<><><><><><><><><><><><><><><><><><><> <>The King of Fighters 99 Combo FAQ v1.0<> <>Written by Serpent Wave <> <>Started 12-6-99 v1.2 <> <><><><><><><><><><><><><><><><><><><> ------------------------------------------------------------------------------------------> ____ __ __ ____ '' 999999999____ ____ 999999999 /_ _// /_/ // /_ ' 999999999/ \/ /_ 99999999999 // / /-/ // /-- 99999 99/ / / /-- 99999 999999 // / / / // /__ 99999999\ / / 99999999999 - -- -- ---- 99999------ 99999 99999 99999 __ __ __ __ __ ___9999 ____99999___ __ __ ____ ___ ____ ____ / |/ // // \/ // /\|99 / /_ / // /\|/ /_/ //_ _///_ / /\ \/ __/ / |\ / // /\ // /|-- / /--/ // /|-/ /-/ / // / /_ / /--//-- / / /\ \ // / // \ / / / / / \ / / / / // / /__/ / \ \ / -- --- -- - ---- -- -- -- ---- -- - ---- -- ------ M____I____L____L____E____N____I____U____M________B____A____T____T____L____E_ /__________________________________________________________________________/ ------------------------------------------------------------------------------------------> Version History - June 12th, 1999 (v0.1): Started, made the layout and non-combo sections. - June 13th, 1999 (v0.2): Added ascii, added Controls and Motions. - August 9th, 1999 (v0.3): Fixed the layout, and half of the Movelist. - August 10th, 1999(v0.4): Finished Movelist. - August 11th, 1999(v0.5): 3/4ths of Combos Finished. - August 14th, 1999(v0.6): More Combos. >RELEASED< - August 16th, 1999(v0.7): Just Some Corrections and Cleanup of Combos. - August 28th, 1999(v0.8): Removed/Edited the Combos - December 11th, 1999(v0.9): Infinites Added, and ALOT of Combos. >RE-RELEASED< - January 8th, 2000(v1.0): FAQ completion - February 1st, 2000(v1.1): AIR/Striker Combos Added - March 6th, 2000 (v1.2): Touch-ups with Combos and Other Stuff =- DISCLAIMER -= FAQ researched and written by Serpent Wave This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and above copyright appears in full. This FAQ may not be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, guides, etc. in ANY way. This FAQ was created and owned by myself, Serpent Wave. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where credit is due. The King of Fighters '99 is (c) SNK , (c) NeoGeo Japan and (c) NeoGeo USA ------------------------------------------------------------------------------------------> This FAQ can be found at: Combo Lair http://i.am/serpent_wave GameFAQ's http://www.gamefaqs.com ------------------------------------------------------------------------------------------> Contents: 1 - Introduction 2 - Controls 2.b - Motions 2.c - Shortcuts 2.d - Legend 2.e - Movelist 3 - Combos 3.b - Infinites 4 - Credits 5 - Conclusion -----------------------------------------------------------------------------------------> Introduction: Welcome once more, everyone. To my KoF '99 Combo FAQ. I hope these combos are helpful to everyone who reads this document. However I have only one request to you regarding the infinite combos, that they not be used in excessive fashion, especially in VS matches, they are only meant to be used on CPU matches in which there's no heat whatsoever among anyone. I'm only saying this for obvious reasons, 'cause we all want a nice, safe environment to enjoy in, with no conflicts or argument, nothing but competition, and just having fun. ------------------------------------------------------------------------------------------> Controls: ub u uf up-back up up-forward b N f back NEUTRAL forward db d df down-back down down-forward (defensive crouch) (offensive crouch) A B C D Low Punch Low Kick High Punch High Kick ------------------------------------------------------------------------------------------> Controls and Motions: Dodge Slide (AB) Slide Attack (Attack during slide animation) Body Toss Attack (CD) Armor Mode (ABC)---CONSUMES 3 STOCKS Counter Mode (BCD)---CONSUMES 3 STOCKS Striker (BC)---CONSUMES 1 STRIKER STOCK MaxSlide (AB while blocking)---CONSUMES 1 STOCK CD Counter (CD while blocking)---CONSUMES 1 STOCK Hyper Jump (qcf into jump) Low Jump (Tap Jump lightly) Run (Tap F,F) Hop Backward (Tap B,B) Taunt (Press Start) SDM Mode (Automatic upon low life) Motions: QCF - D,DF,F HCF - B,DB,D,DF,F QCB - D,DB,B HCB - F,DF,D,DB,B DP - F,D,DF RDP - B, D, DB Shortcuts: QCF HCB - D,DF,F,DF,DB,B or D,DF,F,D,DB,B QCB HCF - D,DB,B,DB,DF,F or D,DB,B,D,DF,F FAQ Legend: s - Standing Attack s far - Standing Far Attack c - Crouching Attack j - Jumping Attack cX - Crossup/Crossover/Overlap Jumping Attack SA - Slide Attack (S) - Requires 1 full Power Stock (C) - Requires combo to be done near or in corner (BUG) - Combo is activated with help of a glitch/bug in the game Armor Mode: Press BCD (3 Stocks) This mode lasts around 10 seconds. You character flashes GOLD during the time limit. You will have HYPER ARMOR during this mode which means: -You will not stagger nor fall when hit by most (ground) attacks -Attacks inflict more damage -You have no DMs -Slide Attacks knock down Counter Mode: Press ABC (3 Stocks) This mode lasts around 30 seconds. Your character will flash RED during it's activity. You will have: -Unlimited DMs, however most DM's have a longer lag on startup -Attacks inflict more damage -Some Special Moves can be canceled into DM's -Slide Attacks are cancel-able Strikers: Press BC (Costs 1 Striker Stock) You start out with 3 Striker Stocks. Striker Stocks build gradually. (3 for 1st character, 4 for 2nd, and 5 for final character). Note: 1. Used up Striker Stocks Don't regenerate for the succeeding character, only one stock is added in case of striker stocks being used up. 2. Different Strikers have different purposes. Movelist Special Legend: */x - CM Cancel (Special Moves That Are Cancelable Into DM's in Counter Mode) The number of symbols indicates the number of hits for the move, "*" means cancelable, while "x" means it is incapable of cancel-ing. Capital "X" indicates the C/D version of the move. Command Attack Legend: o(u)*/x - "o" indicates an overhead attack, the letter that is enclosed indicates the blocking position of the command attack when cancel-ed from a normal attack. The "*" or "x" indicates if the move is cancel-able or not. OTG - Indicates that the move hits opponents "on the ground". AIR - Indicates that the opponent has to be airborn while performing the combo. (Refer Misc. Section for Help) o - Overhead (Must be blocked standing) u - Upper Attack (May be blocked either way, standing or crouching) l - Lower Attack (Must be blocked while crouching) * - Cancelable x - Un-cancelable **************************< K' f