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                    Basic Game Combos FAQ : The King of Fighters 2002
                               For Arcade and the Neo Geo

                                      Version 1.0
                                     March 8, 2004
                        Copyright fabian (fabian@roxette.org) 2004


The King of Fighters 2002, all of the trademarks, characters or anything related are
trademarks and copyrighted ownership of Eolith and Playmore 2002-2003. As of 2004, the
copyrighted ownership belongs to SNK Playmore 2004.
-=-=-=-=-=-=-=-=-==-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

::: FRONT END  :::
---------------------------------------------------------------------------------------
| This "Basic Game Combos FAQ: The King of Fighters 2002" is the original work of     |
| Fabian Davy (fabian@roxette.org). The copy that you are reading now can originally  |
| be obtained from www.gamefaqs.com.                                                  |
|                                                                                     |
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|  me countless times before.                                                         |
|  - www.gamefaqs.com                                                                 |
|  - http://cheats.de                                                                 |
|  - kofonline.com                                                                    |
|                                                                                     |
| For future requests of posting my guide, I have reviewed my posting policy.         |
| From October 2003 onwards, any web-masters or individuals who wish to include my    |
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|                                                                                     |
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| is with you.                                                                        |
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NOTE  :  Because this FAQ contains a lot of tables, you are better off using the Courier
         font to view it or else all the formating will be chaotic.
         

=======================================================================================
CONTENTS  :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================
[1.0]  INTRODUCTION
[2.0]  GAME CONTROLS
[3.0]  COMBOS SECTIONS
       [3-1]   KOF '99 TEAM
       [3-2]   ART OF FIGHTING TEAM
       [3-3]   FATAL FURY TEAM
       [3-4]   PSYCHIC SOLDIERS TEAM
       [3-5]   JAPAN TEAM
       [3-6]   WOMEN FIGHTERS TEAM
       [3-7]   NEW FACES TEAM
       [3-8]   KOF '96 TEAM
       [3-9]   KOF '97 TEAM
       [3-10]  IKARI WARRIORS TEAM
       [3-11]  KOREA TEAM
       [3-12]  KOF 2000 TEAM
       [3-13]  KOF 2001 TEAM
       [3-14]  SECRET CHARACTERS
               - OROCHI TEAM
               - KUSANAGI
               - RUGAL

[4.0]  EXTRA INFORMATION
       [4-1]  COMBO BASICS
              [4-11] TYPES OF ATTACKS
              [4-12] CANCELING
       
       [4-2]  THE MAX MODE
       [4-3]  INPUT BUFFERING SYSTEM
       [4-4]  MAX MODE BYPASS COMBOS

[5.0]  COMBO/DAMAGE DISTRIBUTION
[6.0]  ACKNOWLEDGMENTS


=======================================================================================
I N T R O D U C T I O N
=======================================================================================

    Welcome and thank you for reading my fourth and biggest FAQ so far. I really had a
great time in writing this FAQ and I hope that you will enjoy reading it much more. The
effort and work being put to produce this FAQ is tremendous, not forgetting how tedious
it can be. Imagine testing a handful of combos for 44 characters!!! I spent an average
of 6 hours daily for 2 weeks to come up with this work. Despite of that, nothing beats
the satisfaction and joy when you finally completed a mega project like this.

    Yes, this is a Combo FAQ or more specifically, a Basic Game Combo FAQ for The King
of Fighters 2002 (Arcade and Neo-Geo). I was never really interested to write an
in-depth all character FAQ in the first place considering the huge amount of dedication
and work needed to get it done. However, some of the FAQs/Game Guides that I intended
to write has been made by other people, especially the ones that I intended to write for
SvC Chaos (Shiki or Kasumi character guide). Since that I already had my KOF 2002: Whip
Guide up in GameFAQs.com, I thought that doing yet another character specific FAQ is an
overkill. I looked around to see which FAQ that has not been done yet and much to my
surprise, there is no Combo FAQ being made for KOF 2002. "Ok, that's it!!!" I said.

    I usually refer my FAQs as Game Guides but I take this as an exception since this
really is an FAQ. I went to various message boards and saw how some people requested for
combos of specific characters. While these combos do get posted, they will eventually be
gone or deleted as the discussion topic fades into obscurity. I hope that with me
writing this FAQ, the collection of combo related information has a place to stay. So
that's it, a true FAQ work finally: Frequently Asked Questions.

    This FAQ was written with newbies in mind or more specifically, people who are new
to the KOF series. The combo system of KOF is distinctive on its own and only knowing
a bit more about the fundamentals will you be able to enjoy playing the game more. I
have decided to include sections on Combo Basic for extra information. Hardcore KOF fan
will usually know about this and can easily skip the section. Still, I believe that you
can benefit a few things by reading it.

    Since that this is version 1.0 of my FAQ, errors are bound to be present. I have
tried my best to list down all the actual combos per character. Since that there are
too many lines of combo chains that I have written, I may have overlooked a mistake
and let it slip. Trust me I retested every line over and over until I'm bored. If you
find that a combo is not working, please tell me about it. You will be credited for
sure.



=======================================================================================
[2.0]  G A M E   C O N T R O L S  :::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================
Here are the symbols that you'll see in this FAQ.

   ub    u    uf              f = forward    u = upward
         |                    b = backward   d = downward
      \  |  /
       \ | /                  df = down forward    uf = up forward
 b  ---- + ---- f             db = down backward   ub = up forward
       / | \ 
      /  |  \
         |
    db   d    df


A    =    light punch
B    =    light kick
C    =    strong punch
D    =    strong kick

CD   =    knockdown attack (press C and D together)



 SYMBOLS       FULL MEANING          DIRECTION KEYS/BUTTONS PRESS   DIRECTION SYMBOL  

  qcf  :  quarter circle forward   :  downward, down forward,       :  d, df, f        
                                      forward
---------------------------------------------------------------------------------------
  qcb  :  quarter circle backward  :  downward, down backward,      :  d, db, b        
                                      backward
---------------------------------------------------------------------------------------
  hcf  :  half circle forward      :  backward, down backward,      :  b, db, d, df, f 
                                      down, down forward, forward
---------------------------------------------------------------------------------------
  hcb  :  half circle back         :  forward, down forward, down,  :  f, df, d, db, b
                                      down backward, backward
---------------------------------------------------------------------------------------
  dp   :  Dragon Punch (motion)    :  forward, down, down forward   :  f, d, df
---------------------------------------------------------------------------------------
  rdp  :  reverse Dragon Punch     :  back, down, down backward     :  b, d, db



=======================================================================================
[3.0]  COMBO SECTION  :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================
In this FAQ, there are a few types of combos that can be done by a specific character.
These combos are:

(1) Anywhere Combos, combos that can be done regardless of where it is done
(2) Corner Combos, combos that will connect only when done at the corners of the screen
    (screen edge)
(3) Super Cancels Combo, very much self explanatory (some can be done anywhere, some
    only at corner. In any case, this information will be told)
(4) MAX Mode Combos, combos that can be done only in MAX Mode
(5) MAX Mode Bypass Combos, combos that are possible to be done by taking advantage of
    the Input Buffering System.

Different characters have different number of available combo types. Some might have
more 'Anywhere' combos or no applicable Super Cancels combos at all. Combo (1) -(4),
very much explains themselves from the name. The last combo type is a new combo only
present in KOF 2002. It can be done by taking advantage of the unique input system of
KOF 2002.

----------------
ABOUT THE COMBOS
----------------
Take note that a certain few of the listed combos don't work at all (or work poorly)
for a minority of characters. In most cases, about 5% of combos for a character behaves
in this way which leaves 95% of them to work regardless on who it is performed on.
This variation can be caused by a few things such as the height/size of the character,
or the animation frame of the character when he/she is being hit (or recovers). I
cannot possibly test one combo chain for the total of 44 characters, one by one. It
can be very tedious to do. In case you find a combo that doesn't work for a single
character, kindly tell me about it. I'll list it out in the coming revisions of this
FAQ.

------------------------------------------
SOME CHARACTERS HAVE VERY LITTLE COMBOS!!!
------------------------------------------
This phenomenon is very character specific. A few characters are not meant to be played
as combo machines. This usually apply for grapplers such as Clark or Goro or 'poking
style' characters like Billy and Whip. Lack of combo properties is usually compensated
by increased attack priority for the character or higher damage in attacks. I must admit
that I am not truly expert in doing all the combos for some characters and this can
explain the rarity of combos for a few characters. In this case, I am really grateful if
you can contribute the knowledge that you might have. I will really appreciate this.

-------------------------------
WHERE ARE THE CROSSOVER COMBOS?
-------------------------------
I decided not to included crossover combos since it can be performed similarly for all
the characters. The most basic crossover starter is a strong jumping (mid-air) attack
such as Jump C/D followed by most of the ground normal move (be it standing or crouching).
Here are a few examples:

Blue Mary:
Jump C, Crouch C (2 hits), f + A, qcf, hcb + A

Whip:
Jump D (2 hits), Close B, Crouch B, qcb, hcf + A

Mai:
Jump C, Crouch C, qcb + C (1 hit), qcb, hcf + B

Get the idea already? Light jumping attacks (Jump A/B) don't really make good crossover
material because they don't have the 'stun' effect when it hits. Strong jumping attacks
(as well as all strong standing attacks) will cause the opponent to recover a little
bit longer so that you have time to add in a few more attacks on the ground. Crossover
attacks works better when the attacks are done closer to the ground on the basis that
by the time you are preparing for a ground attack, the opponent is still recovering.

All of the combos below starts with a basic chain: usually a strong ground attack
followed by a command, special or desperation move. This is the fundamental combo
chain that connect best for a long crossover combo. If the starting crossover attack
connects with the basic chains, then you can link the attacks together. This is the
reason why I included all this combo chains anyway even though they can look
very simple.

--------------------------------
IS THIS THE ULTIMATE COMBO LIST?
--------------------------------
By all means, no. Listed here are combos that are practically used in battles without
high level of difficulty in doing it (hence the reason why I call this FAQ as a 'Basic
Game Combos' FAQ). Some combos were omitted because the damage generated is not really
substantial to the effort in doing it. This usually refers to MAX Mode Combos.

----------------------------
WHAT IS MISSING IN THE LIST?
----------------------------
MAX Mode Interchanging Combo is absent (combos done while canceling a move by activating
MAX Mode in the middle of a move) because some of them was hard enough to do and I don't
bother to list them either. If you know any, you can tell me about it and I'll ensure
that you'll get the credit. Combos of Shingo and King are absent too because they are
only available on the Dreamcast version. I never get to play them since I don't have a
Dreamcast.


=======================================================================================
READING THE COMBOS
=======================================================================================

[ ANYWHERE ]
(1)  * Close C (1 hit), hcf + A                                            (2 hits 15%)
       Close C (1 hit), dp + B/D                                           (3 hits 20%)
(2)  * Close C (1 hit), f + A, hcf + A                                     (3 hits 20%)
---------------------------------------------------------------------------------------
|  Note:                                                                              |
|  (1),  Close C can be cancelled only on the 1st hit.                                |
---------------------------------------------------------------------------------------


EXPLANATION:
This is an example of how the combos are written in this FAQ. The capitalized words
in the bracket is the combo type. For the example above, the combo type is an 'Anywhere'
combo (or combo that can be done anywhere on screen). This will usually follow with
'Corner', 'Super Cancels', 'MAX Mode' and 'MAX Mode Bypass' combo types. The number at
the front of the line indicates a combo variation, usually referred to as combo (1) or
combo (2) in the FAQ. I decided not to number all the combos because some of them are
not different enough to be on its own. All of the following combos within the same
numbering are called chains, so as not to confuse you in reading it. For example the
line ' Close C (1 hit), hcf + A' is called chain 1 (or 1st chain) of combo (1) while
line " Close C (1 hit), dp + B/D' is the second chain. At the end of each lines are
the number of hits generated by the combo chains. Right next to the number of hits
is the damage percentage caused by the combo chains. 20% would mean causing about 20%
of the full life bar meter. This figure is always rounded by 5 by me. An actual 7%
combo will be written as 10%, a 22% combo rounded to 20% and so on. All the damage
percentage are estimated values but they do give you a great impression of how powerful
the combo chains are. Sometimes, a combo chain will require additional notes in doing.
In any case, they will be a box that explains the respective combo aspect. Explanation
for a specific combo chain is indicated by the combo number followed by a comma sign.
In case you are wondering, the asterix (*) sign was meant to indicate a new combo or
else reading the combos can be very confusing.



