . At the end , Benimaru performs a back hop . Be carefull because Benimaru is vulnerable to air attacks when he does the Shinkuu Katategoma . Ranges more or less half of the screen . + Super Lighting Kick: DP + K Comment : very good anti air priority . + Iaido Kick: QCF + K Comment : not very useful , except after crouched light kicks , since you can't add the Hando San Dan Geri . + Hando San Dan Geri HCB + K Comment: now do combo , like the '95 version : if the opponent get the first hit , he'll also eat the following 3 kicks . Benimaru performs a final back hop , and is a little bit safer ... Ranges 2/3 of the screen . + Benimaru Koreda: close: HCB , fw + P Comment : no more HCF ... too easy ! Bad range , you really need to be very vlose to the opponent Desperation moves: + Raikouken ( Lighting Fist ): QCF x2 + P Comment: same as Raijiken , A button for ground attack , C for jumped attack . In fact if you're not sure that the opponent will jump , you can nethertheless perform the A version , that will hit a jumping character too , due to the size of the electro ball . Be carefull jumping above is hard , but not impossible .... In fact this version of the Raijiken , is close to the '95 one : understand that it don't pushes the opponent away , but keep him/her , that's why it is the most dangerous weapon of Benimaru . Ranges half of the screen and do great damage. + Electro Trigger: close HCB x2 + P Comment : bad range ... About Benimaru... + Due to his various and complete panoply of moves , he's one of the stronger characters of the Game : a beginner player can easily involve important damages . Understand that Beni is a good turtle ... because of Raijiken and far standing D . + Benimaru is a very fast and thin character : you easily escape and counter + Standing D is a very useful fast and strong kick , especially to stay away , and with good priority . + Fw + B is really easy to combo and is useful to involve more damage in a combo . Smiley Section : ( Yashiro , Shermie , Chris , Yamazaki , Iori ( Others Interruptables : Standing far : A Standing close : ABCD Crouching : ABCD Air : CD /C+D Comment : air standing C+D isn't interruptable . Combo Section: Lots of his combos are based on the same basic scheme : => ( !) (*) (**) Jumping C/D , Standing/Crouching C , then any special/(S)DM . => ( !) Jumping D , dn+B x2 , HCB + P => ( !) */** Hit an opponent in the air with dn+D drill kick , then QCFx2 + P as you land CD breaker combo => ( !) */** CD breaker , then QCFx2 +P (S)DM Comment : counter condition required ==> GORO DAIMON(Japan Strongest fighters Team ) <== Throws: + Juji Shime: close bk/fw + C + Tsukami Tataki Tsuke: close to the opponent but not right next to him: bk/fw + C + Tsukami Tataki Tsuke: close bk/fw + D Command attacks : + crouch fw + C Comment : could be used as a DP , and if Goro hit the opponent in the air with his elbow , he's then able to catch him with HCF+A . + fw + A ( overhead ) Comment : pick the opponent off the ground with the HCF + C Special Moves: + Ji Rai Shin: DP + P Comment: C button to hit and A button to fake . The result of the A version is an earthquake , that knocks down the opponent if he/she's not crouched . + Foot Flicker: HCF + K (reversal) Comment: B button for ? ? ?attack , D button for ? ? ?attack . Humm actually there seems to be no differences : both are usefull against standing pokes and some crounching pokes , like Terry Low C , but no against sweepts + Chou Ukemi: QCB + K Comment: passes through some attacks . B version ranges 1/3 of the screen whereas D version ranges half of the screen . + Kumo Tsukami Nage: HCF + P Comment: A button catches air attack , C button ground attack . C version is also very interesting because you can catch a lied opponent . If you knock downs your opponent using CD , down + D , fw+A ... ( but not with a command throw ), you can catch him right on the ground . If you hit a jumping opponent with the dn fw + C , you can catch him with HCF+A . + ? ? ? DP + K + Tenchikaeshi: close HCB , fw + P + Uranage: HCB , fw + K Comment : beware : can be hit , and will let Goro vulnerable ...but ranges all the screen ! Desperation moves: + Jigoku Gukuraku Otoshi: close HCB x2 + P + Kaze No Yama: close HCFx2 + K , then HCF + K ,then DP + K Comment : after the HCF + K , you can either use the DP + K (normal DM mutipart) or a HCF + C , to pick him off the ground (this will involve more damage) . About Daimon... + DA MAN is more dangerous , due to his news blocks . This means no more far D against him ... Smiley Section : ( Yashiro , Shermie , Chris , Yamazaki , Iori ( Others Interruptables : Standing far : ABC /C+D Standing close : ABCD Crouching : AD Combo Section: => ( !) (*) (**) Jumping C/D , Close Standing C/D , then -- any special move , except the DP + P and QCB + K . HCF + A , only on tall characters ... -- any (S)DM . In case of HCF x2 + K , you can finish using the HCF + C instead of the last part : DP + K => ( !) CD or Crouching D or Fw+A then HCF + C to pick off the ground => ( !) Dn fw +C , juggle with HCF+A Comment : Dn Fw +C must hit a jumping opponent => ( !) (*) (**) Jumping C/D , Dn fw + C , then HCF + A or HCB Fw + P , or HCB x2 + P => ( !) (*) (**) Jumping C , Close standing C/D , Dn fw + C , then -- HCB fw + C -- HCB x2 + P -- HCF x2 +K , HCF + K , DP + K or HCF +C ==> TERRY BOGARD ( Fatal Fury Team ) <== Throws: + Grasping Upper : close , fw/bk + C + Buster Throw : close , fw/bk + D Command attacks : + Spinning elbow smash : fw + A Comment : rather use this one , after a close standing C in the corner , if you want to combo something after it . In fact it is possible to add fw + A after Standing C in the middle of the screen but you need to hit your opponent in his/her back ... unless Power Charge won't connect . Good range : 1/3 of the screen and descent recovery . + Crouching uppercut : crouch fw + C Comment : can be used as an anti air , or linked into a HCF+K for maximum damage... Special moves : + Power Wave : QCF + P Comment : interesting attack , because it is fast enough and owns a good range , to keep the opponent away , and may calm too excessive jump users , especially the advanced hop . But High jumped attack s could will hit Terry ... The A version ranges half of the screen and the C version covers 3/4 of the screen . + Burn Knuckle : QCB + P Comment : A version ranges 1/3 of the screen , C ranges all the screen + Crack Shoot : QCB + K Comment : B version ranges 1/3 of the screen and D , covers 2/3 of the screen . + Rising Tackle : DP + P ( autoguard ) Comment: Good anti air priority . But owns reversal properties of a traditional DP , this means that Terry is vulnerable on his body , especially legs , so it may be use to stop hopers , but used wit care against high jumped attacks . + Power Dunk : DP + K + Power Charge : HCF + K Comment : this is THE move that set Terry as a very strong and interesting character . You can combo the Power charge and even hit after it with any special move : e.g : Power charge and power geyser . The timing is a little bit different for each special move . In the corner : you're the king ! Rather use the B version . B ranges 1/3 of the screen and D is about half of the screen . Desperation Moves : + Power Geyser : QCB , HCF + P Comment : can be used as a DP . You can of course use the Geyser in your Power Charge juggles , but beware of the corner : if your Terry is very close to the corner , the Geyser won't hit the opponent . So in this situation , you should think about the fw + A command attack . After the 2 hits C , the fw + A will push Terry back enough , so both Power Charge and the Geyser , can be connected with success . SDM version is a triple geyser that hit three times (sometimes) , but one more time , to be used with great care . A version ranges half of the screen , C version covers all the screen . + High Angle Geyser : QCF x2 + K Comment : a DM that needs to be combo-ed to be really useful . Beware of the Corner : the first elbow hit will hit , as the DP , but not the geyser . Has descent ground priority , and bad anti air priority ... You can do it after a Power Charge , but the elbow won't hit : only the DP and the geyser . Ranges all the screen . About Terry ... + The strong Terry is back ! Unlike '96 Terry is know able to perform great combos , and own lots of advantages . + Terry's chain combos are easy to perform and very various , e.g. standing C , fw + A etc.. + Standing C hits twice , so , you can really take your time to perform your combos + Don't forget to use the strong Power Charge to involve a maximum damage in your combos . + Far standing D has a descent range but is a little slow , with weak priority . + Same for his standing CD . Smiley Section : ( Andy , Joe ,Blue Mary ( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori Interruptables : Standing far : A Standing close : ABCD Comment : Standing C is a 2 hits . An be interrupted on either hit Crouching : ACD Combos section : Terry's nickname should be combo-man is this '97 version . Most of his combos deal with this scheme : ( !) (*) (**) Jumping C/D , Standing C (2 hits ) , then any Special or (S)DM Comment : after the first hit of standing C , you can chain