A o(u) x(*) f B u(u) *(*) Iron Trigger qcf P Second Shoot f B after Iron Trigger Second Shell f D after Iron Trigger Crow Bite *(A ver) dp P Crow Bite Finisher f D after Crow Bite C Minute Spike qcb K (can be done in air) Blackout qcf K Chain Drive qcf qcf P Heat Drive qcf hcb P **************************< Maxima f A o(u) x(*) * on Counter Mode df C u(u) x(*) M4 Model Vapor Cannon * qcb P SYSTEM 1: Maxima Scramble qcf A Double Bomber qcf A after SYSTEM 1: Maxima Scramble Blood Gaps qcf A after Double Bomber SYSTEM 2: Maxima Scrambler qcf C Skull Crusher qcf C after SYSTEM 2: Maxima Scramble Senton Press f K after Skull Crusher M11 Model Dangerous Arc hcf K near opp Bunker Buster qcf hcb P Maxima Revenger hcb hcb K **************************< Benimaru f B u(u) *(*) d D in the air Raijinken *-*-* qcf A (can be done in air) Upper Raijinken *-*-* qcf C (can be done in air) Iaido Kick qcf K Handou Sandan Geri *-x d u K after Iaido Kick Shinkuu Katategoma *-*-*-*-*-* qcb P Raikohken qcf qcf P Phantom Hurricane qcf qcf K **************************< Shingo f B u-u(u-u) x-*(x-*) Aragami Mikansei * qcf A Dokugami Mikansei * qcf C Oniyaki Mikansei * dp P Oboroguma Mikansei rdp K Unmastered Koto Moon Positive hcb K Shingo Kick hcf K Shingo Kinsei Ore Shiki Katogi dp K near opp *-*-x Burning Shingo qcb hcf P Ge Shiki Kake Hourin qcf qcf P **************************< Terry f A o(u) x(*) df C u(u) *(*) Power Wave * qcf A Round Wave * qcf C Rising Tackle *-x-x-x-x-X-X d u P Burn Knuckle qcb P Crack Shot qcb K Power Drive *-* dp P Power Shot *-x dp K Power Charge hcf K Power Dunk dp K canceled from Power Charge High Angled Geyser qcf qcf K Power Geyser qcb db f P **************************< Andy df A u-u(u-u) *-x(*-x) Hishoken * qcb A Geki Hishoken *-*-*-*-*-* qcb C Shoryudan *-x-x-x-x-X-X dp P Zaneiken * db f P Zaneiken Finisher * qcf P after Zaneiken Dam Breaking Fists *-*-x-x hcf P Kuuhadan hcf K Genei Shiranui qcf K in the air Shimo Agito * P after Genei Shiranui Uwa Agito K after Genei Shiranui Choreppadan qcb hcf K Ryushi Ken qcb hcf P **************************< Joe f B u(u) *(*) df B l(u) x(x) Hurricane Upper x-* hcf P Tiger Kick *-x dp K Slash Kick hcf K Muay Thai Explosion press P 4 times in under 2 seconds MTE Finisher *(A ver) qcf P during Muay Thai Explosion Golden Heel Hurter qcb K Screw Upper qcf qcf P Muai Thai Explosion qcf hcb P The Strongest qcf qcf K (hold) Low Kick In History **************************< Mai f B o(u) x(*) df B l-u(u-u) x-x(*-x) d A in the air u(u) *(*) d B in the air o x d D in the air o x Kachosen * qcf P Koyasen Tori qcb K Ryuribu *-* qcb P or cancel after Musasabi no Mai Starter d u P Musasabi no Mai Attack qcb P in air or after Musasabi no Mai Starter ??? d P after Musasabi no Mai Starter ??? d K after Musasabi no Mai Starter Hissatsu Shinobi Batchi hcf K Cho Hissatsu Shinobi Batchi qcb hcf K Pheonix Dance qcb qcb P Water Bird Dance qcf qcf P **************************< Ryo f A o(u) x(x) f B (mid/upper parry) x df B (lower parry) * in Counter Mode Koohken * qcf P Koho *-X dp P Hien Shippu Kyaku hcb K Zanretsuken f b f P Raijinsetsu qcf K Koho Senpuu Ken * qcb P Daiten Jinken qcf qcf P Ryoku Ranbu qcf hcb P Haoh Sho Koh Ken f hcf P **************************< Robert f/b A o(u) x(*) f/b B u(u) *(*) df B l-u(l-u) x-x(*-x) df K o(u) x(x) \in the air Ryugeki Ken b f P Hien Shippu Kyaku b f K Kyokugen Renbu Kyaku *-*-x-x d u P Ryuzanchen d u K Hien Shippu Joudan Kyaku qcb hcf K Ryoku Ranbu qcf hcb P Haoh Sho Koh Ken f hcf P **************************< Yuri f A o(u) x(x) f B, B u-u(u-u) x-x(x-x) Koohken qcf P (hold) Haohshokohken qcf P hold P for 1 second Raiohken qcf K 100 Violent Slaps hcb f K Cho Upper *(A ver) dp P Cho Upper Double dp P after Cho Upper C Hien Senpuu Ken qcb P (hold) Cho Masawashi Geri qcb K Shin Cho Upper qcf qcf P Hien Upper qcf qcf K Hien Houo Kyaku qcf hcb K **************************< Takuma f A u(u) *(*) b A u(u) x(*) f B o(u) x(*) df B l(l) x(*) -OTG- Koohken * qcf P Hien Shippu Kyaku db f K Zanretsuken f b f P Shoran Kyaku hcb K Moko Murai Garai x-* qcb P POW Up d d P Ryoku Ranbu qcf hcb P Shin Gayshin Geki qcf qcf P near opp Haoh Shi Koh Ken f hcf P (hold) **************************< Kyo-1 f A u(u) *(*) f B o(u) x(*) df C l(l) x(x) -OTG- Evil Exorcism * -OTG- qcf P Enigma Vessel dp K Overhauled 7-5 Bouncer qcf KK Blue Demon *-*-X qcb P Serpent Shear qcb hcf P **************************< Kyo-2 f B u-o(u-u) *-x(x-*) d C in the air o x Demon Flamer *-X dp P Rainbow Energy Dynamite Kick rdp K Koto Tsuki You * hcb K Aragami qcf A Konikuzu qcf P after Aragami Yanosabi hcb P after Aragami Migiri Ugachi P after Konikuzu/Yanosabi Nanase * K after Konikuzu/Yanosabi Dokugami qcf C Tsumi Yomi hcb P after Dokugami Batsu Yomi f P after Tsumi Yomi Freestyle qcf qcf P **************************< Shin Kyo f B o(u-u) x(x-*) df D l-l(l-l) x-x(x-x) d C in the air o x Shin Oniyaki *-X dp P Shin R.E.D Kick rdp K Koma Hofuri *-* hcb K Shin Aragami qcf A Shin Konikuzu qcf P after Aragami Shin Yanosabi hcb P after Aragami Shin Migiri Ugachi P after Konikuzu/Yanosabi Shin Nanase * K after Konikuzu/Yanosabi Shin Dokugami qcf C Shin Tsumi Yomi hcb P after Dokugami Shin Batsu Yomi f P after Tsumi Yomi Shin Nue Tumi * qcb P Style 75 Shiki Kai: Modified qcf KK Shin Orochinagi qcb hcf P Flamer Impact qcf qcf P **************************< Iori f A A u-u(u-u) *-*(*-*) f B u-o(u-u) x-x(*-*) b B in the air o x Yami Barai * qcf P Oniyaki *-*-x dp P Aoi Hana qcb P x3 Koto Tsuki hcb K Nail Gale dp K (cancelable into Aoi Hana) Scum Gale hcb f P Yaotome qcf hcb P ??? qcf qcf K **************************< Leona f/b B o(u) x(*) Moonslasher * d u P Ground Sabre *(B ver) b f K Gliding Buster * f K after Ground Sabre D X Calibur * qcb P in the air Baltic Launcher b f P Earring Bomb qcb K Heart Attack rdp K near opp Heart Attack Trigger rdp K after Heart Attack V Slasher qcf hcb P in the air Revolver Spark qcb hcf K Final Bringer qcf qcf P **************************< Ralf Vulcan Punch press P 4 times in under 2 seconds Gatling Attack *-*-X-x b f P Super Argentine Backbreaker hcf K near opp Blitzkreig Diving Fist qcf P in the air or d u P Ralf Kick hold K for at least 4 seconds Ralf Tackle *-*-X-X hcb K Vari Vari Vulcan Punch qcf hcb P Mounted Vulcan Punch qcb hcf K Galactica Phantom qcf qcf P **************************< Clark f B u(u) x(x) * in Counter Mode Gatling Attack *-X-X b f P (cancelable into Napalm Stretch) Super Argentine Backbreaker hcf K near opp Napalm Stretch dp P Frankensteiner dp K Elbow Drop qcf P after