=======================================================================================
CHARACTERS COMBOS  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
[3-1]  KOF '99 TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  K'                                                                   KOF '99 TEAM  |
=======================================================================================
SUPER CANCELS
* Crow Bites, 1st hit         :    dp + A/C
* Narrow Spike, as it hits    :    qcb + B/D, done after Minute Spike (qcb + B/D)

# One Inch (f + A), can be cancelled after pairing it first from a normal attack.
  However, you need to cancel it early because the later frames will not be
  cancellable afterwards.
# Knee Strike (f + B) can be cancelled into Minute Spike (qcb + B/D) as K's body is
  lifted from the ground.
# Minute Spike can link and be cancelled into strong normal attack only (Jump C/D)
  it paired in a cross-over combo.
# Any of the combos below that begins with Close C (1 hit) can also be started
  with Crouch C. In order to avoid a confusion in reading the chains, I decided to omit
  Crouch C from the combo chains list. 
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Jump C/D (forward), qcb + B                                         (2 hits 10%)
(2)  * Close C (1-2 hits), qcb + B/D                                  (2/3 hits 10/15%)
(3)  * Close C (2 hits), qcf, hcb + A/C                                (15/16 hits 40%)
       Close C (2 hits), qcf, hcb + AC                                 (27/28 hits 50%)
       Close C (2 hits), qcf(x2) + A                                       (3 hits 25%)
(4)  * Close C (2 hits), dp + C then f + B/D                               (5 hits 25%)
(5)  * Close C (2 hits), f + B, qcb + B/D                                  (4 Hits 25%)
(6)  * Close C (1 hit), f + A, qcb + B/D                                   (3 Hits 15%)
(7)  * Close C/D (1 hit), f + A, qcb + B/D then qcb + B/D                  (3 Hits 20%)
(8)  * Close C/D (1 hit), f + A, qcf, hcb + A/C                           (16 hits 50%)
       Close C/D (1 hit), f + A, qcf, hcb + AC                            (28 hits 55%)
       Close C/D (1 hit), f + A, qcf(x2) + A/C                             (3 hits 35%)
(9) *  qcf + A/C then f + D, qcb + B/D                                     (3 hits 15%)
       qcf + A/C then f + D, qcf(x2) + A                                   (3 hits 35%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  Jump C/D is a crossover attack that connects best with Minute Spike (qcb + B) |
|       as it hits closer to the ground.                                              |
| (2),  If your Close C is a 1 hit, then follow with qcb + B only. The D version is   |
|       too slow and won't connect.                                                   |
| (5),  Doing qcb + D will make the flying kick to miss. Close C can either be a      |
|       single or double hit.                                                         |
| (6),  Close C must be a single hit. A double hit pushes the opponent too far and    |
|       f + A will miss. f + A must be cancelled quickly or else it will not be       |
|       cancellable and knock the opponent down. You need to be quick in              |
|       inputting command for this.                                                   |
| (7),  The last motion (qcb + B/D then qcb + B/D) can be also be summed as           |
|       qcb + B/D (x2). The second qcb + B/D needs to be done very fast after the     |
|       first. Tricky combo yet small damage.                                         |
| (8),  Again, very fast fingers are needed.                                          |
| (9),  qcf + A/C and the f + D follow-up should cause the opponent to be thrown      |
|       upwards. Simply, qcf(x2) + A/C can be done straight away.                     |
---------------------------------------------------------------------------------------

[ CORNER ]
(1) * Close C (2 hits), qcf + A then f + D, qcb + B/D                     (5  Hits 20%)
(2) * Close C (2 hits), qcf + A then f + D, dp + C                        (6  Hits 35%)
      Close C (1/2 hits), qcf + A then f + B, dp + C                  (5/6 Hits 25/30%)
(3) * Close C (2 hits), qcf + A then f + D, qcf(x2) + A/C                  (5 Hits 45%)
(4) * Close C (2 hits), qcf + A then f + D, qcf, hcb + A/C                (18 Hits 55%)
      Close C (2 hits), qcf + A then f + B, qcf, hcb + C                  (18 Hits 55%)
      Close C (2 hits), qcf + A then f + D, qcf, hcb + AC                 (30 Hits 60%)
      Close C (2 hits), qcf + A then f + B, qcf, hcb + AC                 (30 Hits 60%)
(5) * Close C (2 hits), qcf + A then f + D, qcb + A, C                    (12 Hits 40%)
(6) * qcf + A/C then f + D, qcf, hcb + A/C                                (16 Hits 45%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  If the follow-up to qcf + A is f + B, then the timing is critical. You need   |
|       to input the command rather quick.                                            |
| (3),  Perform qcf(x2) as the opponent is about to fall or you'll miss it. Timing is |
|       different for each version of qcf(x2) + A/C.                                  |
| (4),  Don't do qcf, hcb + A/C/AC too soon. Do it as the opponent is about to fall.  |
|       The timing is not very strict.                                                |
| (5),  This combo involves the HSDM. Very easy if you can get the HSDM to appear.    |
|       Unfortunately, that is the hardest part.                                      |
| (6),  Depending on the distance, the timing for each version of the DM (done with   |
|       A, C or AC) is different. You need to perform the DM as the opponent is       |
|       about to hit the ground. Not too fast but not too slow.                       |
| (X),  For combos (1-5), an alternative combo that is a bit longer but has a         |
|       similar ending is:                                                            |
|                         Close C (1 hit), f + A, qcf + A then f + B/D....            |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1) * dp + C, qcf(x2) + A                                                  (2 hits 30%)
(2) * dp + C (1 hit), qcb, hcb + A                                        (15 hits 40%)
      dp + C (1 hit), qcb, hcb + AC                                       (27 hits 45%)
(3) * Close C/D (1 hit), dp + A, qcb, hcb + A/C                           (16 hits 50%)
      Close C/D (1 hit), dp + A, qcb, hcb + AC                            (28 Hits 55%)
(4) * Close C/D (1 hit), dp + A, qcf(x2) + A/C                             (3 hits 40%)
(5) * Close C/D (1 hit), qcb + B/D (x2), qcf(x2) + A/C                     (3 hits 40%)
    * Close C/D (1 hit), f + A, qcb + B (x2), qcf(x2) + A/C                (4 hits 45%)
(6) * Close C/D (1 hit), qcb + B/D (x2), qcf, hcb + A/C                   (16 hits 50%)
      Close C/D (1 hit), qcb + B/D (x2), qcf, hcb + AC                    (28 hits 55%)
      Close C/D (1 hit), f + A, qcb + B (x2), qcf, hcb + A/C              (17 hits 60%)
      Close C/D (1 hit), f + A, qcb + B (x2), qcf, hcb + AC               (29 hits 65%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (3),  This combo only works (or works the best) when the opponent is pressured      |
|       against the wall/corner. In short, the combo connects at the corner only.     |
| (4),  The opponent needs to be thrown quite far after the dp + A Super Cancel       |
|       for qcf(x2) + A/C to connect. Doesn't work at corners.                        |
| (5),  This combo is amazingly tricky to perform. You will need very, very fast      |
|       and accurate reflexes to pull off all the moves. After the second             |
|       qcb + B/D, the qcf(x2) needs to be done instantly. Doesn't work at corners.   |
| (6),  Works only at corners. All extremely difficult to pull off.                   |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1) * Close C/D (2 hits), dp + C (3 hits), qcb + B                         (5 Hits 15%)
(2) * Close C/D (1 hit), dp + A (1 hit), qcb + B                           (3 hits 10%)
(3) * Close C/D (1 hit), qcb + B(x2), dp + A                                (4 hit 10%)
=======================================================================================



=======================================================================================
|  MAXIMA                                                                KOF 99 TEAM  |
=======================================================================================
SUPER CANCELS
* Double Bomber, 1st hit    :    qcf + A/C, done after System 1/2 (qcf + A/C)

NOTES
# Maxima's Close C can only be cancelled on the 1st hit.
# Any combo that starts with Close C (1 hit) can also start with Crouch C.
# All of Maxima's commands can directly be canceled into his DMs.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Close C (1 hit)/D, qcb + A/C                                        (2 hits 25%)
       Close C (1 hit)/D, hcf + B/D                                        (2 hits 25%)
       Close C (1 hit)/D, qcf + A/C (x3)                                (5 hits 25/30%)
       Close C (1 hit)/D, hcb(x2) + B/D                                    (* hits 45%)
       Close C (1 hit)/D, hcb(x2) + BD                                    (3* hits 60%)
(2)  * Close C (1 hit)/D, f + A, qcb + A/C                                 (3 hits 35%)
       Close C (1 hit)/D, f + A, hcb(x2) + B/D                            (2* hits 50%)
       Close C (1 hit)/D, f + A, hcb(x2) + BD                          (2 + 3 hits 70%)
       Close C (1 hit)/D, df + D, hcb(x2) + B/D                           (2* hits 50%)
       Close C (1 hit)/D, df + D, hcb(x2) + BD                         (2 + 3 hits 70%)
(3)  * Close C (1 hit)/D, df + D, qcb + A                               (3 hits 30/35%)
(4)  * f + A, hcb(x2) + B/D                                                (* hits 40%)
       f + A, hcb(x2) + BD                                             (* + 3 hits 50%)
       df + D, hcb(x2) + B/D                                               (* hits 40%)
       df + D, hcb(x2) + BD                                            (* + 3 hits 50%)

[ CORNER ]
(1)  * Close C (1 hit), f + A, qcf + A (x3)                                (6 hits 45%)

[ SUPER CANCEL ]
(1)  * Close C (1 hit)/D, qcf + A/C (x2), qcf, hcb + A                     (6 hits 50%)
       Close C (1 hit)/D, qcf + A/C (x2), hcb(x2) + B/D                   (4* hits 55%)
       Close C (1 hit)/D, qcf + A/C (x2), hcb(x2) + BD                (4* + 3 hits 70%)
(2)    Close C (1 hit), f + A, qcf + A (x2), qcf, hcb + A                  (6 hits 45%)
       Close C (1 hit), f + A, qcf + A (x2), hcb(x2) + B/D                (5* hits 60%)
       Close C (1 hit), f + A, qcf + A (x2), hcb(x2) + BD             (5* + 3 hits 70%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  All of the combos only works at corners because after f + A, the opponent     |
|      will be pushed back a bit, causing System 1/2 (qcf + A/C) to miss.             |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * qcf + A/C, qcb + A/C                                                (2 hits 15%)
       qcf + A/C, hcf + B/D                                               (2* hits 15%)
       qcf + A/C, qcf + A/C (1-2 hits), qcb + A/C                     (3/4 hits 17/20%)
       qcf + A/C, qcf + A/C (1-2 hits),  hcf + B/D                   (2/3* hits 25/27%)     
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  You can add a double hit Close C for extra damage in each combos at the front.|
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
|  WHIP                                                                  KOF 99 TEAM  |
=======================================================================================
SUPER CANCELS
* Strength Shot Type A "Code: Superior", 1st hit    :    hcb + A
* Strength Shot Type B "Code: Strength", 1st hit    :    hcb + B
* Strength Shot Type C "Code: Victory", 1st hit     :    hcb + C
* Boomerang Shot "Code: SC", 1st hit                :    hcf + A/C

NOTES
# Whip Shots (f + A, A, A, A, A) is cancelable on the 5th hit if the 5th hit hits the
  opponent regardless of being paired from a normal attack.
# Whip has two great crossover attack which is her Jump C/D. Her Jump D is one of the
  best crossover in the game and it connects beautifully with most of her ground
  normal attack. Here is an example of extended combo with a crossover attack:
  
