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 coun******************************************************************** ********************** *********************************************** * ******************* *************************************** ************************************************************************ ************************************************************************ ************************************************************************ ************************************************************************ ********************** ... 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*********** * *** *** **************** ******************************************************************** ******************************* ********** ************************************************************************ ******************* ******************** ********************** **************** * *************** ********* *************** ************************************************************************ ********************* **********************************************************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-