S.A.B./ Napalm Stretch/ Frankensteiner Running Tackle hcf P Running Tackle Follow Ups d d P/K Ultra Argentine Backbreaker hcb hcb P near opp Running Three hcf hcf K **************************< Whip f A x5 u-u-u-u-u x-x-x-x-x Boomerang Shoot "SC" *-x hcf P Assassin's Strike "BB" dp A/B/C/D Hook Shot "Wind" qcb P in the air Strength Shot "Superior" x-x hcb A (hold) Strength Shot "Power" *-x hcb B (hold) Strength Shot "Victory" x-x hcb C (hold) Strength Shot Cancel hcb D Desert Eagle rdp P (tap) Sonic Slaughter qcb hcf P **************************< Athena f B u-u(u-u) x-*(x-*) d B in the air o(u) *(*) Psycho Ball * qcb P Psycho Reflector("Old") * hcb B Psycho Reflector * hcb D Pheonix Arrow *-*-*-*-* qcb K in the air Psycho Sword *-*-*-*-*-*-* dp P (can be done in the air) Psychic Teleport qcf K Psycho Shoot hcf P Shining Crystal Bit hcb hcb P (can be done in the air) Crystal Shoot qcb P after Shining Crystal Bit Fang Arrow qcf qcf K in the air **************************< Kensou f A o(u) x(*) f B u(u) *(*) Sen Shippu *-x/*(C ver) qcb P Ryu Gen Ga: Earth Dragon hcf A Ryu Gen Ga: Heaven Dragon hcf C Ryu Geki Sai *-*-X rdp K Ryu Renda dp P near opp Dragon Talon Attack qcb P in the air Shin Ryu Sei Rekka Kyaku qcf hcb B Shin Ryu Tenbu Kyaku qcf hcb D Sen Ki Hakkai qcf qcf P near opp Niku Bun qcb qcb P **************************< Chin f A o(u) x(*) Hyoutan Geki *-* qcb P Ryu Rin Hou Rai *-*-*-*-X-X.. dp P Sui kan kan Dou d d P Sui kan kan Dou Follow f P Bou Getsu Sui d d K Bou Getsu Sui Follow Up 1 u B Bou Getsu Sui Follow Up 2 u D Sui kan kan Dou/Bou Getsu Sui ABCD Totsu Ken * hcf K Gau Ran Enpou qcf qcf P Gau En Shourai qcf hcb P **************************< Bao f A u(u) *(*) f B o(u) x(x) df B u(u) x(x) df D l(l) x(x) d A in the air o(o) x(x) d B in the air o(o) x(x) Psycho Ball Attack Front * qcb A Psycho Ball Attack Rise * qcf A Psycho Ball Attack Bound * qcf B Psycho Ball Attack Reflect qcb B Psycho Ball Attack Air Front qcb A in the air Psycho Ball Attack Air Bound qcf B in the air Psycho Ball Crusher Front * qcb C Psycho Ball Crusher Rise * qcf C Psycho Ball Crusher Bound qcf D Psycho Ball Crusher Reflect qcb D Psycho Ball Crusher Air Front qcb C in the air Psycho Ball Crusher Air Bound qcf D in the air Psycho Ball Attack MAX qcb qcb P Psycho Ball Attack DX f hcf K Psycho Ball Crusher SP qcb qcb K **************************< King f B o(u) x(x) df D l(u) x(x) Venom Strike * qcf B Double Strike *-* qcf D Trap Shot dp K Tornado Kick '95 hcb B Tornado Kick hcb D Surprise Rose dp P Mirage Kick *-*-*-x hcb P Mirage Dance *-*-x-x hcf P Silent Flash qcb qcb K Illusion Dance qcf hcb K **************************< Mary f/b A o(u) x(*) f/b B u-l(u-l) x-x(x-x) df B u(u) *(*) Spin Fall qcf P M. Snatcher qcf P after Spin Fall Straight Slicer *(B ver) b f K Crab Crunch qcf K after Straight Slicer Vertical Arrow *-x dp K M. Snatcher dp K after vertical Arrow Reverse Facelock qcb B (counters ground/special moves) M. Head Buster qcb D (counters jump ins) Real Counter qcb P (evade move) Real Backdrop hcf P after Real Counter M. Bulldog hcf K after Real Counter M. Typhoon hcb hcb K near opp M. Splash Rose qcf hcb P M. Dynamite Swinger qcf qcf K **************************< Kasumi f A u-o(u-u) x-x(*-*) Kasane Ate * qcf P (can be done in the air) Messhin Muto qcf B (counters ground/special moves) Sasho Inshu: qcf D (counters jump ins) Hakuzantoh *-* qcb K Tatsumaki Souda *-*-*-* hcb P ??? qcb P x3 Cho Kasane Ate qcf qcf P Atemi Nage qcf hcb P (counters physical attacks) **************************< Xiang Fei f A o(u) x(*) f B l(l) x(*) df D l(l) x(x) Ten Bao Zan *-x dp K Nanpa * qcf P Zen Chuoh qcf B Zen Chuoh Kanku qcf B after Zen Chuoh Zen Chuoh Shin Saiha qcf D ??? qcb P ??? hcb f P Majinga hcb hcb P Taitetsujin qcf hcb K Chou Pairon qcf qcf P **************************< Kim f A u-u(u-u) *-x(*-x) f B u-o x-x(x-*) Hangetsuzan (B:*-x D:*-*-*-X) qcb K Comet Crusher *-x b f K Spirit of Conquest Kick d d K (cancel into Houo Kyaku) Hienzan d u K Hienzan Finisher d D after Hienzan D Hishokyaku *-*-*-*-* qcf K in air Houo Kyaku qcb db f K Pheonix Raiser qcf qcf K **************************< Chang df A l(u) x(x) Tekkyuu Dai Kaiten press P 4 times in under 2 seconds Tekkyuu Funsai Geki * b f P Hakai Nage hcb f P near opp ??? hcf K (counter) Tekkyuu Dai Bousou qcf hcb P Tekkyuu Dai Bousatsu qcf qcf P Tekkyuu Dai Assatsu qcf qcf K **************************< Choi f A u(u) *(*) -guard crush- f B o(u) x(x) Tatsumaki Shippu Zan d u P Shi Sou Hisho Zan b f P Hisho Ku Retsu Zan d u K (release K for fake, hold for attack) Direction Change direction+button during Shi Sou Hisho Zan/ Hisho Retsu Zan Hishou Kyaku *-*-*-*-* qcf K in the air ??? qcb P Finisher f P after ??? Houou Kyaku qcf hcb K Shin ! Cho Shinkuu Zan hcb hcb P Shin ! Cho ??? qcf qcf P in the air **************************< Jhun f B u(u) x(x) d B in the air o(o) *(*) Exhaust Attack * qcb P Man'in Getsuzan *-*-*-*-*-X qcb K Kusajin d u P Falcon Stance d d A ??? * C during Falcon Stance ??? * u C during Falcon Stance Push Kick * D during Falcon Stance Tiger Stance d d B ??? * C during Tiger Stance ??? u C during Tiger Stance ??? d C during Tiger Stance Dodge D during Tiger Stance Houo Tenbu Kyaku qcf qcf K in the air Houo ????? Kyaku qcf qcf K ------------------------------------------------------------------------------------------> COMBOS:::::::: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\ K' (low) c B, c A, dp A. (basic) j/cX A/C/D, c B, c A, dp A. j/cX A/C/D, s C (2), qcf P. j/cX A/C/D, s C (2), dp A. j/cX A/C/D, s C (2), dp C, f D. j/cX A/C/D, s C (2), qcb B. (intermediate) j/cX A/C/D, s C (1), f A, qcf A. j/cX A/C/D, s C (1), f A, dp A. j/cX A/C/D, s C (1), f A, dp C, f D. j/cX A/C/D, s C (1), f A, qcb B. j/cX A/C/D, s C (1), f B, qcb B. j/cX A/C/D, s C (1), f A, qcf qcf P.(S) (expert) cX A/C/D, s A, s C (1), f A, qcb B. cX A/C/D, s A, s C (1), f B, qcb B. cX A/C/D, s A, s C (1), f A, qcf qcf P.(S) j A/C/D, s C (1), qcf A, f D, j CD.(C) j A/C/D, s C (1), qcf A, f D, dp C, f D.(C) j A/C/D, s C (1), qcf A, f D, qcf qcf P.(C)(S) qcf P (no hit), f D, hcf D, qcf P, f B.(AIR) c D, C Throw, Striker OTG, D Throw.(Iori Striker) (counter mode) SA, dp C, f D. SA, qcb B. (armor mode) SA, SA, SA, SA, SA, SA, SA, SA, dp C, f D.(AIR) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Maxima (low) c B, qcf A x3. c B, qcf C, qcf C, f D. c B, hcb hcb K.(S) (basic) j A/B/C, s C (2)/D, hcf K. j A/B/C, s C (2)/D, qcb A. j A/B/C, s C (2)/D, qcf A x3. j A/B/C, s C (2)/D, qcf C, qcf C, f K. j A/B/C, s C (2)/D, hcb hcb K.