  Jump D, Close B, Crouch B, hcf + A (1 hit), qcb, hcf + A/C              (25 hits 50%)
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C (1 hit) or Close C/D, hcf + A/C                         (3 hits 25/30%)
       Crouch C (1 hit) or Close C/D, qcb, hcf + A/C                      (21 hits 35%)
       Crouch C (1 hit) or Close C/D, qcb, hcf + AC                       (27 hits 50%)
(2)  * Close D, f + A, A, A, A, A, hcf + A/C                               (7 hits 40%)
       Close D, f + A, A, A, A, A, dp + A/B                                (7 hits 40%)
       Close D, f + A, A, A, A, A, rdp + C                                 (7 hits 35%)
(3)  * Crouch C (2 hits), rdp + A/C...                                     (3 hits 15%)
       Crouch C (2 hits), hcf + A                                          (3 hits 15%)
       CD, hcf + A                                                         (2 hits 15%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  All these combo chains works differently on some characters: some will miss   |
|       the hit, some don't. These combos are distance dependent too. The closer you  |
|       are to the opponent, the better it is t get a hit.                            |
| (3),  Same as above, it work differently on certain characters and works better at  |
|       closer range.                                                                 |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * hcb + A/B/C (1 hit), qcb, hcf + A/C                                (21 hits 30%)
       hcb + A/B/C (1 hit), qcb, hcf + AC                                 (28 hits 40%)
(2)  * hcf + A/C (1 hit), qcb, hcf + A/C                                  (21 hits 30%)
       hcf + A/C (1 hit), qcb, hcf + AC                                    (28 hit 45%)
       
[ MAX MODE ]
(1)  * hcf + A/C (1 hit), hcb + A (1 hit), qcb, hcf + A/C                 (22 hits 30%)
       hcf + A/C (1 hit), hcb + A (1 hit), qcb, hcf + AC                  (29 hits 50%)
(2)  * hcb + B (1 hit), hcf + A/C (1 hit), dp + A/B                        (3 hits 10%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  All of the combos must be performed at the corner.                            |
---------------------------------------------------------------------------------------

[ MAX MODE BYPASS ]
(1)  * Stand C, qcb, hcf + BC                                             (21 hits 35%)
=======================================================================================



=======================================================================================
[3-2]  ART OF FIGHTING TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  RYO SAKAZAKI                                                 ART OF FIGHTING TEAM  |
=======================================================================================
SUPER CANCELS
* Kohou, 1st hit    :    dp + A/C

NOTES
#  Hyouchuu Wari (f + A) command is not cancelable.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + A                                        (2 hits 10%)
       Crouch C or Close C/D, dp + A/C                                     (2 hits 15%)
       Crouch C or Close C/D, hcb + B/D                                (2/3/4 hits 15%)
       Crouch C or Close C/D, f, b, f + A/C                               (13 hits 25%)
       Crouch C or Close C/D, f, hcf + A                                   (2 hits 35%)
       Crouch C or Close C/D, qcf, hcb + A/C                              (16 hits 45%)
       Crouch C or Close C/D, qcf(x2) + AC                                 (2 hits 15%)

[ SUPER CANCELS ]
(1)  * Crouch C or Close C/D, dp + C (1 hit), qcf, hcb + A                (17 hits 50%)
       Crouch C or Close C/D, dp + C (1 hit), f, hcf + A                   (3 hits 45%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  The 2nd chain works only at corners.                                          |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Close C/D/Crouch C, f + A, hcb + B/D                              (3/4 hits 10%)
(2)  * Close C/D/Crouch C, dp + C (1 hit), hcb + B/D                     (3/4 hits 15%)

[ MAX MODE BYPASS ]
(1)  * f + A, qcf, hcb + BC                                               (16 hits 40%)
=======================================================================================



=======================================================================================
|  ROBERT GARCIA                                                ART OF FIGHTING TEAM  |
=======================================================================================
SUPER CANCELS
* Ryuuga, first hit    :    dp + A/C
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch/Close C or Close D (1 hit), f + A                             (2 hits 5%)
       Crouch/Close C or Close D (1 hit), f/b + B                           (2 hits 5%)
       Crouch/Close C or Close D (1 hit), dp + A/C                       (2/3 hits 10%)
       Crouch/Close C or Close D (1 hit), hcf + B/D, f/b + B               (6 hits 15%)
       Crouch/Close C or Close D (1 hit), hcf + B/D, CD                    (6 hits 25%)
       Crouch/Close C or Close D (1 hit), hcf + B/D, dp + C                (6 hits 20%)
       Crouch/Close C or Close D (1 hit), hcf + B/D, qcf(x2) + B/D        (11 hits 35%)
       Crouch/Close C or Close D (1 hit), qcf(x2) + B/D                    (7 hits 20%)
       Crouch/Close C or Close D (1 hit), qcf, hcb + C                    (16 hits 40%)
       Crouch/Close C or Close D (1 hit), qcf, hcb + AC                   (28 hits 50%)
(2)  * hcf + B/D, qcf + A                                                  (5 hits 10%)
(3)  * b + A, b/f + B                                                       (2 hits 5%)
       b + A, CD                                                           (2 hits 15%)
       b + A, dp + A/C                                                   (2/3 hits 10%)
       b + A, f, b, f + B/D                                               (14 hits 20%)
       b + A, qcf(x2) + B/D                                                (7 hits 25%)
(4)  * b/f + B, dp + A/C                                                    (2 hits 5%)
       b/f + B, hcf + B/D...                                                (X hits X%)
       Crouch/Close C or Close D (1 hit), b/f + B, dp + C                  (3 hits 15%)
(5)  * qcf + A, qcf, hcb + C                                              (16 hits 40%)
       qcf + A, qcf, hcb + AC                                             (18 hits 50%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (4),  The chain : b/f + B, hcf + B/D, is actually the same as Combo (1), chains     |
|       5-7. You can finish Sen'en Renbu Kyaku (close, hcf + B/D) with:               |
|       - Ryuu Hanshuu (f/b + B)                                                      |
|       - Ryuuga, C version (dp + C)                                                  |
|       - CD (move forward a bit for better hit range)                                |
|       - Haiga Ryuu (qcf, qcf + B/D)                                                 |
| (5),  Perform Ryuu Geki Ken, A version (qcf + A) in 1/2-3/4 screen distance so that |
|       you have ample time to perform the DMs after that.                            |
---------------------------------------------------------------------------------------

[ CORNERS ]
(1)  * Crouch/Close C or Close D (1 hit), hcf + B/D, f, b, f + B/D        (18 hits 30%)
       Crouch/Close C or Close D (1 hit), hcf + B/D, qcf + A               (6 hits 20%)
(2)  * Crouch/Close C or Close D (1 hit), f + A, qcb + B/D                 (3 hits 15%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Crouch/Close C or Close D (1 hit) can be changed with Ryuu Hanshuu (f/b + B). |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * Crouch/Close C or Close D (1 hit), dp + C (1 hit), qcf(x2) + B/D    (8 hits 30%)
=======================================================================================



=======================================================================================
|  TAKUMA SAKAZAKI                                              ART OF FIGHTING TEAM  |
=======================================================================================
SUPER CANCELS
* Moh Koh Burai Gan, as it hits   :    qcb + A/C
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch/Close C, f + B                                               (2 hits 10%)
       Crouch/Close C, qcf + A                                             (2 hits 15%)
       Crouch/Close C, hcb + B/D                                           (3 hits 20%)
       Close C, qcf(x2) + A/C                                              (4 hits 45%)
       Crouch/Close C, qcf, hcb + A/C                                     (11 hits 30%)
       Crouch/Close C, qcf, hcb + AC                                      (13 hits 50%)
(2)  * Crouch/Close C, f + B, qcf, hcb + A                                (12 hits 40%)
       Crouch/Close C, f + B, qcf, hcb + AC                               (14 hits 50%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  The chain: Close C, qcf(x2) + A is prone to error. You need to be really      |
|       close to the opponent and really fast in performing Shin Kishin Geki          |
|       (close, qcf(x2) + A/C) for the move to connect.                               |
---------------------------------------------------------------------------------------

[ MAX MODE BYPASS ]
(1)  * f + B, qcf, hcb + BC                                               (11 hits 35%)
=======================================================================================



=======================================================================================
[3-3]  FATAL FURY TEAM  :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  TERRY BOGARD                                                      FATAL FURY TEAM  |
=======================================================================================
SUPER CANCELS
*  Rising Tackle, 1st hit       :    charge d, u + A/C
*  Round Wave, after it hits    :    qcf + C

BUFFER SHORTCUTS
* Round Wave (qcf + C) Super Cancelled into High Angle Geyser [qcf(x2) + B/D]
  Usual  : qcf + C (when it hits), qcf(x2) + B/D
  Buffer : qcf + C (when it hits), qcf + B/D
  
NOTES
# Terry's Close C is cancelable on the 1st hit. For the combos below, except when
  stated, all the 2 hits Close C can also be a 1 hit.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Close C/D or Crouch C, df + C                                  (2/3 hits 10/15%)
(2)  * Close C (2 hits), qcb + A                                           (3 hits 20%)
       Close C (2 hits), qcf + A                                           (3 hits 15%)
       Close C (2 hits), qcb + B                                           (3 hits 15%)
       Close C (1 hit), dp + B/D                                           (3 hits 15%)
       Close C (2 hits), qcf(x2) + B/D                                     (7 hits 35%)
       Close C (2 hits), qcb, db, f + A/C                                  (3 hits 40%)
       Close C (2 hits), qcb, db, f + AC                                   (5 hits 45%)
(3)  * Close C (2 hits), df + C, qcb + A                                   (4 hits 25%)
       Close C (2 hits), df + C, qcb + B                                   (4 hits 25%)
       Close C (2 hits), df + C, qcf(x2) + B/D                             (8 hits 40%)
       Close C (2 hits), df + C, qcb, db, f + A/C                          (4 hits 45%)
       Close C (2 hits), df + C, qcb, db, f + AC                           (6 hits 50%)
(4)  * qcf + C, qcb + A/C                                               (2 hits 25/30%)
       qcf + C, qcb + B                                                    (3 hits 25%)
       qcf + C, dp + D                                                     (3 hits 30%)

[ SUPER CANCELS ]
(1)  * Crouch C, Charge d, u + A/C (1 hit), qcf(x2) + B/D                   4 hits 30%)
       Crouch C, Charge d, u + A/C (1 hit), qcb, db, f + AC                (3 hits 20%)
(2)  * qcf + C, qcf(x2) + B                                                (4 hits 25%)
(3)  * qcf + C, qcb, db, f + A/C                                           (2 hits 40%)
       qcf + C, qcb, db, f + AC                                            (3 hits 25%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  Wonder why these Super Cancels combo are too low in damage? Well, it all      |
|       boils down to how all of the DMs miss a few of its attack animation frames    |
|       after being cancelled from Rising Tackle (Charge d, u + A/C). Also, by        |
|       starting with Crouch C, you have a bit more time to charge the Rising Tackle. |
| (2),  If you choose to do the D version of High Angle Geyser (qcf(x2) + D), the     |
|       damage is even lower: 10%!!! The hits? 2.                                     |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * dp + D (1 hit), qcf + C                                             (2 hits 10%)
(2)  * dp + D (1 hit), qcb + B                                             (3 hits 10%)