into crouch fw + C . The same for fw + A , but this one often pushes the opponent too far , so rather use this one in the corner , or in the opponent's back . So : ! (*) (**) Jumping C/D , Standing C ( 2 hits ) , fw + A then any Special or (S)DM If the special move used after the standing C is the Power Charge : you can juggle again . So the scheme is the following : ( !) (*) (**)Jumping C/D , Standing C , HCF + B then any basic attack , Special or (S)DM except Power Charge again . Comment : The timing is a little beat different , for each attack . Use QCF x2 +K but alls the hits won't connect ( as the triple geyser , or seldom the normal geyser in the corner ) . If the special move is a B crackshoot , it is also possible to juggle after it with A Rising Tackle. The TODs => ! Jumping D , Close Standing D , fw + A (2 hits ) , HCF + D , juggle with QCB + B , juggle again with DP + A => ! Jumping D , Close standing D , HCF + B , juggle with QCB + D , then juggle again with QCB + B => ! Jumping D , Close Standing C (2 hits) , Dn Fw + C , HCF + B , juggle with QCB + B , juggle again with DP + A Terry's infinite combo => HCF + B then dn+A/C/D whiffed into HCF + B , repeat ... ==>ANDY BOGARD ( Fatal Fury Team ) <== Throws : + Gourin Kai : close fw/bk + C + Kakaekomi : close fw/bk + K Command attacks : + Leaping Fall Kick : fw+B Comment : can be used to juggle after the dance Special Moves : + Hisho Ken : QCB + P + Sho Ryu Dan : DP +P + Kuuhadan : HCF + K + Geki Heki Hai Sui Sho : close , HCF + P + Zan Ei Ken : Dn bk , fw +P then Gadankoh : + Gadankoh : QCF + P + Genei Shiranui : in air : QCF + K or QCF , up fw + K then Genei Shiranui Shimo Agito or Uwa Agito + Genei Shiranui Shimo Agito : fw + P + Genei Shiranui Uwa Agito : fw + K Desperation Moves : + Cho Reppadan : QCB , HCF + K + Hisho Rysei Ken : QCF x2 + P Comment : must be combo -ed ... but it is combo-able only at the SDM level . About Andy... Smiley Section : ( Terry , Joe ,Mai ( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori Interruptables : Standing far : none Standing close : ABC Comment : standing C is a 2 hits . Crouching : ABC Combos section : => ( !) Jumping D , Close Standing C (2 hits ) then -- QCB + P or HCF + B or db fw + P , QCF + C You can also use Andy's dance : HCF + P => ( !) Jumping D , Close Standing C (1 hit ) HCF + C , juggle with -- Jumping CD -- ! fw+B then then DP + P -- HCF + B -- db fw + P , QCF + C -- dash forward , DP + P -- ! ** QCB HCF + K => ( !) ** Close Standing C (1 hit) QCF x2 + P ==>JOE HIGASHI ( Fatal Fury Team ) <== Throws : + Hiza Jigoku : close , fw/bk + C + Leg toss : close , fw/bk + D Command attacks : + Leg Slide : crouch fw + B Comment : Joe's slide knock downs ranges less than half of the screen . + fw + B Comment : a hard to chain attack . You need to have the correct timing to combo a special move . Special Moves : + Hurricane Upper : HCF + P Comment : the hurricane is a good weapon ! The A vesion doesn't knock downs and ranges half of the screen : very stressing when your opponent uses it again and again . More , the Advanced hop is useless and the tornado can hence be used as an anti air ... The C version covers 2/3 of the screen and Joe does two tornados , the second knock downs even if the opponent isn't hit by the first one . Can easily be used in corner trap . + Tiger Kick : DP + K Comment : B version knock downs . + Slash Kick : HCF + K Comment : B version ranges 2/3 of the screen whereas D covers 3/4 . But both knock downs . + Ohgon No Kakato : QCB + K Comment : Allows Joe to pass over some characters . Can also be used to finish , after the Screw Upper .Provided you catch opponent in the air , juggle with Slash Kick or with the same move in the corner for an infinite combo (until the opponent is dizzyed) . This move doesn't knock downs , B version ranges half of the screen ans D covers 3/4 . + Bakuretsu Ken : Tap P then Bakuratsu Ken Finisher + Bakuretsu Ken Finiser : QCF + P Desperation Moves : + Screw Upper : QCF x2 + P Comment : you can juggle with QCB + K after it . The SDM covers all the screen and is really lethal ! + Bakuretsu Shippu Kokakato : QCF , HCB + P About Joe ... Smiley Section : ( Yashiro , Shermie , Chris , Yamazaki , Iori ( Others Interruptables : Standing far : AB Standing close : ABC Crouching : ACD Combos section : => ( !) Jumping D , Close Standing C the any special move except HCB + K => ( !) (*) (**) Jumping D , Close Standing C , fw + B then -- HCF + B ( then QCF HCB + P DM in the corner) -- any (S)DM => * QCF x2 + P , then juggle with -- QCB + K or DP + K => ( !) */** Dn+B x3 , Standing A , QCF HCB + P => ! Jumping D , Close Standing C , HCF + A , dn+C , fw+B , HCF + K Comment : Works vs Chang ... this will dizzy => ! */** Jumping D , Close Standing C , fw+B , QCB + K , QCF HCB + P Comment : Works vs Chang ... this will dizzy => Hit opponent in the air with QCB + B , then juggle with -- ! QCB + B , the fourth one will dizzy -- HCF + K -- QCF HCB + P ==>RYO SAKAZAKI ( Kyokugen Ryu Karate Team ) <== Throws : + Tani Otoshi : close bk/fw + C + Tomoe Nage : close bk/fw + D Command attacks : + Overhead Smash : fw + A Special Moves : + Koh Ken : QCF + P + Koho : DP + P Comment : still the same , with great priority . + Mo Ho Raijin Ko : QCB + P ( autoguard ) Comment : don't forget that it is possible to add a DP during this move . + Mo Ho Raijin Satsujin : QCF + K (overhead) Comment : The B version covers half of the screen , and D version 3/4 . It will hit a jumping opponent too . + Hien Shippu Kyaku : HCB + K ( autoguard ) Comment : Hien Shippu Kyaku can also pass over some projectiles . D version now hits 3 times + Kyokugen Ryu Ranbuken : close , HCF + C Comment : it's now hard to juggle after this move , you must calculate the height of the fall . Desperation Moves : + Haoh Sho Koh Ken : fw , HCF + P Comment : C version is a real missile . Generally speaking , the Haoh Sho Koh Ken eats smaller projectiles ( this is also true for Robert and Yuri ) . + Ryuko Ranbu : QCF , HCB + P +Tenchi Haoh Ken : QCF x2 + P Comment : the SDM knock downs the opponent , who is then dizzy. See the combo section to learn how to use it as an infinite ... About Ryo... Smiley Section : ( Yuri , King ( Yashiro , Shermie , Chris , Yamazaki , Iori Interruptables : Standing far : A Standing close : ABCD Crouching : ACD Combo section : => ( !) (*) (**) Jumping C/D , Close Standing C/D , then any special move or (S)DM except QCF + K If the special move is the dance : => ( !) (*) (**) Jumping C/D , Close Standing C/D , HCF + P juggle with -- Jumping CD -- DP + P -- QCB + P , into DP + P -- QCF x2 + P only vs Kyo , Benimaru , Goro , Mary , Billy and Shingo (cannot be done in the corner) => ( !) in the opponent 's back : Close standing C , QCB + P , DP+C Comment : will knock downs Oh my god ! This guy owns a terrible easy to drive TOD ! Conditions : Be MAXed out and owning 2 crystals stored ( or red bar flashing ) => ** Jumping D , Standing C , QCF x2 + P Comment : this won't kill your opponent . But the SDM will dizzy the opponent so trigger a QCF , HCB + P as fast as you can ,and he's dead . If you cannot finish the opponent with a DM , use a combo such as Jumping D , Close C , HCB + D . Infinite combo : only in case of EXTRA mode : QCF x2 + P SDM then charge to the MAX and repeat QCF x2 + P SDM , repeat ... Comment : in EXTRA mode , if you hit the opponent with this SDM when he's dizzy , the result will be a re-dizzy and hence ... an infinite . But this is very tricky , because if you're in the « bad » corner , your opponent can attempt an assist attack , and in the middle of the screen , he can struggle to recover ... ==> ROBERT GARCIA ( Kyokugen Ryu Karate Team ) <== Throws : + Ryuchouu Kyaku : close , fw/bk + C + Kubikiri Nage : close , fw/bk + D Command attacks : + Mule Kick : fw + B Comment : good ! Can be interrupted after a standing/crouching C . Good anti air priority , and ranges as a far standing C . Combo it to cancel the ending lag time . Special Moves : + Ryu Geki Ken : QCF + P Comment : as the energy blast is remaining , it can be used for is anti air priority , and to protect Robert from some projectile . This even Cancel double projectiles such as King's Double Strike and Joe's Hurricane Upeer ( C version ) . More , it is very difficult to roll trough it . + Ryuga : DP + P Comment : Robert's DP is now very stronger , don't hesitate to use it , ase often as Ryo's one . Good range and general priority . The trajectory is not straight vertical , as Ryo's one , but it looks like Ken's DP in the SF series ( since the SF2' ) + Hien Shippu Kyaku : HCB + K Comment : The B version knocks down the opponent after the second hit , but is long to comes out , and huge lag time . Be carefull when you use this move : the opponent can jump and hit you , or roll through it . Weak lag time for D , so can be used in a pressing strategy .
	+ Kyokugen Ryu Ranbu Kyaku : close , HCF + K
Comment : the kick dance still could be amorced by a close standing B . 
Juggle with air CD or a DP P/K . You can also try the HSK : the 2 hits 
of the B version will hit , but not all the hits of the D HSK . The Muen 
Shippuu Jyuu Dan Kyaku  (S)DM will also juggle , but not all will hit 
... 