(S) (intermediate) j A/B/C, s C (1), df C, hcf K. j A/B/C, s C (1), df C, qcb A. j A/B/C, s C (1), df C, qcf A x3. j A/B/C, s C (1), df C, qcf C, qcf C, f K. j A/B/C, s C (1), df C, hcb hcb K.(S) (expert) cX C, s C (1), df C, hcf K. cX C, s C (1), df C, qcb A. cX C, s C (1), df C, qcf A x3. cX C, s C (1), df C, qcf C, qcf C, f K. cX C, s C (1), df C, hcb hcb K.(S) cX C, c B, qcf A x3. cX C, c B, qcf C, qcf C, f D. cX C, c B, hcb hcb K.(S) (counter mode) SA, qcf A x3. SA, qcf C, qcf C, f K. SA, hcb hcb K. s C (1), df C, qcb A, qcf hcb P.(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Benimaru (low) c B, c B, c B, qcf K. c B, qcf D, d u K.(C) (basic) j A/D, s C/D, qcf K. j A/D, s C/D, qcf A. j A/D, s C/D, qcb P. j A/D, s C/D, qcf qcf A.(S) j A/D, s C/D, qcf qcf K.(S) j A/D, c B, c B, qcf qcf A.(S) cX D, s C/D, qcf K. cX D, s C/D, qcf A. cX D, s C/D, qcb P. cX D, s C/D, qcf qcf A.(S) cX D, s C/D, qcf qcf K.(S) cX D, c B, c B, c B, qcf qcf A.(S) (expert) cX D, c A, s D, qcf A. cX D, c A, s D, qcb C. cX D, c A, s D, qcf qcf A.(S) cX D, c A, s D, qcf qcf B.(S) j d D (3), qcf qcf P.(AIR)(S) (counter mode) c B, qcf C(1/2), qcf qcf A. c B, qcf B, d u K (1), qcf qcf K. SA, qcf A (2), qcf qcf K.(C) SA, qcb P (3/6), qcf qcf K. j A/D, s C/D, qcf A (2), qcf qcf K.(C) j A/D, s C/D, qcb P (3/6), qcf qcf K. cX D, s C/D, qcf A (2), qcf qcf K. cX D, s C/D, qcb P (3/6), qcf qcf K. cX D, c A, s D, qcb C (6), qcf qcf K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Shingo (low) c B, f B (2), hcb B. c B, s A, rdp K. s B, s B, dp K, dp P. s B, s B, dp K, rdp D. (basic) j B/C/D, s C/D, qcf A. j B/C/D, s C/D, qcf C. j B/C/D, s C/D, qcf D. j B/C/D, s C/D, hcb K. j B/C/D, s C/D, qcf qcf P.(S) j B/C/D, s C/D, qcb hcf P.(S) cX B/D, s C/D, qcf A. cX B/D, s C/D, qcf C. cX B/D, s C/D, qcf D. cX B/D, s C/D, hcb K. cX B/D, s C/D, qcf qcf P.(S) cX B/D, s C/D, qcb hcf P.(S) (intermediate) j B/C/D, s C/D, f B, qcf C. j B/C/D, s C/D, dp K, dp P. j B/C/D, s C/D, dp K, rdp K. j B/C/D, s C/D, dp K, hcb B. cX B/D, s C/D, f B (2), hcf B. cX B/D, s C/D, dp K, dp P. cX B/D, s C/D, dp K, rdp K. cX B/D, s C/D, dp K, hcb B. cX B/D, c B, f B, hcb B. (expert) cX B/D, c B, s B, c A, hcb B. cX B/D, c B, s C, f B, qcf C. cX B/D, c B, s C, f B, rdp B. cX B/D, c B, s C, hcb K. cX B/D, c B, s C, qcf qcf P, j D.(S) cX B/D, c B, s C, qcb hcf P.(S) (counter mode) s B, dp K (2), qcf qcf A, rdp D. SA, f B, qcf C. SA, rdp K. SA, f B, hcb K. SA, qcf A, qcf qcf P. SA, qcf A, qcb hcf P. j B/C/D, s C/D, qcf A, qcf qcf P. j B/C/D, s C/D, qcf A, qcb hcf P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Terry (low) c B, c B, c B, s B. c B, c A, dp P. c B, c A, d u P. c B, df C, qcb A. c B, df C, qcb B. c B, df C, hcf B, dp K. c B, df C, qcb db f P.(S) c B, df C, qcf qcf K.(S) c B, c A, df C, qcb A. c B, c B, df C, hcf B, dp K. c B, c B, df C, qcb db f P.(S) c B, c B, df C, qcf qcf K.(S) c B, c A, df C, qcb A. c B, c A, df C, qcb B. c B, c A, df C, hcf B, dp K. c B, c A, df C, qcb db f P.(S) c B, c A, df C, qcf qcf K.(S) (basic) j A/C/D, s C (2)/D, qcf A. j A/C/D, s C (2)/D, qcb A. j A/C/D, s C (2)/D, qcb B. j A/C/D, s C (2)/D, dp P. j A/C/D, s C (2)/D, dp K. j A/C/D, s C (2)/D, hcf B, dp K. j A/C/D, s C (2)/D, qcb db f P.(S) j A/C/D, s C (2)/D, qcf qcf K.(S) cX C/D, s C (2)/D, qcf A. cX C/D, s C (2)/D, qcb A. cX C/D, s C (2)/D, qcb B. cX C/D, s C (2)/D, dp P. cX C/D, s C (2)/D, dp K. cX C/D, s C (2)/D, hcf B, dp K. cX C/D, s C (2)/D, qcb db f P.(S) cX C/D, s C (2)/D, qcf qcf K.(S) (intermediate) j A/C/D, s C (2)/D, f A, qcb A. j A/C/D, s C (2)/D, f A, qcb B j A/C/D, s C (2)/D, f A, hcf B, dp K. j A/C/D, s C (2)/D, f A, qcb db f P.(S) j A/C/D, s C (2)/D, f A, qcf qcf K.(S) cX C/D, s C (2)/D, f A, qcb A. cX C/D, s C (2)/D, f A, qcb B cX C/D, s C (2)/D, f A, hcf B, dp K. cX C/D, s C (2)/D, f A, qcb db f P.(S) cX C/D, s C (2)/D, f A, qcf qcf K.(S) cX C/D, s C (2)/D, df C, qcb A. cX C/D, s C (2)/D, df C, qcb B cX C/D, s C (2)/D, df C, hcf B, dp K. cX C/D, s C (2)/D, df C, qcb db f P.(S) cX C/D, s C (2)/D, df C, qcf qcf K.(S) (expert) j A/C/D, c B, c A, dp P. j A, c B, c A, df C, hcf B, dp K. j A, c B, c A, df C, qcb db f P.(S) j A, c B, c A, df C, qcf qcf K.(S) cX C/D, c B, c A, dp P. cX C/D, c B, c A, df C, hcf B, dp K. cX C/D, c B, c A, df C, qcb db f P.(S) cX C/D, c B, c A, df C, qcf qcf K.(S) cX C/D. c B, c B, s far A, df C, hcf K, dp K. cX C/D. c B, c B, s far A, df C, qcb db f P.(S) cX C/D, s A, s far A, s far A, s far A, df C, hcf K, dp K. SA (Last Frame), s D, hcf K, dp K.(C) qcb D, j B/C.(AIR) qcf C, qcb A.(AIR) qcb D (Connects During 2nd Upper), j CD (After 3rd Upper).(Yuri Striker) hcf B (Connects After First Upper), qcf C (Connects After Final Upper), d u C.(Yuri Striker)(C) (counter mode) c B, dp A (1), qcf qcf B. c B, d u C, qcf qcf K. c B, df C, qcf A, qcf qcf D.(C) SA, qcb A. SA, qcb B. SA, qcf A, qcf qcf K. SA, f A, hcf K, dp K. SA, df C, hcf K, dp K.(C) cX C/D, c A, df C, qcf A, qcf qcf K. cX C/D, s C (2)/D, qcf A, qcf qcf K. j A/C/D, s C (2)/D, qcf A, qcf qcf K. j A/C/D, c A, df C, qcf A, qcf qcf K.(C) (armor mode) SA, SA, SA, SA, SA, SA, SA, SA, qcb A.(AIR)(C) (100% Combo) Striker, s far A, s far A, s far A, s far A, s far A, df C, qcb db f P.(Life on Red)(S)(K' Striker) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Andy (low) c B, s B, dp A. c B, s B, df A (1), db f A, qcf P. c B, s B, df A (1), qcb hcf P. (basic) j A/D, s C (1), qcb A. j A/D, s C (1), dp P. j A/D, s C (1), db f C, qcf P. j A/D, s C (1), qcb hcf P.(S) cX A, s C (1), qcb A. cX A, s C (1), dp P. cX A, s C (1), db f C, qcf P. cX A, s C (1), qcb hcf P.(S) (intermediate) j A/D, s C (1), hcf P, run in dp P. j A/D, s C (1), hcf P, qcb A. j A/D, s C (1), hcf P, hcf K. j A/D, s C (1), hcf P, jump qcf K. j A/D, s C (1), hcf P, qcb hcf K.(S) cX A, s C (1), hcf P, run in dp P. cX A, s C (1), hcf P, qcb A. cX A, s C (1), hcf P, hcf K. cX A, s C (1), hcf P, jump qcf K. cX A, s C (1), hcf P, qcb hcf K.(S) (expert) j A/D, s C (1), df A (1), db f C, qcf P. j A/D, s C (1), df A (1), qcb hcf P.(C)(S) j A/D, s C (1), hcf P, df A (1), dp P. j A/D, s C (1), hcf P, df A (1), hcf D. j A/D, s C (1), hcf P, df A (1), qcb hcf K.(S) cX A, s C (1), df A (1), db f C, qcf P. cX A, s C (1), df A (1), qcb A. cX A, s C (1), df A (1), qcb hcf P.(S) cX A, s C (1), hcf P, df A (1), dp P. cX A, s C (1), hcf P, df A (1), hcf D. cX A, s C (1), hcf P, df A (1), qcb hcf K.(S) (counter mode) c B, s B, df A (1), db f A, qcb hcf P. SA, dp P. SA, hcf K. SA, df A (1), db f A, qcb hcf P. SA, hcf P (2), qcb hcf P. SA, hcf P (2), qcb hcf B. j A/D, s C (1), hcf P (2), qcb hcf P.