---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1), This combo only works when done at corners.                                    |
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
|  ANDY BOGARD                                                       FATAL FURY TEAM  |
=======================================================================================
SUPER CANCELS:
* Shoryudan (1st hit)                   :   dp + A/C
* Zan'ei Ken, A version (as it hits)    :   db, f + A
* Shippu Ouken (as it hits)             :   After Zan'ei Ken, qcf + A/C
* Shimo Agito (as it hits)              :   After Gen'ei Shiranui (jump, qcf + B/D), 
                                            press A/C
BUFFER SHORTCUTS:
* Chou Reppadan (qcb, db, f + B/D/BD)
  Usual  : qcb, db, f + B/D/BD
  Buffer : qcb, hcf + B/D/BD
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1) * Crouch C/Close C (1 hit), f + B                                      (2 hits 10%)
      Crouch C/Close C (1 hit), df + A                                     (3 hits 15%)
      Crouch C/Close C (1-2 hits), qcb + A                            (2/3 hits 10/15%)
      Crouch C/Close C (1 hit), qcb + C                                     (2 hit 10%)
      Crouch C/Close C (1 hit)), dp + A/C                             (4/6 hits 15/20%)
      Crouch C/Close C (1-2 hits), hcf + B                                 (4 hits 20%)
      Crouch C/Close C (1 hit), hcf + A/C                                  (5 hits 10%)
      Crouch C/Close C (1-2 hits), qcb, hcf + A/C                          (6 hits 25%)
(2) * Crouch C, db, f + A/C then qcf + A/C                                 (3 hits 25%)
      Close C (2 hits), db, f + A then qcf + A/C                           (4 hits 25%)
(3) * Crouch C/Close C (1 hit), hcf + A/C, hcf + B/D                  (6/7 hits 25/30%)
      Crouch C/Close C (1 hit), hcf + A/C, db, f + A/C                     (6 hits 25%)
      Crouch C/Close C (1 hit), hcf + A/C, dp + A/C                      (6/7 hits 15%)
      Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + B/D              (6/7 hits 20%)
      Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + BD             (19/20 hits 40%)
      Crouch C/Close C (1 hit), hcf + A/C, qcf(x2) + AC, after hit BCD      (X hits X%)
(4) * Crouch C/Close C (1-2 hits), qcf(x2) + AC, directly after hit BCD     (X hits X%)
      Crouch C/Close C (1-2 hits), qcf(x2) + AC, after hit, BCD             (X hits X%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (3)   The last chain for Combo (3) is the one which involves the HSDM, Zan'ei Reppa |
|       [qcf(x2) + AC) as the finisher. Time doing the HSDM is varied but do is after |
|       hitting the opponent with Ukabe Haisuishou (hcf + A/C) just as he/she is      |
|       falling down. The follow-up to the HSDM, Chou Reppadan (BCD after doing the   |
|       HSDM) can be done also at different times, depending on how you want to hit   |
|       the opponent. Damage done can go as high as 50%.                              |
| (4),  I put the hit as X (any variable <11) because the hits registered depends on  |
|       the time when the follow-up to Zan'ei Reppa [qcf(x2) + AC], Chou Reppadan     |
|       (BCD) is pressed. Damage can be as high as 50% with the follow-up HSDM.       |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Crouch C/Close C (1 hit), f + B, qcf + B/D                           3 hits 15%)
(2)  * Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + BD               (21 hits 45%)

[ SUPER CANCELS ]
(1)  * Crouch C/Close C (1 hit), dp + A/C (1 hit), qcb, db, f + B/D/DB     (3 hits 10%)
(2)  * Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + B/D         (6 hits 35/40%)
       Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + BD            (17 hits 40%)
       Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + B/D            (9 hits 40%)
       Crouch C/Close C (1-2 hits), db, f + A, qcb, hcf + A/C              (7 hits 40%)
(3)  * Crouch C/Close C (1-2 hits), db, f + A, qcb, hcf + A/C              (8 hits 40%)
(4)  * Jump, qcf + B/D then A/C on touchdown, qcb, db, f + B/D             (3 hits 15%)
       Jump, qcf + B/D then A/C on touchdown, qcb, db, f + BD             (17 hits 45%)
(5)  * Crouch C/Close C (1 hit), f + B, qcf + B/D then A/C on touchdown:
       - qcb, db, f + B/D                                            (8/7 hits 45%/40%)
       - qcb, db, f + BD                                                  (20 hits 50%)
       - qcb, hcf + A/C                                                    (6 hits 35%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  Don't be surprised by the amount of damage this combo does. It's really tiny. |
| (2),  The 3rd string is the outcome when done at corners.                           |
| (5),  All combos are specifically to be done at corners. Very good damage.          |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Crouch C/Close C (1-2 hits), db, f + A, hcb + B                     (5 hits 20%)
       Crouch C/Close C (1 hit), hcf + A/C (3rd hit), hcf + B              (8 hits 15%)
=======================================================================================



=======================================================================================
|  JOE HIGASHI                                                       FATAL FURY TEAM  |
=======================================================================================
SUPER CANCELS
*  Bakuretsu Finish, A version    :    qcf + A/C, done after Bakuretsu Ken
                                       (tap A repeatedly)
*  Tiger Kick, first hit          :    dp + B/D
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + B                                        (2 hits 10%)
       Crouch C or Close C/D, tap A/C repeatedly                            (X hits X%)
       Crouch C or Close C/D, df + B                                       (2 hits 10%)
       Crouch C or Close C/D, dp + B/D                                     (3 hits 15%)
       Crouch C or Close C/D, qcf(x2) + A/C                                (8 hits 40%)
       Crouch C or Close C/D, qcf(x2) + AC                                (13 hits 55%)
       Crouch C or Close C/D, qcf, hcb + A/C                              (12 hits 35%)
       Crouch C or Close C/D, qcf, uf + B/D                               (10 hits 45%)
(2)  * Crouch C or Close C/D, f + B, hcf + B/D                             (3 hits 25%)
       Crouch C or Close C/D, f + B, qcb + B                               (4 hits 20%)
       Crouch C or Close C/D, f + B, qcf, hcb + A/C                       (13 hits 45%)
       Crouch C or Close C/D, f + B, qcf, uf + B/D                         (9 hits 35%)
     
[ CORNER ]
(1)  * Crouch C or Close C/D, f + B, dp + B/D                              (3 hits 20%)

[ SUPER CANCELS ]
(1)  * Crouch C or Close C/D, dp + B/D (1 hit), qcf(x2) + A/C              (9 hits 50%)
       Crouch C or Close C/D, dp + B/D (1 hit), qcf(x2) + AC              (16 hits 60%)
       Crouch C or Close C/D, dp + B/D (1 hit), qcf, uf + B/D             (10 hits 40%)
       Crouch C or Close C/D, dp + B/D (1 hit), qcf, hcb + A/C            (13 hits 45%)
(2)  * Tap A/C repeatedly, qcf + A, qcf(x2) + A/C                          (8 hits 45%)
       Tap A/C repeatedly, qcf + A, qcf(x2) + AC                          (13 hits 55%)
       Tap A/C repeatedly, qcf + A, qcf, hcb + A/C                        (12 hits 45%) 
       Tap A/C repeatedly, qcf + A, qcf, uf + B/D                         (10 hits 50%) 
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  You can actually start the move with a Crouch C or Close C/D but because it's |
|       quite hard for the move to connect with Bakuretsu Ken (tap A/C repeatedly),   |
|       I decided to leave it out. Basically, all the hits are counted directly       |
|       after the Super Cancel was done. You can get as high as 13 hits if you chain  |
|       if properly.                                                                  |
---------------------------------------------------------------------------------------
     
[ MAX MODE ]
(1)  * Crouch C or Close C/D, dp + B/D (1 hit), hcf + B/D                  (3 hits 15%)
       Crouch C or Close C/D, dp + B/D (1 hit), qcb + B                    (4 hits 10%)
(2)  * Tap A/C repeatedly, hcf + B/D                                        (X hits X%)
       Tap A/C repeatedly, qcb + B/D                                        (X hits X%)
       Tap A/C repeatedly, dp + B/D                                         (X hits X%)
(3)  * Tap A/C repeatedly, qcf + A, hcf + B/D                              (2 hits 20%)
       Tap A/C repeatedly, qcf + A, qcb + B                                (3 hits 15%)
       Tap A/C repeatedly, qcf + A, dp + B/D                               (3 hits 15%)
(4)  * df + B, then hcf + B/D or qcb + B or dp + B/D                        (X hits X%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  Because you can cancel any of the hits of Bakuretsu Ken (tap A/C repeatedly), |
|       the outcome differs accordingly.                                              |
| (4),  You can create an even larger chain from this but I was a bit lazy at the     |
|       time of writing. Plus it can get repetitive to read. Here's an example:       |
|       With MAX Mode enabled: Close C, df + B, dp + B (1 hit), qcf(x2) + AC.         |
|       Very long chain huh? The possibilities are endless. It's up to your           |
|       creativity.                                                                   |
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
[3-4]  PSYCHIC SOLDIERS TEAM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  ATHENA ASAMIYA                                              PSYCHIC SOLDIERS TEAM  |
=======================================================================================
SUPER CANCELS
* Psycho Sword, any hits     :    dp + A/C
* Phoenix Arrow, any hits    :    jump, qcb + B/D
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, qcb + C                                      (2 hits 15%)
       Crouch C or Close C/D, dp + A/C                                (4/8 hits 15/20%)
(2)  * Crouch C or Close C/D, f + B, dp + A                                (5 hits 25%)
(3)  * f + B, dp + A/C                                                (5/9 hits 20/25%)
(4)  * any jumping Normal attack, dp + A/C                            (4/8 hits 20/25%)
(5)  * qcb + A, f, hcf + AC, then A, B, C, A, B, C, D ...                   (X hits X%)
(6)  * qcb + A, qcf + ABCD, then D, C, B, D, C, B, A ...                    (X hits X%)
---------------------------------------------------------------------------------------
| Note                                                                                |
| (5),  This is basically doing the Psychic 9 SDM after the Psycho Ball (qcb + A)     |
|       release. Hits achieved depends on the finisher to the SDM:                    |
|       - Sailor Punch, (qcf + A/C)             (11 hits 40%)                         |
|       - Psycho Sword, (dp + A/C)              (13 hits 45%)                         |
|       - Flaming Sword, (hcb + B/D)            (14 hits 40%)                         |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Crouch C or Close C/D, f + B, qcb + B/D                        (4/5 hits 20/30%)
       Crouch C or Close C/D, f + B, dp +  C                               (9 hits 25%)
       Crouch C or Close C/D, f + B, qcf(x2) + B/D                         (7 hits 45%)
       Crouch C or Close C/D, f + B, hcb(x2) + A/C                         (3 hits 30%)
       Crouch C or Close C/D, f + B, hcb(x2) + AC                          (3 hits 35%)
(2)  * f + B, qcb + B/D                                               (4/5 hits 15/20%)
       f + B, qcf(x2) + B/D                                                (7 hits 35%)
       f + B, hcb(x2) + A/C                                                (3 hits 20%)
       f + B, hcb(x2) + AC                                                 (3 hits 25%)
(3)  * qcb + B, dp + A/C                                                 (3/6 hits 15%)
       qcb + B, CD                                                         (2 hits 20%)
       qcb + B, hcb(x2) + A/C                                              (2 hits 30%)
       qcb + B, hcb(x2) + AC                                               (2 hits 35%)