	+ Ryzan Sho : DP + K
Comment : a strange flip kick , that need to be combo-ed . The D version 
is interesting againt Yamazaki' Sado Maso . Generally speaking , be 
careful with this DP and combo it , or use it , after a kick dance . A 
good point is that if Robert is blocked , he will hop backward .


	+ Hien Ryujin Kyaku : in air : QCB + K
Comment : no more knock down with this move . But might be used to start 
a Combo , when triggered close to the ground .

Desperation Moves :
	+ Haoh Sho Koh Ken : fw , HCF + P
	+ Kyokugenru Ryo Ranbu Kyaku : QCF , HCB + P
Comment : as all DM or this kind : can be used to involve block damage 
or to get the right guard crush . Beware of breakers/combos users .

	+ Muen Shippuu Jyuu Dan Kyaku : QCF x2 + K
Comment : a DM that needs to be combo-ed to be really useful . Strange 
as if it hits a standing opponent , the first attacks are unblockable , 
whereas the other IS blockable .

About Robert...
	+ Robert is now stronger , with a great and invincible DP .
	+ Standing D should be used as Beni's one .
	

Smiley Section :
	( Yashiro , Shermie , Chris , Yamazaki , Iori
	( Others

Interruptables :
	Standing far : none
	Standing close : BC
	Crouching : ABCD


Combo section :
	Classic basic scheme :

	=>   ( !) (*) (**) Jumping C/D , Standing/Crouching C , any 
special/(S)DM
		Comment : rather use the standing B to compo HCF + K and DP 
+ K but more dangerous ...

	The command attack fw + B is also very usefull :

	=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , fw + B , HCB 
+ K or QCF , HCB + P

	Finally don't forget to juggle after the kick dance (HCF + K) :

=> ( !) (*) (**) Jumping C/D , Standing/Crouching C or close standing B 
, HCF + K then air CD or DP + P/K or HCB + K or QCFx2 + K

Robert's  aestethic combo :

=>( !) Jumping C/D , Close Standing C , HCF + K , jump and in air QCB + 
B and juggle with DP + A as you land or a far standing C

	Super Robert :

	=> Connect the kick dance : close HCF + K , then dn + A/D/Standing 
C whiffed into QCF HCB + P


==>YURI SAKAZAKI ( Kyokugen Ryu Karate Team ) <==

Throws : 
	+ Oniharite : close , fw/bk + C
	+ Sairento Nage : close fw/bk + K
	+ Tsubame Otoshi : in air , close fw/bk/dn + P/K

Basic attack variations :
	+ Oshiri Attack : fw+B
	
Special Moves :
	+ Ko Oh Ken : QCF + P
	+ Rai Koh Ken : QCF + K (overhead)
		Comment : Can passes over projectiles or opponent .

	+ Yuri Cho Upper : DP + P then double Yuri Cho Upper
	+ Double Yuri Cho Upper : DP + P ( only if Yuri Cho Upper if 
performed with C )
	+ Yuri Cho Knuckle : QCB + P
		Comment : Yuri cannot be hit at the beggining of this move 

	+ Yuri Cho Mawashi Geri : QCB + K
	+ Hyakuretsu Binat Attack : HCB + P

Desperation Moves :
	+ Haoh Sho Koh Ken : fw , HCF + P
	+ Hien Houou Kyaku : QCF , HCB + K
	+ Hien Rekkou : QCF x2 + P

About Yuri...

Smiley Section :
	( Benimaru , Ryo , Robert , Mai , King
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
	Crouching : ACD


Combo section :

	=> Jumping C/D , Standing C/D then :
		-- QCF + A
		-- QCB + K
		-- DP + C , DP + C
		-- */** QCF HCB + P


==> LEONA ( New Ikari Team ) <==

Throws :
	+ Killer Bite : close fw/bk + C
	+ Orient Buckler : close fw/bk + D
	+ Heidern Inferno : in air , close fw/bk/dn + C/D
		Comment : huge air to air priority .

Special moves : 
	+ Moon Slasher : hold dn , up + P
		Comment : a good anti air priority .


	+ X - Caliber : hold dn , up + K
Comment : can go over projectiles , but Leona is vulnerable if the 
attack is blocked , due to a bad big lag time .

	+ Grand Saber : hold bk , fw + K then Sonic Kick Finisher
Comment : the corner condition allows to juggle after this move . The 
Gravity Storm , and Rebel Spark both connect after it .

	+ Sonic Kick Finisher : fw + D
	+ Voltaic Launcher : hold bk , fw + P
	+ I - Slasher : QCB + P
Comment : Leona remains immobile until the boomerang is back to her . 
This means that the opponent can roll through the boomerang and attack 
her , or wait for it to be back , jump/run ( advanced ) and attack Leona 
. This move is very long to come out and have a bad lag time .

Desperation Moves :
	+ V - Slasher : in air : QCF , HCB + P
		Comment : the angle of this attack is different for A and C 
button .

	+ Gravity Storm : QCF x2 + P
		Comment : pretty , but bad range .

	+ Rebel Spark : QCB , HCF + K
		Comment : a very fast attack ...

About Leona...
	+ No more Standing C after a successfull grand Saber .

Smiley Section :
	( Benimaru , Ralf , Clark
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
Comment : standing C is a 2 hits that must be interrupted on the first 
hit . Standing D is a 2 hits that can be interrupted on either hit .
Crouching : AC


Combo section :
	
	=> ( !) Jumping D , Crouching C then hold dn , up + C

=> ( !) (*) (**) Jumping D , Close Standing D (2 hits ) , then 
-- QCB , HCF + K 
-- Hold bk , fw + D and juggle with fw + D or hold dn , up + C 

	=> */** Jumping C , Close Standing D (1 hits ) , then QCFx2 + P

	=> ( !) (*) (**) Hold bk , fw + P then 
-- air CD 
-- air QCF HCB + C

	=> */** Jumping D , V Slasher

	=> ! */** Hold bk , fw + K , then any (S)DM except V Slasher ; or 
hold dn , up + P
		Comment : Here , the corner condition allows Leona to juggle 
after the Grand Saber .



==> RALF JONES ( New Ikari Team ) <==

Throws : 
	+ Dynamite headbutt : close  fw/bk + C
	+ Northern Light Bomb : close fw/bk + D

Special Moves : 
	+ Vulcan Punch : tap P 
		Comment : you can move forward or backward during the Vulcan 
Punch .

	+ Gatling Attack : hold bk , fw + P
		Comment : HUGE lag time after the C version : so you already 
guessed : combo is the word .

	+ Diving Bomb Punch : hold dn , up + P or in air  QCF + P
Comment : can be used to finish the opponent . Low lag time ( not to say 
no lag time ...) , as he land , but Ralf cannot be hit when he's landed 
, and have priority  ...

	+ Ralf Kick : hold bk , fw + K
Comment : it is possible to juggle after the Ralf kick , if it connects 
. To perform it , you rather use the B version of the Ralf Kick . Then 
you can juggle ( without 
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********************** ... bye bye !

+ Mount Position Vulcan Punch : QCF , HCB + K
Comment : Fast but easy to block . could be used after a successful Ralf 
Kick . Catch opponents in the air . 