(C) j A/D, s C (1), hcf P (2), qcb hcf K.(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Joe (low/basic) c C, c B. c B, c B, c B, s B. c B, c A, dp B. c B, c A, tap P, qcf P. c B, c A, qcf qcf A.(S) c B, c A, qcf hcb P.(S) (intermediate) j A/C/D, s C/D, hcf A. j A/C/D, s C/D, hcf K. j A/C/D, s C/D, dp K. j A/C/D, s C/D, tap P, qcf C. j A/C/D, s C/D, qcf qcf P.(S) j A/C/D, s C/D, qcf hcb P.(S) cX D, s C/D, hcf A. cX D, s C/D, hcf K. cX D, s C/D, qcb B. cX D, s C/D, dp K. cX D, s C/D, tap P, qcf C. cX D, s C/D, qcf qcf P. cX D, s C/D, qcf hcb P. (expert) j A/C/D, s C/D, f B, hcf B. j A/C/D, s C/D, f B, qcf hcb P.(S) j A/C/D, s C/D, qcf qcf K.(Life On Red)(S) cX D, s C/D, f B, hcf B. cX D, s C/D, f B, qcf hcb P. (counter mode) SA, dp K. SA, tap P, qcf P. SA, f B, hcf B. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Mai (low/basic) c B, s B, qcb C. c B, s B, df B (1), qcf A. c B, s B, df B (1), qcb P. c B, s B, df B (1), qcb K, qcb C. (intermediate) j/cX C/D, s C/D, qcb P. j/cX C/D, s C/D, hcf K. j/cX C/D, s C/D, qcf P. j/cX C/D, s C/D, qcb hcf K.(S) j/cX C/D, s C/D, qcf qcf P.(S) (expert) j/cX C/D, s C/D, df B (1), qcb P. j/cX C/D, s C/D, df B (1), hcf K. j/cX C/D, s C/D, df B (1), qcf P. j/cX C/D, s C/D, df B (1), qcb K, qcb P. j/cX C/D, s C/D, df B (1), qcb hcf K.(S) j/cX C/D, s C/D, df B (1), qcf qcf P.(S) (counter mode) c B, s B, df B, qcf A, qcb hcf D. c B, s B, df B, qcb C, qcb hcf D. SA, df B (1), qcb P (1), qcb hcf D. SA, df B (1), qcf P, qcb hcf D. SA, df B (1), hcf K. SA, df B (1), qcb K, qcb P. j/cX C/D, s C/D, df B (1), qcb C (1), qcb hcf D. j/cX C/D, s C/D, df B (1), qcf A, qcb hcf D. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Ryo (low) c B, c B, c B, s B. c B, s A, dp A. c B, s A, qcf qcf P.(S) c B, c C, dp A. c B, c C, hcb K. c B, c C, qcf qcf P.(S) (basic) j A/C/D, s C/D, qcf A. j A/C/D, s C/D, hcb K. j A/C/D, s C/D, dp P. j A/C/D, s C/D, qcf qcf P.(S) (intermediate) cX C, s C/D, qcf A. cX C, s C/D, hcb K. cX C, s C/D, dp P. cX C, s C, f b f P. cX C, s C/D, qcf qcf P.(S) (expert) cX C, c B, c C, hcb D. cX C, c B, c C, dp A. cX C, c B, c C, qcf A. cX C, c A, c B, c C, hcb D. cX C, c B, c C, qcf qcf P.(S) (counter mode) c B, s A, dp C (1), qcf qcf A. SA, qcf A. SA, hcb K. SA, dp C (1), qcf qcf A. (armor mode) SA, SA, SA, SA, SA, SA, SA, SA, f b f P.(AIR)(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Robert (low) c B, c A, d u P, d u K. (basic) j A/C/D, c C, b f K. j A/C/D, c C, d u P, d u K. (intermediate) cX B, c C, b f K. cX B, c C, d u P, d u K. cX , c C, qcb hcf K.(S) (counter mode) c B, c A, d u P (2), qcf hcb P. c B, c A, d u P (2), qcf hcb K. SA, b B, b f K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Yuri (low) c B, s/c C, qcb B. c B, s/c C, dp C, dp P. c B, c B, c B, s B. c B, c A, dp C, dp P. c B, c A, qcf qcf P.(S)(C) (basic) j A/C/D, c B, dp A. j A/C/D, s C/D, dp C, dp P. j A/C/D, c B, c A, qcf qcf P.(S) j A/C/D, s C/D, qcf hcb K.(S) (intermediate) cX D, c B, dp A. cX D, s C/D, dp C, dp P. cX D, c B, c A, qcf qcf P.(S) cX D, s C/D, qcf hcb K.(S) (expert) qcb A (Last Frame), s C, qcb B.(C) cX D, c B, c C, dp C, dp P. cX D, c B, c C, qcf hcb K.(S) cX D, c B, c A, qcf qcf A.(S) qcb A (Last Frame), s C, qcf hcb K.(S)(C) (counter mode) SA, dp C, dp P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Takuma (low) c B, c B, c B, s B. c B, c A, f A, qcf A. c B, c A, f A, qcf hcb A, df B.(S) (basic) j A/D, s/c C, qcf A. j A/D, c C, db f D, qcf A. j A/D, c C, db f D, f b f P. j A/D, c C, db f D, qcb A. j A/D, s C, qcf hcb A.(S) (intermediate) cX D, c B, c B, c A, f A, qcf A. cX D, c B, c B, c A, f A, qcf hcb A.(S) cX D, s/c C, f A, qcf A. cX D, s/c C, f A, qcf hcb A.(S) (expert) j A/D, s/c C, f A, qcf A. j A/D, s/c C, f A, qcf hcb A, df B.(S) cX D, s A, s C, f A, qcf A. cX D, s A, s C, f A, qcf hcb A, df B.(S) cX D, s/c C, f A, qcf A. cX D, s/c C, f A, qcf hcb A, df B.(S) (counter mode) c B, c A, f A, qcf C, qcf hcb A, df B. SA, qcf A, qcf hcb A, df B. j A/D, s C, f A, qcf C, qcf hcb A, df B. cX D, c B, c B, c A, f A, qcf C, qcf hcb A, df B. cX D, s C, f A, qcf C, qcf hcb A, df B. cX D, s C, f A, qcf C, qcf hcb A, df B. (armor mode) j D, c C, db f D, SA, SA, SA, SA, SA, f b f P, df B.(C) (bug) c D, qcf A, j CD. *Note: The c D must connect with the very tip of Takuma's foot, and the fireball must not connect in order for the j CD to be unblockable. j D, c C, db f D, s CD, f hcf A, hcb B.(S) *Note: The Haoshikohken will connect if they R.Roll, however, if he/she doesn't roll, you can run over and hit them with a df B. *Exp: The hcb B breaks the opponent's guard for a moment, just enough for the Haoshikohken to connect. cX D, s A, s C, f A, qcf hcb A, qcf A, hcb B.(S) *Note: This combo is R.Roll-able. *Exp: The hcb B breaks the opponent's guard for a moment, just enough for the fireball to connect. D Throw, qcf A, hcb B. *Exp: The hcb B breaks the opponent's guard for a moment, just enough for the fireball to connect. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Kyo-1 (low) c B, c B, s B. c B, c B, s B, dp K, df C. (basic) j/cX B/C/D, s C, qcf C. j/cX B/C/D, s C, dp D, qcf P. j/cX B/C/D, s C, dp D, df C. (intermediate) j/cX B, c B, c B, s B, dp B, df C. j/cX B/C/D, c B, c A, dp K, qcf P. j/cX B/C/D, s C, f A, dp K, qcf P. (expert) j B, s C, qcf DD, qcb P (2/3), qcf A. j B, s C, qcf DD, qcb P (2/3), df C. j B, s C, qcf DD, dp D, qcf A. j B, s C, qcf DD, dp D, df C. j B, s C, qcf DD, f B, df C.(C) j B, s C, qcf DD, qcb hcf P.(S)(C)(Life on Red) (counter mode) SA, f A, dp K, qcf P.(C) j B, s C, qcf DD, qcb hcf P, df C. j B, s C, qcf DD, qcb hcf P, qcf A. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Kyo-2 (low/basic) c B, s A, dp A. c B, s A, hcb B. c B, s A, f A (2), qcf C. (intermediate) j/cX B/C/D/d C, s C/D, dp A. j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P. j/cX B/C/D/d C, s C/D, qcf A, qcf P, K.(C) j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P.(C) (expert) cX B/C/D/d C, s C, f B, qcf C. cX B/C/D/d C, s C, qcf qcf P.(S) s D, s D, s D, qcf qcf P.(King Striker) (counter mode) SA, dp A. SA, hcb B. cX B/C/D, c A, dp C (1), qcf qcf P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Shin Kyo (low) c B, s A, df D. c B, s A, dp A. c B, s A, hcb B. c B, s C, df D. c B, s C, dp A. (basic) j/cX B/C/D, s C/D, dp A. j/cX B/C/D, s C/D, qcf C, hcb P, f P. j/cX B/C/D, s C/D, qcf A, qcf P, K.(C) (intermediate) cX B/C/d C, c B, s C, qcf C, hcb P, f P. cX B/C/d C, s C, f B, qcf C, hcb P, f P. cX B/C/d C, s C, hcb B. cX B/C/d C, c B, s A, hcb B. (expert) j B/C/D, s C/D, qcf DD, dp C.