[ SUPER CANCELS ]
(1)  * jump, qcb + B/D (2 hits onwards), qcf(x2) + B/D                      (X hits X%)
(2)  * jump, qcb + B/D, hcb(x2) + A/C/AC                                    (X hits X%)
(3)  * Crouch C or Close C/D, f + B, qcb + D (last hit), hcb(x2) + A/C     (6 hits 50%)
       Crouch C or Close C/D, f + B, qcb + D (last hit), hcb(x2) + AC      (6 hits 45%)
(4)  * Crouch C or Close C/D, dp + A (1st-2nd hit), hcb(x2) + A/C     (3/4 hits 30/40%)
       Crouch C or Close C/D, dp + A (1st-2nd hit), hcb(x2) + AC      (3/4 hits 30/35%)
       Crouch C or Close C/D, dp + C (1st-6th hit), hcb(x2) + A/C     (3-7 hits 30-40%)
       Crouch C or Close C/D, dp + C (1st-6th hit), hcb(x2) + AC      (3-8 hits 25-35%)
---------------------------------------------------------------------------------------
| Note                                                                                |
| (1),  Hits gained is depending on the time, which hit and position Phoenix Arrow    |
|       (jump, qcb + B/D) is cancelled into Phoenix Fang Arrow [qcf(x2) + B/D].       |
|       Damage range from 30-40%.                                                     |
| (2),  Same rule as (1) but only that the chain needs to be done at the corner for   |
|       Shining Crystal Bit [hcb(x2) + A/C/AC] to connect                             |
| (3),  Exclusive for the Phoenix Arrow, D version, the final stretching leg kick is  |
|       Super Cancelable to Shining Crystal Bit DM/SDM and Psychic 9. You can opt to  |
|       Super Cancel it into Psychic 9 but seems to be a waste because the other hits |
|       will miss. Oh, yea the two chains needs to be done at corners                 |
| (4),  The A and C version of Psycho Sword (dp + A/C) hits differently and thus can  |
|       be cancelled at different times.                                              |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * jump, qcb + D, qcb + B, dp + A/C                              (4-11 hits 15-20%)
(2)  * Crouch C or Close C/D, f + B, qcb + D, qcb + B, dp + A/C         (8/11 hits 30%)
(3)  * Crouch C or Close C/D, dp + C (any hits), dp + A/C                   (X hits X%)
---------------------------------------------------------------------------------------
| Note                                                                                |
| (1),  Your opponent must be cornered for this combo to work. Psycho Reflector       |
|       (qcb + B) should be canceling the final hit of the Phoenix Arrow, D version  |
|       (the leg kick part)                                                           |
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
|  SIE KENSOU                                                  PSYCHIC SOLDIERS TEAM  |
=======================================================================================
SUPER CANCELS
* Ryuu Gakusai, 1-2 hits    :    dp + B/D
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + A                                        (2 hits 20%)
       Crouch C or Close C/D, f + B                                        (2 hits 20%)
       Stand C (2 hits), hcf + A                                           (5 hits 20%)
(2)  * Crouch C or Close C/D, hcf + A                                      (4 hits 15%)
       Crouch C or Close C/D, rdp + B                                      (2 hits 10%)
       Stand C or Crouch C or Close C/D, qcf, hcb + B                  (12/13 hits 40%)
       Stand C or Crouch C or Close C/D, qcf, hcb + D                  (12/13 hits 40%)
       Stand C or Crouch C or Close C/D, qcf(x2) + AC                    (6/7 hits 40%)
       Stand C or Crouch C or Close C/D, qcf(x2) + BD                      (2 hits 25%)
(3)  * Crouch C or Close C/D, f + B, qcf(x2) + BD                          (3 hits 30%)
(4)  * qcf + D, rdp + D                                                    (3 hits 15%)
       qcf + B/D, hcf + A                                                  (3 hits 15%)
       qcf + B/D, hcf + C                                                  (4 hits 25%)
       qcf + D, jump, then CD                                              (3 hits 25%)
(5)  * qcb + A, qcf, hcb + B                                              (12 hits 40%)
       qcb + A, qcf(x2) + BD                                               (2 hits 30%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (4),  You must perform Ryuu Gakusai (rdp + D) directly after Senkyuu Tai            |
|       (qcf + D) finishes. All of these combos produce higher hits if performed      |
|       at corners.                                                                   |
| (5),  The Choukyuu Dan (qcb + A) fireball appropriately should be done at 1/2       |
|       screen distance from opponent. This combo work the best when done at corners. |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Crouch C or Close C/D, f + B, qcb + A                               (4 hits 20%)
(2)  * Crouch C or Close C/D, f + A, qcf, hcb + B                         (13 hits 45%)
       Crouch C or Close C/D, f + A, qcf, hcb + D                         (13 hits 45%)
(3)  * qcf + B/D, qcb + A/C                                                (3 hits 15%)
       qcf + B/D, CD/jump CD                                               (3 hits 20%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  2nd Chain of Combo (2) only works on tall or big characters such as K', Angel |
|       Chang, to name a few. It all depends on how a character recovers during the   |
|       Gosentai (f + A) hit. Choi for example, can be hit by this combo even though  |
|       he is small.                                                                  |
---------------------------------------------------------------------------------------
        
[ SUPER CANCELS ]
(1)  * dp + D (1st or 2nd hit), qcf, hcb + B                           (12-13 hits 45%)
       dp + D (1st or 2nd hit), qcf, hcb + D                           (12-13 hits 45%)
       dp + D (1st or 2nd hit), qcf(x2) + AC                             (6/7 hits 45%)

[ MAX MODE ]
(1)  * Crouch C or Close C/D, f + B, qcb + A, hcf + A                      (7 hits 20%)
(2)  * Crouch C or Close C/D, hcf + A (2 hits), qcb + A                    (4 hits 10%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (X),  All MAX Mode combos needs to be done at corner                                |
---------------------------------------------------------------------------------------
       
[ MAX MODE BYPASS ]
(1)  * f + A, qcf, hcb + BC                                               (12 hits 45%)
=======================================================================================



=======================================================================================
|  CHIN GENTSAI                                                PSYCHIC SOLDIERS TEAM  |
=======================================================================================
SUPER CANCELS
* Ryuurin Hourai, C version (1st hit)         :    dp + C, done after Suihaikou
* Kaiten-teki Kuutotsuken, as it hits         :    hcf + B/D, done after Suihaikou
* Gou'en Shourai: Kai, B version (6th hit)    :    dp + B, done after Suihaikou or
                                                   after Bougetsu Sui (d, d + B/D)  
                                                         [NOTE: Suihaikou : rdp + A/C]
* Gou'en Shourai, last hit                    :    qcf, hcb + A/C
  (this DM is Super Cancelable)

NOTE
# Chin's Suibo Hyoutan Geki (f + A) command can be cancelled without pairing it
  from a Normal.
# Make sure you are performing Suihaikou (rdp + A/C) so that you can perform these
  three moves:
  - Fun'en Kou                 :    qcf + A/C
  - Ryuurin Hourai             :    dp + A/C
  - Kaiten-teki Kuutotsuken    :    hcf + B/D
  - Gou'en Shourai: Kai        :    dp + B/D
  If you don't perform Suihaikou, you won't be able to perform all four moves. Bear
  in mind that each Suihaikou performed signifies one ability to perform any four of
  the follow-ups. He needs to drink before he can do the moves. If you don't, don't
  blame me why the combos below don't work.
# Chin's cross-over attack is his Jump C attack, a double hit attack that can link
  to many of his Specials.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, qcf + A/C                               (2/3 hits 15/25%)
       Crouch C or Close C/D, dp + A                                     (6/7 hits 20%)
       Crouch C or Close C/D, qcb + A/C                                  (2/3 hits 20%)
       Crouch C or Close C/D, qcf(x2) + A/C                               (2/3 hits 35)
       Crouch C or Close C/D, qcf(x2) + AC                               (2/3 hits 45%)
(2)  * f + A, qcf + A/C                                                 (2 hits 15/25%)
       f + A, dp + A                                                       (6 hits 20%)
       f + A, qcb + A/C                                                    (2 hits 20%)
       f + A, qcf(x2) + A/C                                                (2 hits 30%)
       f + A, qcf(x2) + AC                                                 (2 hits 45%)
(3)  * hcf + B/D, dp + A                                                   (6 hits 25%)
       hcf + B/D, qcf + A/C                                             (2 hits 20/30%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (X),  Hyoutan Geki (qcb + A/C) for the C version will hit twice if you do it at the |
|       corner.                                                                       |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * hcf + B/D, dp + B/D                                                 (2 hits 15%)

[ SUPER CANCEL ]
(1)  * dp + C (1 hit), qcf(x2) + A/C                                       (2 hits 30%)
       dp + C (1 hit), qcf(x2) + AC                                        (2 hits 40%)
       dp + C (1 hit), qcf, hcb + A/C                                      (2 hits 15%)
       hcf + B/D, qcf(x2) + A/C                                            (2 hits 40%)
       hcf + B/D, qcf(x2) + AC                                             (2 hits 50%)
=======================================================================================



=======================================================================================
[3-5]  JAPAN TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  KYO KUSANAGI                                                           JAPAN TEAM  |
=======================================================================================
SUPER CANCELS
* 100 Shiki: Oniyaki, 1st hit                    :    dp + A/C
* 427 Shiki: Hikigane, B version (as it hits)    :    hcb + B
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + B                                         (2 hits 5%)
       Crouch C or Close C/D, df + D                                       (3 hits 25%)
       Crouch C or Close C/D, qcf + B/D                                    (2 hits 10%)
       Crouch C or Close C/D, dp + A/C                               (2 hits 10/15/20%)
       Crouch C or Close C/D, qcf + A/C...                            (2 Hits+ 10/15%+)
       Crouch C or Close C/D, hcb(x2) + AC                             (* + 8 hits 50%)
(2)  * Crouch C or Close C/D, f + B, qcf + A/C...                        (3 hits+ 15%+)
(3)  * qcf + B/D then B/D, dp + A/C                                      (3 hits 5/10%)
       qcf + D then B/D, qcf + C                                             (3 hit 5%)
       qcf + D then B/D, rdp + B                                           (3 hits 10%)
       qcf + D then B/D, hcb + B                                            (3 hits 5%)
       qcf + D then B/D, qcb, hcf + A/C                                    (3 hits 25%)
       qcf + B then B/D, qcb, hcf + AC                                     (5 hits 40%)
(4)  * qcf + D then B/D, hcb + B, qcf + A                                  (4 hits 10%)
       qcf + D then B/D, hcb + B, dp + A/C                                 (4 hits 20%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  For the 3rd chain, 75 Shiki: Kai (qcf + D), D version is able to connect with |
|       its follow-up hit by pressing either B or D, after paired with Crouch C or    |
|       Close C/D.                                                                    |
| (X),  qcf + A... signifies the follow-ups to the 114 Shiki: Aragami (qcf + A) or    |
|       qcf + C... the follow-ups to 115 Shiki: Dokugami (qcf + C).                   |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Crouch C, qcf + B then B/D, qcf + B then B/D                        (5 hits 20%)
       Crouch C, qcf + B then B/D, CD (aerial or ground)                   (4 hits 25%)
       Crouch C, qcf + D then B/D, hcb + D                                 (4 hits 20%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Other than Crouch C you can also start the chain with Close C or Close D.     |
|       Because of the Input Buffering System advantage, it is better to start it     |
|       Crouch C.                                                                     |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * hcb + B, qcb, hcf + A/C (hold A/C)                                  (2 hits 25%)
       hcb + B, qcb, hcf + AC (hold AC)                               (3/5 hits 35/50%)
(2)  * qcf + D then B/D, hcb + B, qcb, hcf + A/C (hold A/C)                (4 hits 40%)
       qcf + D then B/D, hcb + B, qcb, hcf + AC (hold AC)                  (6 hits 45%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  For Chain 1, you need to hold A/C for about 2 seconds before releasing so     |
|       that the opponent will be caught by the flames.                               |
|       For Chain 2, you have two options:                                            |
|       - Do the cancel directly and you'll get 3 hits 35% damage                     |
|       - Hold the AC buttons for 0.5 seconds so that you'll get 2 hits (caused by    |
|         bodily flames) and release it directly to get another 3 hits. The ends      |
|         result is 5 hits 50% damage                                                 |
| (2),  For Chain 1, release A/C after holding it down for about a second, just       |
|       enough time for the flames to catch the falling opponent.                     |
|       For Chain 2, right after the cancel you'll get 3 hits, the hold AC down for   |
|       1.5 seconds and release it to hit the opponent with another 3 hits, resulting |
|       in a total of 6 hits. Either way, you can always start the chains with        |
|       Crouch C, Close C/D.                                                          |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Crouch C or Close C/D, the repeat this 3X: qcf + A, qcf + C         (7 hits 25%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  The possibilities are many but I didn't want to put all of it since it's quite |
|       hard for me to do it. Most of it are about canceling 114 Shiki: Aragami      |
|       ( qcf + A) and its follow-ups into 115 Shiki: Dokugami (qcf + C) or vice      |
|       versa.                                                                        |
---------------------------------------------------------------------------------------



=======================================================================================
|  BENIMARU NIKAIDO                                                       JAPAN TEAM  |
=======================================================================================
SUPER CANCELS
* Shinkuu Katategoma, any hits    :    qcb + A/C
* Handou Sandan Geri, 1st hit     :    d, u + B/D after Iai Geri (qcf + B/D)

NOTES
# Because I wanted to simplify the chains (or else it gets to chaotic), Crouch C is
  omitted from the starting chain. If a chain starts with Close C, it can also start
  with Crouch C.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Close C/D or f + B, qcf + A                                         (3 hits 20%)
       Close C/D or f + B, qcb + A/C                                     (4/5 hits 20%)
       Close C/D or f + B, hcb, f + A/C                                    (* hits 20%)
       Close C/D or f + B, qcf + B/D then d, u + B/D                       (4 hits 25%)
       Close C/D or f + B, qcf(x2) + A/C                                   (4 hits 30%)
       Close C/D or f + B, qcf(x2) + AC                                   (11 hits 45%)
       Close C/D or f + B, qcb(x2) + B/D                                   (7 hits 30%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  The chain: 'Close C/D or f + B, qcf + B/D then d, u + B/D' don't work on some |
|       characters. The Iai Geri (qcf + B/D) might connect but the follow-up move     |
|       Handou Sandan Geri (u, d + B/D, done after Iai Geri) might miss.              |
|                                                                                     |
|       Raikou Ken [qcf(x2) + C), C version hits higher so shorter opponent might not |
|       be hit by the later hits of the DM.                                           |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * Close C/D or f + B, qcb + A/C (any hit), qcf(x2) + A/C         (4-7 hits 20-40%)
       Close C/D or f + B, qcb + A/C (any hit), qcf(x2) + AC      (12 hits-14 hits 50%)
(2)  * Close C/D or f + B, qcb + A/C (any hit), qcb(x2) + B/D       (8 -10 hit 35%-40%)
(3)  * Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcf(x2) + A/C
                                                                           (6 hits 40%)
       Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcf(x2) + AC
                                                                          (13 hits 50%)
       Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcb(x2) + B/D
                                                                           (9 hits 40%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Shinkuu Katategoma (qcb + A/C) can be cancelled at any time into Raikou Ken   |
|       (qcf, qcf + A/C/AC) but for the SDM if you cancel it too late, the later      |
|       hits can miss.                                                                |
| (2),  Again, do not cancel at the last hit of Shinkuu Katategoma (3rd hit for A     |
|       version, 5th hit for C version) or else the opponent will be knock away and   |
|       you'll be wasting the additional hits.                                        |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Close C/D or f + B, qcb + A/C (any hit), qcf + B/D             (3-5 hits 15-20%)
=======================================================================================