+ Galactica Phantom : QCF x2 + P
Comment : a strange DM . If it hits , damage is great ( up to 80 % , for 
the SDM ) but Galactica Phantom is easy to counter . Use it with care or 
non against master players . Something interesting should be using it 
against opponent with DM such as Robert or Kim : break with AB on the 
first hit : you're in his back , the immediatly , trigger a Galactica 
Phantom . Another stategy is to interrupt a standing move , or to konock 
down the opponent , and during the time he/she is on the ground , 
trigger the Galactica Phantom .
In fact , to have chances to be successfull , a Galactica Phantom , must 
be done at good range . If you trigger it very close to the opponent , 
he/she'll pass in your back , hit you , or grab/throw you . So at good 
range , the opponent will wonders what he/she would do : attack , or 
escape backwards : during this time of wondering , the Galactica Phantom 
may hit .
Finally , if the opponent is MAXed and runs , and generally with the 
counter condition , the Galactica Phantom is ...a 100% damage .

About Ralf...
	+ Has barelly changed .

Smiley Section :
	(  Clark
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : BC
	Crouching : AC


Combo section :
	Basic scheme :

=> ( !) (*) (**) Jumping C/D , Close Standing/Crouching C , then 
-- any Special move except the Ralf Kick 
-- any (S)DM except the Galactica Phantom 

=> (*) (**)  Hold bk , fw + K then juggle with 
-- QCB HCF + K
-- hold bk , fw + P
-- standing C

		Comment : to land the juggle you must hit the opponent as 
late as possible ...

	Ralf's dizzy combo :

	=> !  Jumping D , Croucning C , hold bk , fw + C
		Comment : all the 3 hits of the gattling attack MUST hit 
(Rush 5)


==> CLARK STEEL ( New Ikari Team ) <==

Throws : 
	+ Pyramid Driver EX : close fw/bk + C
	+ Fisherman Buster : close fw/bk + D
	+ Death Lake Dive : in air , close fw/bk/dn + C/D

Command attacks : 
	+ Arc Kick : fw + B

Special Moves :
	+ Vulcan Punch : tap C
	+ Napalm Stretch : DP + P then Flashing Elbow
	+ Frankeinsteiner : close , DP + K then Flashing Elbow
	+ Super Argentine Back Breaker : close , HCF + D then Flashing 
Elbow
	+ Rolling Cradler : HCF + P then Flashing Elbow
	+ Flashing Elbow : QCF + P

Desperation Moves :
	+ Ultra Argentine Back Breaker : close HCB x2 + P
	+ Running Spree : HCF x2 + K
		Comment : use it with care , the opponent can stop it easily 
. 

About Clark...
	+ The guy is still strong , but less powerfull .

Smiley Section :
	( Ralf 
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : A
	Standing close : ABC
		Comment : standing C is a 2 hits that must be interrupted on 
the first hit 
	Crouching : A


Combo section :
	Don't forget to finish , after every command throw , except (S)DM 
.


	=> ( !) (*) (**) Jumping D , Standing C ( 1 hit ) then 
-- any Special Move except Napalm Stretch or Rolling Cradler
-- HCB x 2 + P

	=> ( !) (*) (**) Standing C ( 1 hit ) , fw + B then 
-- HCF + D 
-- HCB x2 + P



==> ATHENA ASAMIYA ( Psycho soldiers team ) <==	

Throws :
	+ Bit Throw : close , fw/bk + C
	+ Psychic Throw : close , fw/bk + D

Command attacks :
	+ Hopping Double Kick : fw + B ( autoguard )
	+ Butt Attack : in air , dn + B

Special Moves :
	+ Psycho Ball Attack : QCB + P
	+ Phoenix Arrow : in air , QCB + P
		Comment : A version to don't add the final kick hit .

	+ Psycho Sword : DP + P
		Comment : can also be performed in air .

	+ Psycho Reflector : HCB + K 
		Comment : could reflect projectiles

	+ Super Psycho throw : close , HCF + P
		Comment : an interesting throw , since you can juggle with a 
lots of attacks , even DM .
	
Desperation Moves : 
+ Shining Crystal bit : bk , HCB + P then Crystal shoot
Comment : can be performed in air . ABCD to cancel . This DM wins 
against Chin's Gouran En Poh .

+ Crystal shoot : QCB + P
Comment : must be performed during Shining crystal bit . You can hold 
the P button to delay the attack .

	+ Phoenix Fang Arrow : in air QCF + P
		Comment : eat the crouch guard of the opponent .

About Athena ...
	+ Most of her skills now are linked to her command throw .

Smiley Section :
	( Benimaru , Chin , Kensou
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : A
	Standing close : ABCD
	Crouching : ABCD


Combo section :

	=> Standing C , DP + P

=> ( !) (*) (**) Jumping D , Close Standing C , HCF + P then juggle with 
any spevial or (S) DM or air CD/dn + B

	=> ( !) Jumping C , DP + P

	=> ! */** Jumping D , Close Standing C , HCF + P , juggle with HCB 
+ B then juggle with Bk , HCB + A



==> KENSOU SIE ( Psycho soldiers team ) <==

Throws : 
	+ Hakei : close fw/bk + C
	+ Tomo Nage : close fw/bk + D

Command attacks :
	+ 2 handed overhead smash : fw + A
	+ Leaning spin kick : fw + B

Special moves : 
	+ Cho Kyu Dan : QCB + P
	+ Ryu So Geki : in air , QCF + P
	+ Ryu Ren Ga : close , DP + P
		Comment : tap P to increase the number of hits . Up to 12 
(More ?) .

	+ Ryu Ren Ga Ten Ryu : HCF + C
	+ Ryu Gaku Sai : RDP + K
	
Desperation Moves :
	+ Shinryu Tenbu Kyaku : QCF , HCB + B
	+ Senki Hagin : close , QCF x2 + P
		Comment : Unblockable . 

	+ Mighty Bun : QCB x2 + P
Comment : A button , for life recover , and C for a fake . If Kensou is 
hit , he will sometimes counter . You can manually counter , by pressing 
QCF x2 + P . Use it with care , it's easy to hit Kensou when he perform 
this 

About Kensou...


Smiley Section :
	( Athena , Chin
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : AC
		Comment : standing C is a 2 hits that must be interrupted on 
the second hit
	Standing close : ABCD
	Crouching : ACD


Combo section :

	=> ( !) (*) (**) Jumping D , Standing C/D then 
-- HCF + A 
-- QCF HCB + B

	=> ( !) Jumping D , Crouching A , then HCF + C

	=> ( !) Standing C , then 
-- RDP + B 
-- DP + P , then Standing B or HCF +A or QCF HCB + B 


	=> ( !) (*) (**) Jumping D , Close standing D 
		-- QCF x2 +P
		-- DP + P (12 hits) standing B

	=> */** QCB + A , Jump forward and kick the opponent with D , then 
D as you land , QCF x2 + A

	=> ( !) ** Standing C , QCF x2 + P



==> CHIN GENZAI ( Psycho soldiers team ) <==

Throws : 
	+ Alcoholic Forcing : close fw/bk + C
	+ Sakakyaku Nage : close fw/bk + D

Command attacks :
	+ fw + A

Special Moves : 
	+ Hyotan Geki : QCB + P
		Comment : can cancel some projectiles .

	+ Ryurin Hourai : DP + P ( autoguard )
	+ Kaiten Teki Karatokken : HCF + K
	+ Suikankanoh : QCF + P then Cho Shu Riku Gyo or or Kaiten Teki 
Kuu Totsu Ken
		Comment : ABCD to cancel 

	+ Cho Shu Riku Gyo : fw + P or QCF + P ( hold )
+ Bou Getsu Sui : QCB + K then Kaiten Teki Karatokken or Kaiten Teki Kuu 
Totsu Ken or Ro Ja Hannoh or Rigyo Hanhoh
Comment : you can move forward or backward . ABCD to cancel . When he's 
lied , Chin is vulnerable to Grab/Command Throws and Ryo/Robert running 
(S)DM

	+ Kaiten Teki Kuu Totsu Ken : fw + K
	+ Ro Ja Hannoh : up + B
	+ Rigyo Hanhoh : up + D

Desperation Moves : 
	+ Gouran En Poh : QCF x2 + P
		Comment : choose direction of the attack with A ( front ) or 
C ( air )

	+ Gourai En Poh : QCF , HCB + P

About Chin...

Smiley Section :
	(  Athena , Kensou
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : ABC
	Standing close : ABCD
		Comment : standing D is a 2 hits that can be interrupted on 
either hit .
	Crouching : AC


Combo section :

	=> ( !) (*) Jumping C (2 hits) , Close standing C , then :
		-- QCB + P
		-- DP + C
		-- QCF x2 + P
		-- QCF HCB + P


==> CHIZURU KAGURA  ( Girls Team ) <==

Throws : 
	+ Reigetsu : close , fw/bk + C
	+ Kaiten : close , fw/bk + D

Special Moves : 
	+ Hyakukatsu Tenshin No Kotowari : DP + P
	+ Nihyaku Jyuunikatsu Shinsoku No Nokori : HCB +A/B/C/D then 
Tenzui 
	+ Tenzui : QCB + A/B/C/D
		Comment : use the same button than Nihyaku Jyuunikatsu 
Shinsoku No Nokori 

	+ Nihyaku Jyuunikatsu Choumon No Ishhin : QCF + A/B/C/D
	+ Hyakuhachikatsu Tamayura No Shitsune : HCF + P
		Comment : reflect projectiles 

Desperation Moves :
	+ Rimenichikatsu Sanrai No Fujin : QCB , HCF + P
Comment : involves no damages , but the opponent is unable to perform 
specials or desperations moves . 