(C) j B/C/D, s C/D, qcf DD, rdp B.(C) j B/C/D, s C/D, qcf DD, qcf qcf P.(C)(S) j B/C/D, s C/D, qcf DD, qcf BB, rdp B.(C) j B/C/D, s C/D, qcf DD, qcf A, s C.(C) j B/C/D, s C/D, qcf DD, qcf A, dp C.(C) cX d C, s B, s A, s C, qcf C, hcb P, f C. j B, s C, qcf A, qcf P, K, s C.(C) (counter mode) SA, dp A. SA, hcb B, qcf qcf P.(C) j B, s C/D, dp C (1), qcf qcf P. j B/C/D, s C/D, qcf DD, qcb hcf P.(C) j B/C/D, s C/D, hcb B, qcf qcf P. j B/C/D, s C/D, qcf DD, hcb B (2nd hit), qcf qcf P (2nd hit).(C) hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, qcf qcf P.(BUG)(C)(Not on all characters) (bug) hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, s C.(C)(Not on all characters) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Iori (low) s B, hcb f P, f A, qcb C x3 s B, dp A. s B, f A, qcb C x3 c B, s B, dp A. c B, s B, f A, qcb C x3 c B, s B, f A, qcf hcb P.(S) (basic) j A/C/D, s C, dp A. j A/C/D, s C, qcf P. j A/C/D, s C, hcb B. j A/C/D, s C, qcb P x3 j A/C/D, s C, qcf hcb P.(S) (intermediate) cX b B, s C, dp A. cX b B, s C, qcf P. cX b B, s C, hcb B. cX b B, s C, qcb P x3 cX b B, s C, qcf hcb P.(S) (expert) j A/C/D, s C, f A, qcb C x3 j A/C/D, s C, f A, qcf hcb P.(S) cX b B, c B, s B, f A, qcb P x3 cX b B, c B, s B, dp A. cX b B, c B, s B, f A, qcf hcb P.(S) cX b B, s A/B, hcb f P, f A, qcb C x3. cX b B, s A/B, hcb f P, f A, qcf hcb P.(S) cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcb C x3 (opp near corner) cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcf hcb P. (opp near corner) (counter mode) SA, qcb P x3 SA, qcf A, qcf qcf K. j A, s C, qcf A, qcf qcf K. cX b B, s C, qcf A, qcf qcf K. cX b B, s A/B, hcb f P, s C, qcf A, qcf qcf K.(opp near corner) (bug) j A/C/D, s C, f A, qcf hcb P, qcf A, hcb f P.(S) cX b B, s C, f A, qcf hcb P, qcf A, hcb f P.(S) *Note These combos doesn't work all of the time, since it requires certain exact timing and positioning. *Exp: The hcb f P breaks the opponent's guard for a moment, just enough for the projectile to connect. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Leona (basic) j A/C/D, c C, d u C. cX C, c C, d u C. (intermediate) j A, s D (1), rdp K, c C, d u P. j A/C/D, s D (1), qcf qcf P.(S) j A/C/D, s D (2), f B, qcf hcb C.(S) j A, s D (1), rdp K, s D (1), qcf qcf P.(S) (expert) b f B, qcf qcf P.(C) b f B, j qcf hcb P.(C) b f P, qcf qcf P.(C) b f P, j qcf hcb P.(C) j A, s D (1), rdp K, s D (1), f B, qcf hcb C.(C) (counter mode) b f B, qcb hcf K.(C) b f D, f K, qcf hcb P. j A/C/D, s D (1), f B, qcb A, qcf hcb C.(C) (ToD) j C, s D (1), rdp K, j C, s D (1), f B, qcb A.(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Ralf (low) c B, hcf K.(Tap Throw) (basic) c C, b f P. c C, hcf K. c C, qcf hcb P.(S) c C, qcb hcf K.(S) (intermediate) j A/C/D, s/c C, b f C. j A/C/D, s/c C, hcf K. (expert) j A/C/D, s/c C, qcf hcb P. j A/C/D, s/c C, qcb hcf K. (counter mode) SA, hcf K. SA, qcf hcb P. j C, c A, b f C (1), qcf hcb P. (ToD) Conditions: -Corner -Ryo Striker (at least 2 Stocks) -Desperation Mode (Life Bar Flashing) -One DM Stock Striker, j C/D, s/c C, qcb hcf K, Striker (OTG), hcf K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Clark (low) c B, hcf K.(Tap Throw) c B, hcb hcb P.(Tap Throw) (basic) s C (1), hcf K, qcf P. s C (1), hcf P, d d A/B/C/D. s C (1), hcb hcb P.(S) s C (1), hcf hcf K.(S)(C) (intermediate) j A/D, s C (1), hcf K, qcf P. j A/D, s C (1), hcb hcb P.(S) (expert) j A, s C (1), b f A, b f C.(C) j A, s C (1), b f P, dp P, qcf P. j A/D, s C (1), hcf P, d d C, qcf P. b f C, dp P.(AIR) (counter mode) SA, hcf K, qcf P. SA, b f P, dp P, qcf P. SA, hcf P, d d C, qcf P. SA, hcb hcb P. j A, s C (1), b f A (1), hcb hcb P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Whip (low) c B, hcf P. c B, qcb hcf P.(S) (expert) j/cX C, s B, s B, s B, hcf C. SA, c B, hcf P. SA, c B, qcb hcf P.(S)(C) (counter mode) c B, hcf C (1), qcb hcf P. SA, hcf C (1), qcb hcf P. cX C, s B, s B, hcf C (1), qcb hcf P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Athena (low) c B, c A, dp A. c B, f B (2), dp A. c B, f B (2), qcb P.(C) c B, f B (2), hcb hcb P.(C) (intermediate) j A/C/D, s C, dp P. cX B, s C, dp P. (expert) qcf P, j qcb B (3), hcb hcb P.(C) (counter mode) SA, dp P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Kensou (low) c B, c A, rdp B. (basic) j A/C/D, s C/D, hcf P. j A/C/D, s C/D, qcf hcb B.(S) j A/C/D, s C/D, qcf qcf P.(S) (intermediate) cX B/C/D, s C/D, hcf P. cX B/C/D, s C/D, qcf hcb B.(S) cX B/C/D, s C/D, qcf qcf P.(S) (expert) j A/C/D, s C/D, dp P, hcf A. j A/C/D, s C/D, dp P, hcf C.(C) j A/C/D, s C/D, dp P, rdp K.(C) j A/C/D, s C/D, dp P, qcf K.(C) j A/C/D, s C/D, dp P, qcf K (2nd hit), qcf K (2nd hit), hcf C. (counter mode) c B, s A, qcb C (1), qcf hcb K. SA, hcf A. SA, qcb A, qcf hcb K. SA, qcb A, qcf qcf P. SA, rdp K (1), qcf hcb K.(C) SA, rdp K (1), qcf qcf P.(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Chin (basic) j C (2), s C, qcb P. j C (2), s C, dp P. j C (2), s C, qcf A (drunken). j C (2), s C, qcf qcf P.(S) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Bao (basic) j C/D/d A, c C, qcf C. (intermediate) j C/D/d A, c C, f A, qcf C.(C) (expert) df B, c C, df D.(C) f hcf K, df B, c C, qcb qcb K.(S)(S)(C) f hcf K, df B, c C, f A, qcb qcb K.(S)(S)(C)(Life On Red) (counter mode) SA, qcf C. qcb A, qcb qcb P. qcb A, qcb qcb K.(C) f hcf K, df B, c C, qcb C, qcb qcb P. (float) c B, c B, c B, c B, c B, c B, s A, d A, c C, qcb C. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| King (low) c B, s A, dp K. c B, s A, hcb P. c B, s A, hcf P. c B, s A, hcb D.(C) c B, s A, s C. (basic) j A/D, s C/D (1), qcf K. j A/D, s C/D (1), hcb K. j A/D, s C/D (1), hcb P. j A/D, s C/D (1), hcf P. j A/D, s D (1), dp K. (intermdiate) j A, c B, c A, dp K. j A, c B, c A, hcb D.(C) j A, c B, s A, s C. j A, c B, c A, hcf P. (expert) j A, s D (1), dp A, c C. j A, s D (1), dp A, hcb D. j A/D, s D (1), qcb qcb K.(S) (counter mode) s B, hcf P (2), qcb qcb K. SA, dp K. SA, hcb K. SA, hcb P (3), qcb qcb K.(C) SA, hcf P (2), qcb qcb K.(C) j A/D, s D (1), qcf B, qcb qcb K. j A/D, s D (2), hcb P (3), qcb qcb K. j A/D, s D (2), hcf P (2), qcb qcb K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Mary (low) c B, c A, dp B, dp B. c B, c A, hcb hcb K.