=======================================================================================
|  GORO DAIMON                                                            JAPAN TEAM  |
=======================================================================================

[ ANYWHERE ]
(1)  * df + C, hcb(x2) + A/C                                               (* hits 30%)
       df + C, hcb(x2) + AC                                                (* hits 45%)
       Close C/D, df + C                                                   (2 hits 10%)
       Close C/D, hcf + C                                                  (2 hits 20%)
       Close C/D, hcb, f + A/C                                             (* hits 25%)
       Close C/D, hcb(x2) + A/C                                            (* hits 35%)
       Close C/D, hcb(x2) + AC                                             (* hits 45%)
(2)  * Close C/D, df + C, hcb(x2) + A/C                                   (2* hits 45%)
       Close C/D, df + C, hcb(x2) + AC                                    (2* hits 50%)
=======================================================================================



=======================================================================================
[3-6]  WOMEN FIGHTERS TEAM  :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  MAI SHIRANUI                                                  WOMEN FIGHTERS TEAM  |
=======================================================================================
SUPER CANCELS
* Ryuu Enbu, 1st hit (C version only)    :    qcb + C

BUFFER SHOTCUTS
* Ryuu Enbu, C version only (qcb + C) into Chou Hissatsu Shinobi Bachi (qcb, hcf + B/D)
  Usual  : qcb + C (1 hit), qcb, hcf + B/D
  Buffer : qcb + C (1 hit), hcf + B/D

NOTES  
# Benitsuru no Mai (df + B) is a 2-hit command where the 1st hit is cancelable if
  the Command is paired from a Normal attack.
# Mai's best cross-over attack is her Jump C which connects best with her 
  Close/Crouch C.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, df + B                                       (3 hits 25%)
(2)  * Crouch C or Close C/D, qcb + A/C                               (2/3 hits 20/25%)
       Crouch C or Close C/D, qcb + B                                      (2 hits 20%)
       Crouch C or Close C/D, hcf + B                                      (3 hits 25%)
       Crouch C or Close C/D, qcf(x2) + A/C                                (8 hits 30%)
       Crouch C or Close C/D, qcb, hcf + B/D                               (7 hits 35%)
       Crouch C or Close C/D, qcb, hcf + BD                               (13 hits 45%)
(3)  * Crouch C or Close C/D, df + B (1 hit), qcf + A/C                     (3 hit 20%)
       Crouch C or Close C/D, df + B (1 hit), qcb + A/C                  (3/4 hits 20%)
       Crouch C or Close C/D, df + B (1 hit), qcb + B                      (3 hits 20%)
       Crouch C or Close C/D, df + B (1 hit), hcf + B                      (4 hits 25%)
       Crouch C or Close C/D, df + B (1 hit), qcf(x2) + A/C                (9 hits 30%)
       Crouch C or Close C/D, df + B (1 hit), qcb, hcf + B/D               (8 hits 35%)
       Crouch C or Close C/D, df + B (1 hit), qcb, hcf + BD               (14 hits 45%)
(4)  * qcf + A, then hcf + D                                               (2 hits 25%)
       qcf + A, then qcf(x2) + A/C                                         (8 hits 30%)
(5)  * Jump, d + A, qcb + A/C                                              (2 hits 15%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  This is basically a 'Special move chasing a projectile' combo. You can do the |
|       combo successfully at about 3/4 screen distance or fast enough to catch the   |
|       projectile.                                                                   |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * any ground Normal attack, f + B, qcb + A/C                          (2 hits 20%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  This combo will not connect for the first hit because the f + B command is    |
|       slow to come out. You need to start the command from an attack because from   |
|       that on, the command cancelability will be open, enabling you to perform      |
|       Musasabi no Mai (qcb + A/C).                                                  |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcb, hcf + B/D      
                                                                           (9 hits 45%)
       Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcb, hcf + BD      
                                                                          (12 hits 40%)
       Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcf(x2) + A 
                                                                          (10 hits 40%)

[ MAX MODE ]
(1)  * Crouch C or Close C/D, df + B (1 hit), qcb + B, qcb + A/C      (4/5 hits 15/20%)
       Crouch C or Close C/D, df + B (1 hit), hcf + B/D               (4/5 hits 15/20%)
       
[ MAX MODE BYPASS ]
(1)  * df + B (1 hit), qcf(x2) + BC                                        (8 hits 25%)
       df + B (1 hit), qcb, hcf + BC                                       (7 hits 25%)
=======================================================================================



=======================================================================================
|  YURI SAKAZAKI                                                 WOMEN FIGHTERS TEAM  |
=======================================================================================
SUPER CANCELS
* Yuri Chou Upper    :     dp + A/C

BUFFER SHORTCUTS
* Yuri Chou Upper, C version (dp + C) into Hien Hou'ou Kyaku (qcf, hcb + B/D)
  Usual  : dp + C (1 hit), qcf, hcb + B/D
  Buffer : dp + C (1 hit), hcb + B/D
* Yuri Chou Upper, C version (dp + C) into Shin! Chou Upper (qcf, qcf + BD)
  Usual  : dp + C (1 hit), qcf(x2) + BD
  Buffer : dp + C (1 hit), qcf + BD
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, dp + C  then dp + A/C                        (3 hits 20%)
       Crouch C or Close C/D, qcf, hcb + B/D                               (13 hit 25%)
(2)  * Crouch C or Close C/D, df + B                                       (2 hits 15%)
       Crouch C or Close C/D, df + D                                       (2 hits 15%)
(3)  * Crouch C or Close C/D, df + B, qcf, hcb + B/D                      (14 hits 30%)
(4)  * Crouch C 0r Close C/D, df + D, qcf + C (hold for 0.5 seconds)       (3 hits 25%)
       Crouch C or Close C/D, df + D, dp + A/C                             (3 hits 20%)
       Crouch C or Close C/D, df + D, qcf(x2) + BD                         (3 hits 15%)
       Crouch C or Close C/D, df + D, f, b, hcf + BD                      (18 hits 65%)
(5)  * qcf + A (then hold A), after fireball release qcf, hcb + B/D       (13 hits 45%)
       qcf + A (then hold A), after fireball release f, b, hcb + BD    (17 hits 80%!!!)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (4),  For 1st chain, to enable you to hit the opponent with Ko'oh Ken (qcf + C),    |
|       C version as the opponent falls, you need to hold it for 0.5 second before    |
|       releasing the C button. If you do the move without holding it down, you'll    |
|       miss the opponent. The A version cannot reach the opponent.                   |
| (5),  The A version of Haou Shoukou Ken (qcf + A, then hold A) is slower, allowing  |
|       both DMs and HSDM to catch up. No strict rules, but it's better if the        |
|       DM/HSDM is done quickly after the fireball is launched and/or the combo done  |
|       near the corner. As a side note, the C version of Haou Shoukou Ken's recovery |
|       is slow, so it's not a suitable opener. You read it right. Yuri's HSDM is     |
|       damn painful.                                                                 |
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Crouch C or Close C/D, df + D, Crouch C or Close C/D                (3 hits 20%)
       Crouch C or Close C/D, df + D, qcf. hcb + B/D                      (14 hits 35%)
       Crouch C or Close C/D, df + D, qcf(x2) + BD                         (4 hits 25%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  Shin! Chou Upper [qcf(x2) + BD] doesn't work well in a combo because it tend  |
|       to stray away as it hits, causing it to miss which then causing your opponent |
|       to miss the hit as well. Damage is not good considering 2 Power Stocks needed |
|       to do this.                                                                   |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * Crouch C or Close C/D, dp + C (1 hit), qcf, hcb + B/D              (14 hits 40%)
       Crouch C or Close C/D, dp + C (1 hit), qcf(x2) + BD    (3 hits 15% - 4 hits 25%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (1),  Notice that the 2nd chain has two outcome: 1st if done anywhere and 2nd, only |
|       when done at corners.                                                         |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * f + A, qcf + B/D                                                    (2 hits 10%)
=======================================================================================



=======================================================================================
|  MAY LEE                                                       WOMEN FIGHTERS TEAM  |
=======================================================================================

-----------
NORMAL MODE
-----------
SUPER CANCELS
* Spinning Needle, as it hits    :    press B/D, done after Lightning Needle (qcf + B/D)

NOTE
# Counter Kick (hcb + B/D) will perform a 3-hit attack that will juggle the opponent
  at the end. You can attack the opponent in mid-air or as he/she falls.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, qcf + B...                               (2/3 hits+ 15%+)
(1)  * Crouch C or Close C/D, qcb(x2) + B/D                           (4/5 hits 20/25%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Lightning Needle (qcf + B/D) has many follow-ups after that. That's why I     |
|       don't bother to list them down because all of them are default combos anyway. |
---------------------------------------------------------------------------------------

SUPER CANCELS
(1)  * Crouch C or Close C/D, qcf + B/D then B/D, qcb(x2) + B/D          (7/8 hits 45%)
(2)  * qcf + B/D then B/D, AC, BD, ABC                                    (57 hits 50%)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------
HERO MODE 
---------
SUPER CANCELS
* Full Swing Chop, C version (as it hits)    :    qcf + C
* May Lee Chop, as it hits                   :    qcb + A/C
* Lightning Blow, as it hits                 :    qcf + B/D

NOTE
# Sliding (df + B) command is cancelable as a standalone.
# The C version of Full Swing Chop (qcf + C) connects with her SDM: May Lee The End
  [qcf(x2) + ACD].
# May Lee Chop only connects with her aerial DM: May Lee Dynamic [jump, qcf(x2) + A/C].
# Both versions of Lightning Blow (qcf + B/D) can be Super Cancelled but only the D
  version that gets connected with her aerial DM: May Lee Dynamic because this version
  only stuns the opponent while the B version knocks the opponent down.
# May Lee has no close Normal attack in Hero Mode. In any case for the chains of
  combos below, all Stand C/D are Close C/D.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Stand C/D, df + B                                                 (2 hits 5/10%)
       Stand C/D, qcf + A                                                  (2 hits 15%)
       Stand C/D, qcb + A                                                  (2 hits 15%)
       Stand C/D, qcf + B                                                  (2 hits 15%)
       Stand C/D, hcb, f + A/C                                             (* hits 20%)
       Stand C/D, qcf(x2) + AC                                             (3 hits 50%)
(2)  * Crouch C, Stand C/D                                                 (2 hits 15%)
       Crouch C, qcf + A                                                   (2 hits 20%)
       Crouch C, qcb + A                                                   (2 hits 15%)
       Crouch C, qcf + B                                                   (2 hits 15%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (2),  You need to time your attacks during the opponent fall. Wait at the right     |
|       moment and then performed the respective moves. This is not an immediate hit. |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * qcf + C, qcf(x2) + AC                                               (3 hits 50%)
(2)  * Stand C/D, qcb + A, qcf(x2) + A/C                                  (15 hits 45%)
       qcb + A, qcf(x2) + A/C                                             (14 hits 40%)
(3)  * qcf + D, qcf(x2) + A/C                                             (14 hits 35%)
=======================================================================================



=======================================================================================
[3-7]  NEW FACES TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
[  YASHIRO NANAKASE                                                   NEW FACES TEAM  |
=======================================================================================
SUPER CANCELS
* Jet Counter: Still, C version (as it hits)    :    qcf + C, after Jet Counter, C 
                                                     version (hcf + C)