	+ Rimenichijugokatsu Reigi No Ishizue : QCF x2 + K

About Chizuru ...

Smiley Section :
	( Benimaru , Mai , King
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : A
	Standing close : ABCD
	Crouching : ACD


Combo section :

	=> ( !) (*) (**) Jumping D , Close Standing C/D then 
-- HCF + A 
-- DP + P 
-- QCF x2 + K

	=> Jumping D , Close standing C , QCB + D then 
		-- QCB + B
		-- DP + P

	A TOD 

	=> ** Jumping D , Close standing C , QCFx2 +K , C , C , D , D
		Comment : will dizzy . 23 hits combo


==> MAI SHIRANUI (Girls team ) <==

Throws :
	+ Shiranui Gourin : close , fw/bk + C
	+ Kazukurumabonsi : close , fw/bk + D
	+ Yume sakura : in air : close fw/bk/dn + C/D

Command attacks :
	+ Sliding Kick : crouch fw + B

Special moves :
	+ Kacho Sen : QCF + P
	+ Ryu En Bu : QCB + P

	+ Hisho Ryu En Jin : DP + K
	+ Musasabi No Mai : hold dn , up + P or in air , QCF + P
	+ Hissatsu Shinobibachi : HCF + K
	+ Shiroi Tsuru No Mai : DP + P
		Comment : good block damage , good range recovery , good 
allll ! ! ! Terrible !	

Desperation Moves :
	+ Cho Hissatsu Shinobibachi : QCB , HCF + K
	+ Houou Ryu Sei : QCB x2 + P
	+ Sui Chou No Mai : QCF x 2 + P

About Mai ...

Smiley Section :
	(  Benimaru , Andy , Yuri , Chizuru , King
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
	Crouching : C


Combo section :

	=> ( !) (*) Jumping D , Standing/Crouching C then 
		-- QCB + P
		-- DP + K
		-- DP + P
		-- HCF + K
		-- QCB HCF + K

	=> ( !) (*) Jumping QCB + P then 
-- QCF x2 + P 
-- QCB HCF + K
		-- DP + K
		-- DP + P
		-- HCF + P


==> KING ( Girls Team ) <==

Throws : 
	+ Hold Rush : close fw/bk + C
	+ Hook Buster : close fw/bk + D

Command attacks : 
	+ Slide Kick : crouch fw + D
		Comment : good range but huge lag time if blocked .

Special moves :
	+ Venom Strike : QCF + K
	+ Double Strike : QCF x2 + K
	+ Tornado Kick : HCB + K
	+ Mirage Kick : HCF + K
	+ Surprise Rose : DP + P
		Comment : juggle with the Tornado Kick in the corner .

	+ Trap Shot : DP + K

Desperation Moves :
	+ Illusion Dance : QCF , HCB + K
	+ Silent Flash : QCB x2 + K
		Comment : very bad range . Better use it as an anti air move 
.

About King ...
	+ Low C has a great anti air priority .
	+ Jumping D has descent air to ground priority , low air to air 
priority but acts as an overhead .

Smiley Section :
	( Benimaru , Ryo , Yuri , Chizuru , Yuri
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
		Comment : standing D is a 2 hits that can be interrupted on 
either hit .
	Crouching : AC


Combo section :
	
	=> Jumping D , Standing D (2 hits) then 
		-- QCF + D
		-- HCF + K
	-- DP + K

=> Jumping D , Standing D (1 hit ) then
	-- QCFx2 +K
	-- DP + C
	-- HCB + D

=> ** Jumping D , Close Standing D (1 hit) QCB x2 + K , juggle with HCB 
+ K	

King has a TOD , and dizzies her opponent
	Conditions : corner

	=> ! Jumping D , close standing D (1 hit) , DP + C , HCB + D

	Infinite Combo

	=> ! DP + A , crouching A whiffed into DP + A , repeat ...


==> KIM KAP HWAN ( Korea' strangest team ) <==

Throws : 
	+ Kubi Kwame Otoshi : close fw/bk + C
	+ Sakkyaku Nage : close fw/bk + D

Command attacks :
	+ Nelio Tchagui : fw + B
	+ fw + A

Special Moves : 
	+ Hien Zan : hold dn , up + K , then dn , after D Hien Zan 
	+ Ku Sa Jin : Hold dn , up + P
	+ Hangetu Zan : QCB + K
	+ Hishokyaku : in air , QCF + K
	+ Ryusei Raku : hold bk , fw + K

Desperation Moves :
	+ Houou Kyaku : QCB , HCF + K
	+ Houou Ten Buken : in air QCF , HCB + K

About Kim ...
	+ No more air A , QCF + K .
	+ Basic moves are now hard to interupt .
	+ Air D now hits only one time .

Smiley Section :
	( Choi , Chang , Yashiro , Shermie , Chris , Yamazaki , Iori
	( Others

Interruptables :
	Standing far : none
	Standing close : ABC
		Comment : standing C is a 2 hits that must be interrupted on 
the first hit .

	Crouching : AC


Combo section :

	=> ( !) Jumping D , Close Standing C (1 hit) then 
-- QCB + K 
-- Hold dn , fw + K

	=> ( !) Crouching B x3 , Crouching A , then hold dn , up + P/K

	=> ( !) */** Jumping D , Close C (1hit) , fw + A , QCB , HCF + K 
(in air )

	=> ! In air (as the opponent is in air) QCF + B , then as you land 
: QCB + B , then dn , up + K

	=>( !)  In air (as the opponent is in air) QCF + B , then as you 
land dn up + P


==> CHANG KOEHAN ( Korea' strangest team ) <==

Throws : 
	+ Hagane Geki : close fw/bk + C
	+ Kusari Jime : close fw/bk + D

Command attacks :
	+ Sliding iron ball : crouch fw + A
		Comment : surprising , as it comes out quickly ... sometimes 
, can be used as a DP .

Special Moves :
	+ Tekkyu Dai Kaiten : tap C ( autoguard )
Comment : ABCD to cancel . You can move forward or backward .
	+ Tekkyu Funsai Geki : hold bk , fw + P ( autoguard )
	+ Tekkyu Hien Zan : hold dn , up + K
	+ Dai Hakai Nage : close , HCB , fw + C

Desperation Moves :
	+ Tekkyu Daiboso : QCF , HCB + P
		Comment : there are 6 differents endings .

	+ Tekkyu Dai Satsujin : QCF x2 + P
Comment : when Chang hits the ground , the effect is the same that 
Goro's Ji Rai Shin( DP + C ) . As Chang falls on the opponent , this 
attack is hard to block in the middle of the screen , but in the corner 
you must be first standing blocking , then crouching blocking .

About Chang ...

Smiley Section :
	(  Choi
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : B
	Standing close : ABD
	Crouching : ABCD


Combo section :

	=> ( !) Jumping D , Close Standing D , then 
-- Tap C 
-- HCB fw + C

	=> Jumping C/D , Crouching C hold dn , up + K

	=> ( !) Jumping D , Crouching B , Crouching A then hold dn , up + 
K

	=> Jumping D/A , Standing/Crouching A , QCF x2 + P
		Comment : will let Chang vulnerable 

	=> ( !) (*) (**) In the opponent's back : dn+C , QCF HCB + P


==> CHOI BOUNGE ( Korea' strangest team ) <==

Throws :
	+ Zujo Sashi : close , fw/bk + C
	+ Tatsumaki Shippu Zan : hold dn , up + P
Comment : dangerous , for Choi ! If the opponent performs the recovery 
roll , he could hit Choi , as he lands 

	+ Hishokuretsu Zan : hold dn , up + K
		Comment : hold K to continue attack .

	+ Senpu Hien Shitotsu : hold bk , fw + K then Hokoten Kan 
		Comment : juggle with QCF HCB + K	

+ Hokoten Kan : any direction + button x3
	+ Kaiten Hienzan : hold bk , fw + P
		Comment : with C , it means press C to attack .

	+ Hisho Kyaku : in air , QCF + K

Desperation Moves :
	+ Shin ! Chozetsu Tatsumaki Shinku Zan : HCB x2 + P
Comment : you can move forward or backward . The tornado boundaries will 
cancel projectiles , but is not invulnerable at the DM begining ...

	+ Houou Kyaku : QCF , HCB + K

About Choi ...