(S) (basic) s B, qcb P, hcf P/K. j B/D, s C, f A, dp B, dp B. j B/D, s C, b A, b f B, qcf B. j B/D, s C, f A, hcb hcb K. (intermediate) cX D, s C, f A, dp B, dp B. cX D, s C, b A, b f B, qcf B. cX D, s C, f A, hcb hcb K. (expert) j B/D, s B, s C, f A, dp B, dp B. j B/D, s B, s C, b A, b f B, qcf B. j B/D, s B, s C, b A, hcb hcb K. cX D, s B, qcb P, hcf P/K. cX D, s B, s C, f A, dp B, dp B. cX D, s B, s C, b A, b f B, qcf B. cX D, s B, s C, b A, hcb hcb K. (counter mode) c B, s B, s C (2), b A, b f B, hcb hcb K. SA, dp B, dp B. SA, hcb hcb K. SA, b A, b f B, hcb hcb K. dp B (1), qcf hcb P.(C) dp B (1), qcf qcf B (1st hit only), hcb hcb K(OTG).(C) j B/D, s B, s C, b A, b f B, hcb hcb K. cX D, s B, s C, b A, b f B, hcb hcb K. (bug) qcf P, qcf P(no connect), hcb hcb K/ f C/D(OTG).(S)(AIR) qcf qcf K(1st hit only), hcb hcb K/ f C/D(OTG).(S)(AIR) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Kasumi (low) c B, s A, hcb P, j CD. c B, s A, hcb P, qcf qcf P.(S) (basic) j B/D, s C, qcf A. j B/D, s C, qcb P x3. j B/D, s C, hcb P, j CD. j B/D, s C, hcb P, qcf qcf P.(S) cX B/D, s C, qcf A. cX B/D, s C, qcb P x3. cX B/D, s C, hcb P, j CD. cX B/D, s C, hcb P, qcf qcf P.(S) (intermediate) j B/D, s C, f A (1), qcf A. j B/D, s C, f A (1), qcb P x3. j B/D, s C, f A (1), hcb P, j CD. j B/D, s C, f A (2), qcf qcf P.(S) j B/D, s C, f A (1), hcb P, qcf qcf P.(S)(C) cX B/D, s C, f A (2), qcf A. cX B/D, s C, f A (1), qcb P x3. cX B/D, s C, f A (1), hcb P, j CD. cX B/D, s C, f A (2), qcf qcf P.(S) cX B/D, s C, f A (1), hcb P, qcf qcf P.(S) (counter mode) SA, qcf A. SA, hcb P, qcf qcf P. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Xiang Fei (intermediate) j B/D, c A, f A, qcf A. j B/D, c A, s A (2), df D. (expert) j B/D, c A, c A, s A (1), f A, qcf A. j B/D, c A, c A, s A (2), df D. cX B, c A, c A, s A (2), f A, qcf A. cX B, c A, c A, s A (2), df A. hcb f P, qcf qcf P.(S) (counter mode) SA, f A, qcf A. j B, s A, f A, qcf A, qcf hcb B.(C) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Kim (low) c B, c B, c B, s A. c B, c B, c A, d u B. c B, c B, c A, d u C. c B, c A, f A (1), qcf K. c B, c A, f A (1), qcb db f K.(S) c B, c A, d d K, qcb db f K.(S) (basic) j A/C/D, s C (1), qcb K. j A/C/D, s C (1), b f K. j A/C/D, s C (1), d u P. j A/C/D, s C (1), d u D, d D. j A/C/D, s C (1), f A, qcf K. j A/C/D, s C (1), f A, qcb db f K.(S) (intermediate) cX A, s C (1), qcb K. cX A, s C (1), b f K. cX A, s C (1), d u P. cX A, s C (1), d u D, d D. cX A, s C (1), f A (1), qcf K. cX A, s C (1), f A (1), qcb db f K.(S) cX qcf B, s C (1), qcb K. cX qcf B, s C (1), b f K. cX qcf B, s C (1), d u P. cX qcf B, s C (1), d u D, d D. cX qcf B, s C (1), f A (1), qcf K. cX qcf B, s C (1), f A (1), qcb db f K.(S) (expert) cX A, c B, c B, c A, d u P. cX A, c B, c B, c A, d u D, d D. cX A, c B, c A, f A (1), qcf K. cX A, c B, c A, f A (1), qcb db f K.(S) cX A, c B, c A, d d K, qcb db f K.(S) cX A, c A, s C (1), qcb B. cX A, c A, s C (1), f A (1), qcf K. cX A, c A, s C (1), f A (1), qcb db f K.(S) cX A, c A, s C (1), d d K, qcb db f K.(S) cX qcf B, c B, c B, c A, d u P. cX qcf B, c B, c B, c A, d u D, d D. cX qcf B, c B, c A, f A (1), qcf K. cX qcf B, c B, c A, f A (1), qcb db f K.(S) cX qcf B, c B, c A, d d K, qcb db f K.(S) cX qcf B, c A, s C (1), qcb B. cX qcf B, c A, s C (1), f A (1), qcf K. cX qcf B, c A, s C (1), f A (1), qcb db f K.(S) cX qcf B, c A, s C (1), d d K, qcb db f K.(S) (counter mode) SA, qcb D (2), qcb db f K. j qcf B, qcb db f K. j A/C/D, s C (1), qcb D (2), qcb db f K. j A/C/D, s C (1), d d K, qcf qcf K. cX qcf B, qcb db f K. cX A, s C (1), qcb D (2), qcb db f K. cX A, s C (1), d d K, qcf qcf K. cX qcf B, s C (1), qcb D (2), qcb db f K. cX qcf B, s C (1), d d K, qcf qcf K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Chang (low) c B, hcb f P. c B, df A. (basic) j B, s B, hcf f P. j B, s B, df A. s D, hcb f P. s D, tap P. s D, qcf hcb A.(S) (counter mode) SA, df A. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Choi (low) c B, c A, d u C. (basic) j D, c C, d u C. j D, c C, qcf hcb B.(S) (intermediate) cX C (1/2), c C, d u P. cX C (1/2), s C, f B, s B, qcf hcb B.(S) (expert) cX C (1/2), c B, c A, qcf hcb B.(S) cX C (1/2), s C, f A, qcf hcb B.(S) (counter mode) j qcf D, qcf qcf C. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| Jhun (low) c B, c B, c A, d u P. (intermediate) j A/D, s C, f B (hold) - into d d B Combos j A/D, s C, qcb K. j A/D, s C, qcf qcf K.(S) qcb P, s C, f B (hold) - into d d B Combos qcb P, s C, qcb K. qcb P, s C, qcf qcf K.(S) cX A, s C, f B (hold) - into d d B Combos cX A, s C, qcb K. cX A, s C, qcf qcf K.(S) (expert) d d B: C - u C C - A (hold), u C d d A: C - u C - D C - u B - f B (hold) - into d d B Combos (counter mode) SA, f B (hold) - into d d B Combos) SA, qcb D (4), qcf qcf K.(C) j A/D, s C, qcb D (4), qcf qcf K.(C) qcb P, s C, qcb D (4), qcf qcf K.(C) qcb P, qcf qcf P. d d A (hold), C - u C, qcf qcf K. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^/ -= I N F I N I T E C O M B O S =- K': -corner -Counter Mode -First Hit Catches Opp In The Air qcf P, f D(only f D hits opp), qcf P, f D(only f D hits opp), qcf P, f D....... ----------------------------------- Andy: -corner -vs Xiangfei hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P.... Note: Xiangfei's Recovery Roll is vulnerable to attacks, thus making this infinite possible. ----------------------------------- Robert: -corner -vs Xiangfei d u P, Xiangfei R.Rolls, c A, d u P, Xiangfei R.Rolls, c A, d u P.... Note: Same principle as Andy's Infinite. ----------------------------------- King: -corner -vs Xiangfei hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P.... Note: Same principle as Andy/Robert's Infinites. ----------------------------------- Kensou (blockable): s D, dp P, s D, dp P, s D, dp P..... Note: CD Counter-able/Max Roll-able ----------------------------------- Kensou: -corner dp P, qcf B (2nd hit only), qcf B (2nd hit only), qcf B (2nd hit only), qcf B (2nd hit only)... ----------------------------------- Kim: -corner -opp in air j qcf B, j qcf B, j qcf B, j qcf B, j qcf B..... ----------------------------------- FLOATING INFINITES: ----------------------------------- Characters with Floating Bugs all have this infinite. Those characters are: Athena Bao Choi Mai There are 2 ways in order for you to float: 1. - corner - counter hit j CD, Special Move, qcb ub P/K (depending on what move will make you character float, eg. Mai uses P, for her qcb P move). or - corner - opp in the air j CD, qcb ub P/K. 2. -player must be in corner qcf uf P/K (depending on what move will make you character float, eg. Mai uses P, for her qcb P move). Note: Player must be in the extreme corner for this to work, a step after
the corner and
it will fail.
This doesn't work for Choi, simply because he has no qcf move.