# Excellent Crossover attack: Jump C
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + A                                         (2 hits 5%)
       Crouch C or Close C/D, f + B                                         (2 hits 5%)
       Crouch C or Close C/D, dp + A/C                                (3/4 hits 15/20%)
       Crouch C or Close C/D, hcf + A                                      (2 hits 10%)
       Crouch C or Close C/D, qcf(x2) + A/C                                (2 hits 25%)
       Crouch C or Close C/D, qcf(x2) + AC                                 (2 hits 45%)
       Crouch C or Close C/D, qcb, hcf + BD                               (17 hits 50%)
(2)  * Crouch C or Close C/D, f + A, dp + A/C                         (4/5 hits 20/25%)
       Crouch C or Close C/D, f + A, hcf + A then qcf + A                  (4 hits 20%)
       Crouch C or Close C/D, f + B, hcf + A then qcf + A                  (4 hits 25%)
       Crouch C or Close C/D, f + A, qcf(x2) + A/C                         (3 hits 35%)
       Crouch C or Close C/D, f + A, qcf(x2) + AC                          (3 hits 45%)
       Crouch C or Close C/D, f + B, qcf(x2) + A/C                         (3 hits 35%)
       Crouch C or Close C/D, f + B, qcf(x2) + AC                          (3 hits 30%)
       Crouch C or Close C/D, f + A, qcb, hcf + BD                        (18 hits 50%)
       Crouch C or Close C/D, f + B, qcb, hcf + BD                        (18 hits 50%)

[ SUPER CANCELS ]
(1)  * hcf + C then qcf + C, qcf(x2) + A/C                                 (3 hits 45%)
       hcf + C then qcf + C, qcf(x2) + AC                                  (3 hits 50%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  You need to hold down the respective buttons (A/C for DM and AC for the SDM)  |
|       for a few seconds so that you can hit the opponent as he/she falls.           |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Close C, hcf + A, dp + A/C (1 hit), hcf + A/C, dp + C (1 hit), hcf + A/C, dp + C
                                                                           (9 hits 45%)
       Close C, hcf + A, dp + C (1 hit), hcf + A, dp + C (1 hit), hcf + A then qcf + A
                                                                           (7 hits 35%)
=======================================================================================



=======================================================================================
|  SHERMIE                                                            NEW FACES TEAM  |
=======================================================================================

[ ANYWHERE ]
(1)  * Crouch/Close C, f + B                                               (3 hits 10%)
       Crouch A/B, hcf(x2) + A/C                                           (* hits 25%)
       Crouch A/B, hcf(x2) + AC                                            (* hits 50%)
       Crouch C, hcb(x2) + A/C                                             (* hits 30%)
       Crouch C, hcb(x2) + AC                                              (* hits 25%)
       Crouch C, qcf(x2) + BD                                              (* hits 40%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  You read it right. the SDM version of Shermie Carnival [hcb(x2) + AC] is      |
|       even lower in damage than the DM version.                                     |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * f + B (1 hit), qcb + A/C then qcf + B/D                            (2* hits 10%)     
=======================================================================================



=======================================================================================
|  CHRIS                                                              NEW FACES TEAM  |
=======================================================================================
SUPER CANCELS
* Shooting Dancer: Thrust, 1st hit    :    hcb + A/C
* Shooting Dancer: Step, 1st hit      :    hcb + B/D
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Close/Crouch C, f + A                                                (2 hits 5%)
       Close/Crouch C, f + B                                               (3 hits 10%)
       Close/Crouch C, df + B                                              (2 hits 10%)
       Close/Crouch C, qcf + A                                             (2 hits 15%)
       Close/Crouch C, hcb + A/C                                           (3 hits 15%)
       Close/Crouch C, hcb + B/D                                           (2 hits 15%)
       Close/Crouch C, dp + B/D                                            (2 hits 15%)
       Close/Crouch C, qcf(x2) + A/C                                       (6 hits 20%)
       Close/Crouch C, qcf(x2) + AC                                        (9 hits 35%)
       Close/Crouch C, qcb(x2) + B/D                                      (11 hits 20%)
       Close/Crouch C, qcb(x2) + BD                                       (16 hits 35%)
(2)  * Close/Crouch C, f + A, qcf + A                                      (3 hits 15%)
       Close/Crouch C, f + A, dp + B                                       (3 hits 20%)
       Close/Crouch C, f + A, hcb + A/C                                    (4 hits 20%)
       Close/Crouch C, f + A, hcb + B/D                                    (3 hits 10%)
       Close/Crouch C, f + A, qcf(x2) + A                                  (7 hits 25%)
       Close/Crouch C, f + A, qcf(x2) + AC                                (10 hits 35%)
       Close/Crouch C, f + A, qcb(x2) + B/D                               (11 hits 20%)
       Close/Crouch C, f + A, qcb(x2) + BD                                (17 hits 30%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (2),  Chain that involve the DM, Twister Drive [qcb(x2) + B/D/BD] will always miss  |
|       a hit because you will catch the opponent in mid-air.                         | 
---------------------------------------------------------------------------------------

[ CORNER ]
(1)  * Close C/Crouch C (1 hit), f + B, qcb(x2) + B/D                     (12 hits 25%)
       Close C/Crouch C (1 hit), f + B, qcb(x2) + B/D                     (12 hits 25%)

[ SUPER CANCELS ]
(1)  * Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcf(x2) + A/C
                                                                           (8 hits 20%)
       Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcf(x2) + AC
                                                                          (16 hits 25%)
(2)  * Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcb(x2) + B/D
                                                                          (13 hits 25%)
       Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcb(x2) + BD
                                                                          (18 hits 35%)
=======================================================================================



=======================================================================================
[3-8]  KOF '96 TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
|  IORI YAGAMI                                                          KOF '96 TEAM  |
=======================================================================================
SUPER CANCELS
* 100 Shiki: Oniyaki, 1st hit for A version,    :    dp + A/C
  1st and 2nd hit for C version

BUFFER SHORTCUTS
* 100 Shiki: Oniyaki (dp + A/C) Super Cancelled into Kin 1211 Shiki: Ya Otome 
  (qcf, hcb + A/C/AC) for both DM/SDM versions.
  Usual  : dp + A/C (1-2 hits), qcf, hcb + A/C/AC
  Buffer : dp + A/C (1-2 hits), hcb + A/C/AC
  
INFO:
# Iori's Yumebiki (f + A, A) command is not cancelable on the 1st hit, which is a big
  loss because only the 1st hit that will connect with Close/Crouch C. However, if you
  pair it with Close A/B the command connects all the way. This condition is caused by
  how the strong attacks (Close/Crouch C) pushes the opponent away after a hit. Since
  that Yumebiki is a 2-hit command, then the 2nd hit is cancelable.
# Goufu In "Shinigami" (f + B) command, like the typical command attack is cancelable
  after being paired from a Normal attack. However, you will not get a 2-hit combo from
  it because the command is to slow to launch. In order for you to benefit from the
  cancellable trait, just perform the move from a Normal. Ignore the uncomboable factor.
# Due to Buffer command input, performing 100 Shiki: Oniyaki and then 147 Shiki: Aoi
  Hana very fast can results in a Super Cancel. This makes it hard to cancel the moves
  out into each other in MAX Mode.
---------------------------------------------------------------------------------------
 
[ ANYWHERE ]
(1)  * Crouch/Close C, f + A                                                (2 hits 5%)
       Crouch/Close C, qcf + A/C                                           (2 hits 15%)
       Crouch/Close C, dp + A/C                                       (2/4 hits 15/20%)
       Crouch/Close C, qcb + A/C(x3)                                       (4 hits 20%)
       Crouch/Close C, hcb + B/D                                           (3 hits 20%)
       Crouch/Close C, qcf, hcb + A/C...                                    (9 hit 30%)
       Crouch/Close C, qcf, hcb + AC                                       (2 hits 50%)
       Crouch/Close C, f + A (1 hit), qcf, hcb + A/C...                   (10 hits 40%)
(2)  * f + A, A, qcf + C                                                   (3 hits 20%)
       f + A, A, qcb + A/C(x3)                                             (5 hits 25%)
       f + A, A, qcf, hcb + A/C...                                        (10 hits 40%)
(3)  * any normal attack, f + B, qcf + A/C                                 (2 hits 10%)
       any normal attack, f + B, dp + A/C                             (2/4 hits 10/15%)
       any normal attack, f + B, qcb + A/C                                 (4 hits 15%)
       any normal attack, f + B, hcb + B/D                                 (3 hits 20%)
       any normal attack, f + B, qcf, hcb + A/C...                         (9 hits 30%)
       any normal attack, f + B, qcf, hcb + AC                             (2 hits 50%)
 (4) * qcf + A, qcb, hcf, b, f + A/C                                       (* hits 50%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  The Yumebiki (f + A, A) command will only hit once if you pair it first with  |
|       a Normal despite being able to hit twice because the 1st hit pushes the       |
|       opponent away.                                                                |
| (2)   For more damage, start all the chains with these light attacks:               |
|       - Close A/B                                                                   |
|       - Crouch A                                                                    |
| (X),  If you want additional damage, you can perform the follow up DM,              |
|       Ura 316 Shiki: Saika [qcf(x4) + AC] after performing Kin 1211 Shiki: Ya Otome |
|       (qcf, hcb + A/C). A cheap way to do damage. Damage can skyrocketed to 50%.    |
| (3),  The Normal attack will not connect with the Goufu In "Shinigami" (f + B)      |
|       command. It only serves to make Goufu In "Shinigami" cancellable              |
| (4),  You need to be about 3/4 screen distance to release the 108 Shiki: Yami Barai |
|       (qcf + A) projectile, just enough time for it to travel and hit the opponent  |
|       and enough time for Iori to recover and perform the Kin 1219 Shiki:           |
|       Homurabotogi (qcb, hcf, b, f + AC) HSDM.                                      |
---------------------------------------------------------------------------------------

[ CORNERS ]
(1)  * qcf + A, qcf, hcb + C...                                            (9 hits 35%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Due to the impact of 108 Shiki: Yami Barai (qcf + A) that causes the opponent |
|       to be pushed back, doing it at the corner is suitable as it limits the        |
|       movement of opponent.                                                         |
---------------------------------------------------------------------------------------

[ SUPER CANCELS ]
(1)  * Crouch/Close C, dp + C (1-2 hits), qcf, hcb + A/C               (10/11 hits 45%)
       Crouch/Close C, dp + C (1-2 hits), qcf, hcb + AC                  (3/4 hits 60%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  100 Shiki: Oniyaki (dp + A) knocks the opponent down causing the DM/SDM to    |
|       miss.                                                                         |
---------------------------------------------------------------------------------------

[ MAX MODE ]
(1)  * Close C, qcf + A(x2), hcb + B/D                                     (5 hits 20%)
       Close C, then repeat this 3X:  hcb + B/D (1 hit), dp + C (2 hits)  (11 hits 45%)
       Close C, hcb + B/D (1 hit), qcb + A/C(x3)                           (5 hits 10%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  There are way too many MAX Mode combos of Iori available. Listed here are     |
|       only a handful of them.                                                       |
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
|  MATURE                                                               KOF '96 TEAM  |
=======================================================================================
[ ANYWHERE ]
(1)  * Crouch C or Close C/D, qcb + A/C (x3)                           (10/11 hits 20%)
       Crouch C or Close C/D, dp + A/C                                   (3/6 hits 20%)
       Crouch C or Close C/D, qcb + B/D                               (4/5 hits 15/20%)
       Crouch C or Close C/D, hcf + B/D                              (*/2* hits 20/25%)
       Crouch C or Close C/D, qcf(x2) + A/C                              (6/7 hits 30%)
       Crouch C or Close C/D, qcf(x2) + AC                             (11/12 hits 45%)
       Crouch C or Close C/D, qcb, hcf + B/D                          (2/3 hits 35/40%)
       Crouch C or Close C/D, qcb, hcf + BD                              (2/3 hits 45%)