Smiley Section :
	(  Chang
	( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
	Standing far : BC
	Standing close : ABC
	Crouching : AC


Combo section :

	=> Jumping C , Crouching B , Crouching A , then 
		-- Hold dn , up + C
		-- QCF HCB + K

	=> Jumping C , Crouching C then 
		-- Hold dn , up + C
		-- QCF HCB + K


	=> */** Crossup C (1 hit)  , dn+B , dn+A , Standing A , QCF HCB + 
K

	=> */** Crossup C (2hits) , dn+C , fw+B , standing A , QCF HCB + K

	=> ( !) */** Close standing C , fw+B , QCF HCB + K

	=> ( !) */** Hold Bk , Fw + K  then QCF HCB + K

	100 % Combo ...

	=> ( !)** bk fw + B , fw+ B x2 (two forward drills) , dn fw+ B 
(another drill) , dn+C , QCF HCB +K


==> YASHIRO NANAKASE ( New Faces Team ) <== 

Throws :
	+  close fw/bk + C
	+ close fw/bk + D

Command attacks :
	+  Forward Poke Kick : fw + B

Special Moves :
	+ Duel Upper : DP + P (autoguard)
Comment : As this is not a real DP , and Yashiro punches the opponent 
first . It owns an autoguard property , so if someone jump and attack , 
use it . The A version has a better recovery time but the C version will 
result as a 2 hits .

	+ Sledge Hammer : QCB + P
Comment : a good move , if you use it to surprise your opponent . Owns 
an overhead property , and can consequently be used in vicious traps ... 
The A version has a 1/3 screen reach , and the C version a 1/2 reach . 
The recovery time ise also a little bit important for the C version , so 
in all cases , don't use this close to the opponent . A last problem 
with this move is that the motion , matches with the Mighty Missile Bash 
, so be very precise if you don't want it to comes out . Interrupt a CD 
or a dn+D for a full surprising effect ...
	
+ Mighty Missile Bash : HCB + P
Comment : a sequence of punches , with a very bad range and recovery 
time . The only way to use it is to combo it , unless you're sure to be 
punished ...

	+ Jet Counter : HCF + P
Comment : a very fast and surprising punch : its range is very limited , 
but it can be used to keep the pressure . If your opponent is not awake 
, he'll eat the punch ... Try to onterrupt a low D with for full effect 
.

Desperation Moves :
	+ Million Bash Stream : QCB , HCF + P
Comment : same as the Mighty Missile Bash . Really need to be combo-ed , 
unless the last punch let Yashiro very vulnerable .

	+ Final Impact : QCF x2 + P 
Comment : hold P to power up the attack , after 3 seconds , Yashiro will 
release the attack . The 3 second attack is unblockable , the others 
make the guard be crush , hence , Yashiro is not as vulnerable as after 
the Million Bash Stream .

About Yashiro ...
+ Yashiro owns a very interesting D . First you can use far D as Beni or 
Robert . More , close standing D breaks the opponent low guard , that 
mean you can easily combo a DM after hit , due to the slowness of the 
hit .
+ Yashiro own a very good crouched 
************************************************************************
******************
************************************************************************
**************
*************************************
************************************************************************
**********************

****************
*********************************
***********
*
****************
*****************
********************
****************
**************************************************************n the 
first hit 

	

Combo Section :
Yashiro has a limited number of combos due to his pressing style . 
Playing Yashiro is dealing with works mentally your opponent and always 
keep the pressure . He really could let the opponent at good range and 
surprise him by traps and lighting attacks . So try to experiment this : 

=> ( !) Jumping D , Standing C/D , then 
-- HCF + A 
-- HCB + A
-- fw + B

=> ( !) */**  Jumping D , Standing C/D , QCB  HCF + A



==> SHERMIE ( New Faces Team ) <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Command attacks :
	+ fw + B

Special Moves :
	+ Shermie Whip : close , DP + K
Comment : even if it doesn't look like a DP , it can be used as a real 
DP ( that is to say , for anti air using )

	+ Axel Spin Kick : QCB + K
	+ Shermie Shoot : HCF + K
	+ Shermie Spiral : close , HCF + P

Desperation Moves :
	+ Shermie Flash : close , HCB x2 + P
	+ Shermie Carnival : close , HCF x2 + P
		Comment : the opponent can escape from this grab by shaking 
controller and tapping the buttons

About Shermie ...
	+ Strange basic attacks . Rather use the close B to combo her 
comnand throws ( even if it possible with C ) .
	+ Standing CD have a good range ( as Robert's one ) , and very 
useful against sweeps 
+ Standig D ( far ) has a good range and anti air priority , but must be 
used at the right time , as it's a really slow move .
+ Crouched C is also a terrible anti air ....
+ Standing B ( far ) can also be used as an anti air attack , but is 
more useful as an overhead , if your opponent is at roll range .
+ Air D have huge priority

Smiley Section :
	( Chang , Choi , Yashiro , Chris
	( Benimaru
	
Interruptables :
	Standing far : B
	Standing close : ABC
		Comment : standing B is a 2 hits that must be interrupted on 
the first hit 
	Crouching : AC


Combo section :
	Few combos based on the same scheme :
	
	=> ( !) (*) (**) Jumping D , Close Standing/Crouching C , then HCF 
+ P or any (S)DM 



==> CHRIS ( New Faces Team ) <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Command attacks :
	+ fw + A

Special Moves :
	+ Slide Touch : QCF + P
		Comment : C is the image of Chris . A for actual Chris .

	+ Gliding Stomp : in air , QCF + K
	+ Shooting Dancer Thrust : HCB + P
		Comment : hits standing blocking opponent .

	+ Shooting Dancer Step : HCB + K  (overhead)
	+ Huting Air Blast : DP + K
	
Desperation Moves :
	+ Chain Slide Touch : QCF x2 + P
	+ Twister Drive : QCB x2 + K

About Chris ...

Smiley Section :
	( Chang , Choi , Yashiro , Shermie
	( Others

Interruptables :
	Standing far : AC
		Comment : standing C is a 2 hits that must be interrupted on 
the first hit 
	Standing close : ABCD
	Crouching : AC


Combo section :

	=> ( !) (*) (**)  Jumping C/D , Standing/Crouching C , then
		-- fw+A , QCF + A
		-- fw +A , DP + K
		-- QCF x2 + P
		-- fw+A , QCB x2 + K

	=> ( !) Jumping D , dn+A , dn+C , fw+A , HCB+C

	=> ( !) */** Jumping D , dn+A , fw+A , QCFx2 + P

	=> ( !) ** Jumping D , Far Standing C , fw+A , QCFx2 + P

	=> Crouching B x2 , Crouching A , Fw + A then QCF + A or QCB x2 + 
K


==> RYUJI YAMAZAKI ( '97 Special Team ) <==


Throws : 
+ Bun Nage : close fw/bk + C
+ close fw/bk + D

Command attacks :
	+ Bussashi : fw + A

Special Moves :
	+ Hebi Tsukai : QCB + A/B/C
Comment : A is for jumped attack , B for front attacks , C hits low on 
the ground . You can hold the button to delay the attack and D can be 
used to cancel ( hence it could be used to charge your power gauge , in 
advanced mode ) . B and C can be combo-ed , but you shouldn't combo the 
A version .

	+ Sabaki No Shichikubi : DP + P
		Comment : Very good range .

	+ Baikaeshi : QCF + P
		Comment : C button to reflect projectiles . 

	+ Suna Kake : DP + K
		Comment : after this attack , there is a little time 
meanwhile the opponent cannot attack .

	+ Budan Bachiki : close , HCF + C
	+ Sado Maso : HCF + K
Comment : Yamazaki wait to be attacked then hits . Beware of command 
throws users ... It is possible to juggle with the QCB + A/B  provided 
the counter message appears . When Yamazaki is hit in his back , he'll 
still counter , but the move is not safe , if the opponent is combo-ing 
...

Desperation Moves :
	+ La Guillotine : QCF x2 + P
		Comment : can pass over projectiles and attacks . Catches 
opponents in the air .

	+ La Drill : close , HCB x2 + P , tap C
Comment : there are 8 differents endings (4 for the DM and 4 for the 
SDM) . Tap C+A for better effect .

About Ryuji ...
	+ A very good far standing D , as Beni and Robert .
	+ Air C wins against King's crouch C
	+ A good command throw .

Smiley Section :
	( Chang , Choi
	( Terry , Andy , Kim , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
		Comment : standing D is a 2 hits that must be interrupted on 
the first hit .
	Crouching : AC


Combo section :
	Ryuji's combos are :

	=> ( !) Jumping D , Close Standing/Crouching C , then
-- QCB + B/C (A version only vs tll characters)
-- DP + P , then QCB + B/C
-- HCF + P 

	=> ( !) Close Standing/Crouching C then DP + B , then QCB + B/C

	=> ( !) Jumping C/D , close standing C , fw+A , QCB + B/C

	=> ( !) (*) (**)Close Standing/Crouching C the any (S)DM
		Comment : for this one , it's better to use the 2 hits close 
standing D .