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Miscellaneous:

Air Pop Help:
In able to perform (AIR) combos, u may need some help from certain strikers 
or moves.
Here's a list of useful Strikers/Moves:

Pop Strikers:
Maxima
Benimaru
Terry
Andy
Robert
Yuri
Kyo Clones(75 Bouncer)
Shin Kyo
Leona
Ralf
Clark
King
Mary
Kim

Pop Moves:
Andy - hcf P
Robert - d u P
Takuma - db f D
Kyo-1 - qcf KK
Kyo-2 - s D
Shin Kyo - qcf DD
Athena - hcf P
Kasumi - hcb P

Everyone - j CD (Counter Hit)



====
Bugs
====

Unblockable Projectiles:
Long Range Projectiles/Projectile Strikers thrown timed to connect on 
opponents wake up, and
quickly executing a Command Throw at the exact moment of impact.

Unblockable Normal Attacks/Hit Strikers (Author's Explanation, unofficial):
Player cornered, Striker (eg. Yuri) on wake up, but during Striker attacks, 
the player
trades hits with the opp, after the opponent is pushed back, striker 
continues to advance,
the opponent is unable to execute block.


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Credits:

m00nrun 	- 	for the inspiration to even make a combo FAQ!


SNK      	-	for making KoF'99, even though it requires more bug testing.


Yashiro		-	for being the enthusiastic combo maniac.


Blurkof		-	another combo freak like myself and m00nrun.


Gunsmith	-	took some of the movenames from his FAQ.


Kao Megura	-	for the disclaimer as always.


MJL		-	for pointing out some mistakes.


------------------------------------------------------------------------------------------>

Conclusion:

v1.2 ...
Perfect?.

How to contact me:

e-mail  serpent_wave@hotmail.com
ICQ 	35297025

others:
	KoF Combo ML			
	KoF Discussion ML		
	KoF4ever BBS			
	Wu-Tech Discussion Board	
	The KoF Combo Lair		
	Combos Graveyard		


___________________________________________________________________________________________
							 The King of Fighters '99 is
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							 (c) NeoGeo Japan 
							 (c) NeoGeo USA 
http://i.am/serpent_wave_________________________________Serpent 
Wave_2000______________