[ MAX MODE ]
(1) dp + A/C (1-3 hits), qcf + A                                         (3/4 hits 15%)
(2) Close D, qcb + A/C (x3), hcb + B/D                                    (12 hits 15%)
---------------------------------------------------------------------------------------
| Note :                                                                              |
| (1),  Sacrilege (dp + A/C) should be cancelled at the hit before Mature's leap.     |
|       About 1-2 hits for A version and 1-3 hits for C version                       |
---------------------------------------------------------------------------------------
=======================================================================================



=======================================================================================
|  VICE                                                                 KOF '96 TEAM  |
=======================================================================================
[ ANYWHERE ]
(1)  * Crouch C or Close C/D, f + A                                   (2/3 hits 15/20%)
       Crouch C or Close C/D, qcb + A/C then qcf + A/C                (3/4 hits 20/25%)
       Crouch C or Close C/D, qcb + B                                    (2/3 hits 15%)
       Close C/D, hcb, f + A/C                                       (*/2* hits 15/20%)
       Crouch C or Close C/D, hcf + B                                 (2/3 hits 15/20%)
       Crouch C or Close C/D, hcb(x2) + B/D                          (*/2* hits 35/40%)
       Crouch C or Close C/D, hcb(x2) + BD                              (*/2* hits 50%)
(2)  * Crouch C or Close C/D, f + A, hcf + B                          (3/4 hits 30/35%)

[ MAX MODE ]
(1)  * f + A, qcb + A/C then qcf + A/C                                     (3 hits 15%)
       f + A, hcf + B                                                      (2 hits 15%)
(2)  * Crouch C or Close C/D, qcb + B (1-2 hits), hcf + B             (3/4 hits 15/20%)
(3)  * qcb + B/D (any hits), qcb + A/C then qcf + A/C                       (X hits X%)

[ MAX MODE BYPASS ]
(1)  * f + A, hcb(x2) + BC                                                 (* hits 35%)
=======================================================================================



=======================================================================================
[3-9]  KOF '97 TEAM  ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======================================================================================

=======================================================================================
RYUJI YAMAZAKI                                                          KOF '97 TEAM  |
=======================================================================================
SUPER CANCELS
* Dagger of Judgment, 1st hit    :    dp + A/C

# Yamazaki's Stabbing (f + A) command is only cancellable for the 1st hit if it is
  paired from a connected Normal attack such Crouch C or Close C/D. On its own, the
  command is not cancellable even at any of its 2-hit attack.
# All Close D in the combos are single hit attack.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Crouch C or Close C/D (1 hit), f + A                                (2 hits 10%)
       Crouch C or Close C/D (1 hit), qcf + A/C                            (2 hits 15%)
       Crouch C/Close D (1 hit), qcb + A/B/C                             (2/3 hits 20%)
       Close C, qcb + B/C                                                  (3 hits 20%)
       Crouch C or Close C/D (1 hit), dp + A/C                         (3/5 hit 20/25%)
       Crouch C or Close C/D (1 hit), dp + B                               (3 hits 20%)
       Crouch C or Close C/D (1 hit), dp + D                               (2 hits 20%)
       Crouch C or Close C/D (1 hit), qcf(x2) + A/C                        (4 hits 30%)
       Crouch C or Close C/D (1 hit), qcf(x2) + AC                     (4 + 7 hits 45%)
       Crouch C or Close C/D (1 hit), hcb(x2) + A/C                       (11 hits 25%)
       Crouch C or Close C/D (1 hit), hcb(x2) + AC                        (20 hits 30%)
(2)  * Close C/D (1 hit), f + A, qcb + B/C                                  (3 hit 15%)

[ SUPER CANCELS ]
(1)  * Crouch C or Close C/D (1 hit), dp + A (1 hit), qcf(x2) + A/C        (5 hits 40%)
       Crouch C or Close C/D (1 hit), dp + A (1 hit), qcf(x2) + AC     (5 + 7 hits 50%)
       dp + A/C, hcb(x2) + A/C                                            (11 hits 20%)
       dp + A/C, hcb(x2) + AC                                             (20 hits 25%)
       dp + A/C, qcf + ABCD                                                (2 hits 20%)

[ MAX MODE ]
(1)  * qcb + A/B/C
(2)  * repeat this 3X: dp + B (1 hit), dp + A (1 hit)                      (6 hits 25%)
       repeat this 3X: dp + A (1 hit), dp + B (1 hit)                      (8 hits 35%)
       repeat this 3X: dp + C (2 hit), dp + B (1 hit)                     (12 hits 40%)
       repeat this 3X: dp + B (1 hit), dp + D (1 hit)                      (6 hits 40%)

[MAX MODE BYPASS }
(1)  * f + A (1 hit), qcf(x2) + BC                                         (4 hits 30%)
       f + A (1 hit), hcb(x2) + BC                                        (11 hits 20%)
=======================================================================================



=======================================================================================
|  BLUE MARY                                                            KOF '97 TEAM  |
=======================================================================================
SUPER CANCELS
* Vertical Arrow, 1st hit                         :    dp + B/D
* Straight Slicer, as it hits (B version only)    :    charge b, f + B
* Mary Snatcher, as it hits                       :    dp + B/D, done after Vertical
  into Mary Dynamite Swing DM/SDM                      Arrow (dp + B/D)

BUFFER SHORTCUTS
* Hammer Arch (f/b + A) or Double Rolling Kick (f/b + B) into Mary Slicer
  (charge B, f + B/D)
  Usual  :  f/b + A/B, charge B, f + B/D
  Buffer :  b + A/B (and hold b for 2 seconds), f + B/D
        
* Vertical Arrow (dp + B/D) into Mary Splash Rose (qcf, hcb + A/C)
  Usual  :  dp + B/D (1 hit), qcf, hcb + A/C
  Buffer :  dp + B/D (1 hit), hcb + A/C
        
* Vertical Arrow (dp + B/D) into Mary's Snatcher (Vertical Arrow follow-up:
  dp + B/D) for an immediate connect.
  Usual  : dp + B/D, then dp + B/D
  Buffer : dp + B/D, qcf B/D

#  If a combo starts with Close C, then the combo can be started with Jump C which is
   Blue Mary's excellent cross-over attack.
   Example: Jump C, Close C(1 hit), qcf, hcb + A/C
#  Close C (1 hit) can be replaced by this cross-over combo: Jump C, Crouch C.
   So a combo that looks like this :   Stand C (1 hit), qcf, hcb + A/C
   Can turn into this              :   Jump C, Crouch C, qcf, hcb + A/C
#  Two of Mary's Command attacks:
   - Hammer Arch           f/b + A
   - Double Rolling Kick   f/b + B
   Can be executed by pressing either Forward or Backwards plus A or B, but in the combo
   they are represented only by forward (for the direction) to simplify and avoid
   confusion while reading. In an instance where a combo involves Mary's Straight Slicer
   (Charge b, f + B/D), then it is much easier to execute the command using the backward
   button.
#  Eolith and Playmore overlooked the fact Mary Dynamite Swing DM/SDM cannot connect
   with Mary Snatcher after a Super Cancel. This is the old code from KOF 2001 that
   they forgot to delete.
---------------------------------------------------------------------------------------

[ ANYWHERE ]
(1)  * Close C/D/f + B (2 hits), dp + B/D (then dp + B/D again)            (4 hits 30%)
       Close C/D/f + B (2 hits), qcf, hcb + A/C                           (11 hits 40%)
       Close C/D/f + B (2 hits), A, A, f, B, C                             (3 hits 35%)
       Close C/D/f + B (2 hits), A, A, b, B, C                             (3 hits 45%)
       Close C (1 hit)/D, f + B, qcf, hcb + A/C                     (11/12 hits 50/55%)
       Close C (1 hit)/D, f + B, A, A, f, B, C                         (4/5 hit 50/55%)
       Close C (1 hit)/D, f + B, A, A, b, B, C                         (4/5 hit 55/60%)
(2)  * f + A, qcf, hcb + A/C                                              (10 Hits 40%)
       f + A, A, A, f, B, C                                                (2 hits 40%)
       f + A, A, A, b, B, C                                                (2 hits 45%)
       Close C (1 hit)/D, f + A, dp + B/D (then dp + B/D again)        (3/4 hit 30/35%)
       Close C (1 hit)/D, f + A, charge b, f + B/D, qcf + B/D          (3/4 hit 30/35%)
       Close C (1 hit)/D, f + A, qcf, hcb + A/C                        (10/11 hits 40%)
       Close C (1 hit)/D, f + A, A, A, f, B, C                        (3/4 hits 40/45%)
       Close C (1 hit)/D, f + A, A, A, b, B, C                        (3/4 hits 45/50%)
(3)  * Close C (1 hit)/D, f + B, charge b, f + B/D, qcf + B/D         (3/4 hits 40/45%)
(4)  * f + A, then db, qcf, uf, u, d + BD                                   (1 hit 50%)
       Close C (1 hit)/D, f + A, then db, qcf, uf, u, d + BD          (2/3 hits 50/55%)
       Close C/D/f + B (2 hits), then db, qcf, uf, u, d + BD          (2/3 hits 50/55%)
       Close C (1 hit)/D, f + B, then db, qcf, uf, u, d + BD          (2/3 hits 60/65%)
---------------------------------------------------------------------------------------
| Note:                                                                               |
| (2),  qcf, hcb + A/C needs to be done as soon as f + A hits or it cannot be         |
|       cancelled after that. Close C is a double hit attack in which the first hit   |
|       is cancellable.                                                               |
| (2),  f + A is only cancellable to Desperation Moves but not Special Moves if it    |
|       is not started from an attack (such as Close C (1 hit) or Close D.            |
| (3),  Mary's Straight Slicer (Charge b, f + B/D) needs to be charged for about      |
|       3 seconds (pressing Backwards that is) before you can press Forward to        |
|       execute the move. That's why even though theoretically combos like            |
|       [Close D, Charge b, f + B/D] looks to be OK, in reality it doesn't because    |
|       you will be unable to press backwards for at least two seconds before the     |
|       first attack recovers.                                                        |
| (4),  Mary's Typhoon (db, qcf, uf, u, d + BD) in theory and also based on how the   |
|       move was executed in the recent KOF, is able to be performed independently or |
|       after being comboed after an attack. But due to how difficult it is to pull   |
|       off the move, it is very much advisable to perform the HSDM after comboing    |
|       it from an attack that took some time to finish its entire attack animation   |
|       (such as Close C/D or f + B). This also avoid you from doing odd movements    |
|       such as jumping when pressing the directions. Another odd thing is that       |
|       Mary's Typhoon is not counted in a combo. That's why a combo that is supposed |
|       to be 3 hits will be shown as 2 hits by the Hits Indicator).                  |
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[ CORNER ]
(1)  * Close C (1 hit)/D, f + B, dp + B/D (then dp + B/D again) (3/4 hits 40/45%)
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| Note:                                                                               |
| (1),  f + B (2nd hit) pushes the opponent away after it hits, that's why Vertical   |
|       Arrow (dp + B/D) will miss if not done at corners.                            |
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[ SUPER CANCELS ]
(1)  * dp + B/D (1 hit), qcf, hcb + A/C                                   (10 hits 40%)
       dp + B/D (1 hit), A, A, f, B, C                                     (2 hits 40%)
       dp + B/D (1 hit), A, A, b, B, C                                     (2 hits 45%)
(2)  * charge b, f + B, qcf, hcb + A/C                                    (10 hits 45%)
       charge b, f + B, A, A, f, B, C                                     (10 hits 45%)
       charge b, f + B, A, A, b, B, C                                      (4 hits 50%)
(3)  * Close C (1 hit)/D, f + A, charge b, f + B, qcf, hcb + A/C          (11 hits 50%)
       Close C (1 hit)/D, f + A, charge b, f + B, A, A, f, B, C             (2 hits 50)
       Close C (1 hit)/D, f + A, charge b, f + B, A, A, b, B, C       (4/5 hits 50/55%)
       Close C (1 hit)/D, f + B, charge b, f + B, qcf, hcb + A/C    (13/14 hits 50/55%)
       Close C (1 hit)/D, f + B, charge b, f + B, A, A, f, B, C       (5/6 hits 50/55%)
       Close C (1 hit)/D, f + B, charge b, f + B, A, A, b, B, C       (5/6 hits 55/60%)
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| Note:                                                                               |
| (X),  Mary Typhoon (db, qcf, uf, u, d + BD) seems to be unable to be Super          |
|       Cancelled. I tried many times but it just refuse to. My observa