	Yamazaki can also do a very hard to pull off infinite :

	=> Crouched A then DP + D canceled into QCB + C , canceled by D 
button , repeat ...



==> BLUE MARY (Mary Ryan) ( '97 Special Team ) <==

Throws :
	+ Axle Hold : close fw/bk + C
	+ close bk/fw + D

Command attacks :
	+ Low Swipe Punch : fw + A
		Comment : very useful in a combo , after a 2 hits standing C 
, for example .

	+ Handstand : crouch fw + B
		Comment : Mary's anti air poke .

Special moves :
	+ M. Spider : QCF + P
		Comment : try to include this move in your pressing . Such 
as this : C , fw + A , QCF + P .

	+¨Spin Fall : QCF + K
	+ Straight Slider : hold bk , fw + K then M. Crab Clutch
		Comment : goes under projectiles ( not Iori or Terry like , 
that is to say , really on the ground ) .

	+ M. Crab Clutch : QCF + K
	+ Vertical Arrow : DP + K , then M. Snatcher		
	+ M. Snatcher : DP + K
Comment : Mary Snatcher owns a huge anti air priority . Most Mary user 
try to use the Vertical Arrow to counter jumped attacks , but in fact , 

you increase your chance using the Snatcher instead of the Arrow . This 
means that you have to perform the second DP , right after the first one 
: the Snatcher is a real air grab with great range , and is certainly 
one of the best anti air in the whole game , because as it is a grab , 
it's an overprioritized move .... First you may think that the vertical 
arrow is a problem , because , you're vulnerable ... but it could be 
used to fake , and tease the opponent , he will try to attack with a 
crossup or a jump . And the Snatcher will grab him/her . ...You can 
seldom finish the opponent with it , like after M. Typhoon , the 
Backdrop Real or any jumped attack , provided you land before him/her . 
Works also with crouched D .

	+ M. Head Buster : QCB + B (reversal)
		Comment : blocks specials attacks , some (S)DM , and jumped 
attacks .

	+ Stungun Smasher : QCB + D (reversal)
Comment : blocks ground pokes . Throw opponent in the air , hence , you 
can juggle after it , with the M. Splash Rose or M. Dynamite Swing .

	+ Backdrop Real : close , HCF + C
		Comment : finish with M.Snatcher , only in the corner ( or 
close to ) .

Desperation Moves : 
	+ M. Typhoon : close , HCB x2 + P
	+ M. Splash Rose : QCF , HCB + P
Comment : this move has a huge anti air priority , and can be used as a 
DP . Juggle with M. Snatcher , but the opponent can roll with AB ... so 
be sure to grab him

	+ M. Dynamite Swing : QCF x2 + K
Comment : Juggle with M. Snatcher

About Mary ...
	+ She's in ! a real combo character , at least as Terry is .
+ Her chain combos are easy to perform , and her 2 hits C allows to take 
time , performing combos . You can really combo easily her DM ( at leat 
M. Typhoon and M. Dynamite Swing ) .
+ Her crouch D goes under some projectiles ( Kensou , Athena ... )
+ Mary is an powerfull character because she owns every advantages of 
each kind of fighting style . She has a command throw ans is then 
dangerous at close range . She's really good in combo-ing and owns a 
deadly 100 % . Reversals and various good panoply of basic attack , can 
allows her to turtle ... The M.Snatcher is the best move in the game to 
counter air attacks so ... I think we can say that she's overpowered . 

Smiley Section :
	( Benimaru , Terry 
	( Yamazaki , Iori

Interruptables :
	Standing far : none
	Standing close : ABCD
		Comment : standing C is a 2 hits that can be interrupted on 
either hit
	Crouching : AC


Combo section :
	Basic classic scheme

	=> ( !) (*) (**) Jumping D Close Standing C (2 hits) any special 
or (S)DM excet QCF + P/K
	
	But Mary can also add fw + A after the close C :

	=> ( !) (*) (**) Jumping D Close Standing C (2 hits ) fw + A , 
then 
-- HCF + C 
-- QCF , HCB + P (M.Splash Rose) 
		-- QCF x2 + P

	Don't forget that the corner allows to juggle with the M.Snatcher 
after the M.Head Buster

	=> ( !) */** dn+B , dn+A x2 , HCBx2 + K

	She can also juggle after her reversal D with :
		-- 1 hit standing C , DP + K , DP + K
		-- QCF , HCB + P
		-- QCF x2 + K ( need to take the opponent very late )

Mary hence owns a deadly 100 % :
	Conditions : MAXed , one crystal stored or life bar flashing red


	=> ** Jumping D , Close C (2 hits) , fw + A , QCF HCB + P , DP + K 
DP + K
		Comment : the Vertical Arrow won't hit but the Snatcher will 
grab .



==> BILLY KANE ( '97 Special Team ) <==

Throws : 
	+ Fish Toss : close fw/bk + C
	
Command attacks :
	+ Mid thrust : fw + A
	+ Hell Drop : fw + B

Special moves : 
	+ Senpuu Kon : Tap A
		Comment : cancels projectiles 

	+ Jyou Ten Reha Kon : Tap C
	+ Senen Sa Kon : DP + P then Kaen Sansetsu Kon 
	+ Kaen Sansetsu Kon : HCF + P then QCF + P
	+ Kyoretsu Hisho Kon : DP + K
		Comment : you can move forward or backward .

	+ Ka Ryu Tsuigeki Kon : QCB + B (reversal)
		Comment : blocks ground pokes

	+ Sui Ryu Tsuigeki Kon : QCB + D (reversal)
		Comment : air attacks block and sweeps

Desperation Moves :
	+ Cho Kaen Senpuu Kon : QCF , HCB + P
		Comment : cancels projectiles . In the corner , you can 
juggle with the DP + A .

	+ Tai Senpuu Kon : QCF x2 + P

About Billy ...

Smiley Section :
	( Terry , Andy , Yamazaki , Iori 
	( Others
	

Interruptables :
	Standing far : A
	Standing close : ABCD
	Crouching : C


Combo section :
	Billy is a limited combo character :

	=> ( !) Jumping D , Crouching C , HCF + P , QCF + P

	=> ( !) (**) Crouching C then 
-- DP + P 
-- Tap A/C 
-- QCF x2 + P

	=> ( !) Dn + B , Standing B , DP +C  

	Billy can dizzies his opponent with the following :

	=> DP + K (3 hits) , Dn+C , HCF + A , QCF + A


==> IORI YAGAMI ( Solo Entry ) <==

Throws :
	+ Saka Hagi : close , fw/bk + C
	+ Saka Saka Hagi : close , fw/bk + D

Command attacks :
	+ Double Knuckle Smash : fw + A'A
	+ Double Overhead Kick : fw + B (overhead)
	+ Reverse Kick : in air , bk + B
		Comment : a crossup kick .

Special Moves : 
	+ 108 Yami Barai : QCF + P
	+ 207 Aoi Hana : QCB + P ( x3 )
	+ 100 Shiki Oniyaki : DP + P
		Comment : the A version doesn't knock down no more .

	+ 212 Shiki Kototuki In : HCB + K
		Comment : slower than the '96 version ...

	+ Kuzu Kaze : close , HCF + P
Comment : after this move , Iori can hit his opponent with a Standing C 
and follow up with a DM or another attack ... In the corner , he can use 
this grab another time after the standing C

Desperation Moves :
	+ Kin 1211 Shiki Yaotome : QCF , HCB + P
Comment : Goes under some projectiles , such as Kensou/Athena's and owns 
a great priority , generally speaking ...

	+ Ura 108 Yattsu Sakazuki : QCB HCF + P
Comment : Doesn't damage but freeze the opponent for a short time . Iori 
could do whatever he wants ... This is NOT combo-able . There is a way 
to delay this attack (à la Kyo) : just do it using B+C or C+D


About Iori ...

Smiley Section :
	( Chang , Choi
	( Chizuru , Yashiro , Shermie , Chris
	
Interruptables :
	Standing far : C
	Standing close : ABC
	Crouching : ABC


Combo section :
	Scheme :

	=> ( !) (*) (**) Jumping D , Close Standing C , any special move , 
or QCF  HCB + P (S)DM

The HCF + P in the corner allow to juggle with C and QCB x2 + P , then C 
again etc ... but not to do the old '96 infinite . Don't forget to combo 
after the QCF x2 (S)DM

	=> ! (*) (**) QCB + A , QCB + A then DP + A or QCF HCB + P
		Comment : only the second QCB + A have to hit . Hard to pull 

off .

	=> Crossup bk + B , Close Standing B , Fw + A'A , QCB + P x3

	Corner scum gale

=> ! (*) (**) connect HCF + P then QCB + A , QCB + A , Close Standing C 
, QCB + A , QCB + A Close    Standing C QCF , HCB + P

	Another Corner scum gale , who dizzies 

	=> !  Crossup bk+B , Close Standing C , HCF+C , Close standing C , 
HCF + C , QCB + C x3


==> SHINGO YABUKI ( Solo Entry ) <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Command attacks :
	+ Axe Kick : fw + B
		Comment : same as Kyo's one , but not an overhead .

Special Moves :
	+ Mikansei Ara Kami : QCF + A
		Comment : better use this one in the corner ...

	+ Mikansei Doku Kami : QCF + C
		Comment : knock downs the opponent 

	+ Mikansei Oniyaki : DP + P
		Comment : same as Kyo , with no fire , but owns an autoguard 
.

	+ 101 Privations : QCB + K
Comment : the D version need to be combo -ed in the corner ( like 
Shingo' specials , in general ) , hence , all the three kicks , will hit 
. Can be used as an anti air .

	+ Shingo Kick : HCF + K (overhead)
Comment : a good range , and good recovery , allowing Shingo to use this 
, in a pressing sequence . The Shingo Kick owns a special overhead 
property : if the first point of contact of the kick hits , he will 
knock downs crouched opponent , but not if the second point of impact 
hits .

Desperation Moves :
	+ Cho Kototuki You : QCF x2 + P
Comment : really need to be comboed ! You can juggle after it , 
especially in the corner , with a standing D , or a DP . Be carefull , 
this move as really low priority . On the other side , it is really 
powerfull ... And allows to perform a guard crush with the SDM , so if 
you have another bar stored , you can combo another one right after the 
crush !

	+ Burning Shingo : QCB , HCF + P

About Shingo...
	+ Standing C break the opponent's low guard
	+ Standing D has a descent anti air priority , and his far enough 
to be used in a pressing .
	+ Shingo generate a lots of criticals hits : immediatly attack , 
if you're at good range .

Smiley Section :
	( Yashiro , Shermie , Chris , Yamazaki , Iori
	( Others

Interruptables :
	Standing far : A
	Standing close : ABCD
	Crouching : ACD


Combo section :
	Scheme :

	=> ( !) (*) (**)  Jumping D , Close Standing/Crouch C , any 
special move/(S)DM
		Comment : you need the corner condition to combo the 3 hits 
of the D version of 101 Privations . 

	=> ( !) ** QCF x2 + P , when the opponent is blocking then :
		-- QCF x2 + P
		-- any special/(S)DM

	=> ( !) ** dn + B , dn +C , QCB HCF + P

Shingo owns a 100 %
	Conditions : MAXed and 2 crystals stored or life bar flashing red

	=> ! ** Jumping C , Crouch C , QCF x2 + P , HCB + D
		Comment : in fact you can use the Standing D , the DP + P or 
the HCB + K to end this combo ...



==> OROCHI YASHIRO <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Special moves : 
	+ Slam attack : close , HCF + P
	+ Grab attack : close , HCB , fw + P
	+ Running Grab : HCF + K
	+ Leaping Stunner : QCB + P
Comment : This move doesn't damage the opponent lifebar and works like 
Iori's HCF + P . After this , you're in the opponent back , therefore , 
think about using another grab , even (S)DM . An interesting tactic 

could be : crouch D , interrupted , then QCB + A .

Desperation moves : 
	+ Super Grab : close : HCB x2 + P
	+ QCF x2 + P
		Comment : tap P to power up

	+ Super Grab Two : close : HCF x2 + P

About Orochi Yashiro ...

Combo section :
	O.Yashiro has also a limited number of combos :

	=> ( !) (*) (**) Jumping D , Close standing C/D then HCF+P or HCB 
fw + P or HCB x2/HCF x2 + P



==> OROCHI SHERMIE <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Special moves :
	+ Electric Kiss : HCF + A/B/C/D
Comment : set the distance with the right button . Interesting because 
you can use the kiss as Leona's ball , this mean that as the opponent is 
caught by the kiss , you can attack him . With combo of course , and 
even with the An Ko Ku Raikoken (S)DM ...

	+ Electric Slash : QCB + P
	+ Electric Drill Kick : QCB + K
	+ Electic Flip : in air , QCF + K

Desperation moves :
	+ Dark Lighting Fist ( An Ko Ku Raikoken ) QCF x2 + P
		Comment : same as Benimaru .

	+ Super Drill Kick Style : QCF , HCB + K

About Orochi Shermie ...

Combos section :
	Few combos .... 

	=> */**  Jumping D , Close Standing C , QCF x2 + P or QCB x2 + P . 
Also HCF + A
.
	If you are close to the opponent :

	=> */** HCF + B  then
		-- dn+C , QCF x2 + K
		-- Close Standing C , fw+B , QCF x2 + P

	=> Crossup C , dn+C , fw+B , QCB + P


==> OROCHI CHRIS <==

Throws :
	+ close bk/fw + C
	+ close bk/fw + D

Special moves :
	+ Fire Clouds : QCF + P
	+ Leap : QCB + P
	+ Special throw : close , HCF + P
	+ Uppercut : DP + P
	
Desperation moves :
	+ Kyo Like Super : QCB , HCF + P
	+ Purple Cloud Super : QCF x2 + P

About Orochi Chris ...

Combos section :

	=>( !) (*) (**) Jumping C/D , Standing C , Fw+A then DP + P or HCF 
+ P . If HCF + P , follow with 
		-- DP + A
		-- Standing CD
		-- any DM

	=> ( !) (*) (**) dn+B , dn+A , fw+A , HCF+C , any dance juggle

	=> */** QCF + P , dash forward , fw+A ; QCB HCF + P

=> ( !) (*) (**) dn + D , then as the opponent recovers : dash forward , 
QCB + P , fw+A , HCB + P , any dance juggle

	=> ! (*) (**) QCB + P , dn+B , dn+A , fw+A , HCF + C , any dance 
juggle 

	O.Chris owns a 100% combo :

	=> ! ** QCF + P , QCB + P , Close standing C , fw+A , HCF + C , 
QCF x2 + P	


==> OROCHI IORI <==

About this ?# !*£$ ...

Smile***********
*
***
***

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*
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************************************************************************
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**********************************************************bk , fw + K 
then 
		-- dn , up + P
		-- jump , QCF HCB + A 

	=> ( !) */**  Jumping C , Jumping D , QCF HCB + A



	Credits and KOF references

* The King of fighters mailling list : kof-ml@umich.edu
	Where you can find a looooottt of information from a looottt of 
KOF addicts ... Thanx to all of U !


* Olivier : fj891558@er.uquam.ca
For his master spirit ;) , lots of stupids ideas :p , criticy this faq 
preview , testing few things and correcting a lot of errors/mistakes !

* Matt Hall aka Sie Kensou : Kensou@aol.com
	To allow me to include some info from his combo faq . A reallyyy 
ggoooood work ! Yes !
		http://www.geocities.com/TimesSquare/Arcade/9873/		

* mOOnrun : moonrun@pacific.net.sg
Note that the whiff infinite combos basis is from him ! check his web 
page here :
		http://home2.pacific.net.sg/~moonrun/index.html

* Sheila aka YuriMai : YuRiMai@netcom.ca
	RER !One of the best KOF référence. Check the Queen of Fighter 
garbage here :
		http://tor-pw1.netcom.ca/~yurimai/index.html

*Andrew Seyoon Park aka Ex Andy asp@uclink2.berkeley.edu
Who written the basis faq . The best KOF référence for a beginner . Find 
it on the KOF help page , with others characters guides :
		http://www.geocities.com/TimesSquare/Alley/4810/

* David aka DRC : drcone@hotmail.com
	For sending few combos , and hosting this faq on his homepage . 
Check DRC's place here :
http ://www.mygale.org/~drcone/

* Vincent aka TITOU(T2) : t2vince@mygale.org
	He hosts this faq on his homepage . Check his KOF page at : 
http ://www.mygale.org/07/t2vince/


More to come in next updates ...
* Guard crush and maybe KO table for every characters

* More comments 'bout chracters and their basic/special/DM moves

* Grabber section

* Pressing suggestions for few characters


	Feedback ? 

Please sent comments ,  additions , like/dislike etc... or suggestions : 
you can mail me via my private e-mail at  rossetti@alpes-net.fr

This faq is just for entertainment u see ... hence it must not be used 
as a source of profit . Feel free to use it for your own , but please 
give credit when credit is due or I'll catch you and force you to play 
MK4 vs the scrubs of my local arcade center !

The King Of Fighter Player Guide v.1.1	- Last updated on 21/11/97-