===============================================================================
The King of Fighters '99 : "The Millenium Battle" Advanced FAQ v1.45 by Triste
===============================================================================
KKK KKK KKKKKKKK KKKKKKKKKKKK KK KKKKKKKK KKKKKKKK
KKK KKK KKK KKK KKK K KKK KKK KKK KKK
KKK KKK KKK KKK KKK KKK KKK KKK KKK
KKKKKKK KKK KKK KKKKKKKKKKKK KKK KKK KKK KKK
KKK KKK KKK KKK KKK KKK KKK
KKK KKK KK KKK KKK KK KKK KK KKK KKK
KKK KKK KK KKKKKKKK KK KKK KK KKK KKK
===============================================================================
===============================================================================
The King of Fighters '99 : "The Millenium Battle" Advanced FAQ is created by
Triste (not a real name, merely a name that I prefer people on the internet
refer me as).
This FAQ can be used (as in, its contents and my statements) in another FAQ or
used in a homepage. It is not allowed to be used for commercial purposes. If
you don't know what that's supposed to be, that's when you try to use the
information in this FAQ in a magazine or paysites.
Another thing; this is _not_ a mere copy of Kao Megura's FAQ!! The information
gleaned in this FAQ is gained directly from SNK (one way or the other), and
I write the move names that I assume is correct. But, there're no Biodatas
here. I've decided to take 'em off because the information around the world are
pretty damn varied, amazingly.
The quotes are (mostly) taken straight from the KOF'99 Original Soundtrack :
Disc 2, and are written in what I believe is the correct spelling. If you have
any idea as to what it is supposed to spell and / or the meanings, please do
not hesitate to correct me. Any help are appreciated and will be credited
accordingly!
And, I hate plagiarism...so I try not to do it too. Any similarities of names
and terms are incidental. Great minds think alike, maybe. Enjoy!
===============================================================================
UPDATES
===============================================================================
22 Jun 2000 : ver. 1.45
>> Added Advanced FAQ Ratings.
>> Updated Glossary.
>> Combo update : Terry, Leona, Ralf, Clark, Whip.
21 Jun 2000 : ver. 1.35
>> After a very long break from writing FAQs, I've decided to list all the
possible combos for each character...hopefully I'll finish it.
>> Combo update : K', Maxima, Benimaru, Shingo, Kyo-1, Kyo-2, Kyo, Iori.
08 Dec 1999 : ver. 1.25
>> Added some more Advanced Combos to everybody except for Chin, Bao, and the
Korea Team.
>> Deleted the biodatas from every character. This is because I suddenly
remembered that I had took them off another FAQ! I'm so sorry, and I
assure you that wouldn't happen again. No, I won't add biodatas until a
later date.
24 Nov 1999 : ver. 1.15
>> Added more Advanced Combos to Shingo, Terry, Andy, Joe, Mai, Robert,
Takuma, King, Mary, Kasumi, and Xiangfei.
>> Finally added Chin's section -- reminded by Kao Megura. Thanks!
>> Added some more Quotes.
>> Tidied up the layout.
>> Added that logo thing up there. Will improve over time, hopefully.
===============================================================================
CONTENTS
===============================================================================
i : Notice
ii : Updates
iii : Contents
Chapter 01 : Foreword
Chapter 02 : How To Play
- Basics
- Super Bar
- Strikers
- Combination Attacks
- Blocked Combos
- Rules
Chapter 03 : Story
- The Story So Far...
- In 1999
Chapter 04 : The Teams
- Japan Team < K' - Maxima - Benimaru - Shingo >
- Fatal Fury Team < Terry - Andy - Joe - Mai >
- Kyokugenryuu Team < Ryo - Robert - Yuri - Takuma >
- Ikari Team < Leona - Ralf - Clark - Whip >
- Psycho Soldiers Team < Athena - Kensou - Chin - Bao >
- '99 Women's Team < King - Blue Mary - Kasumi - Xiangfei >
- Korea Team < Kim - Chang - Choi - Jhun >
- The Kyo Clones < - Kyo-1 - Kyo-2 - >
- Kyo Kusanagi
- Iori Yagami
Chapter 05 : Extras
- Play as the Hidden Characters
- How To Kill Krizalid : 1st Form
- Colours <UNFINISHED>
- Intro Poses
- Choose Win Poses
- Endings
- General Strategies
Chapter 06 : Glossary
Chapter 07 : Backword
===============================================================================
* CHAPTER 01 : FOREWORD
===============================================================================
What? FAQs don't usually have forewords?
I'll try to make this brief. First, read that notice right underneath the
title. My name is Triste, and this FAQ's use is to make sure you don't embarass
yourself (at the least) in public playing KOF'99.
It doesn't matter if you win or lose, but at least you won't lose without
a fight. Well, that's the whole purpose of this FAQ. You may find some stuff
I've found out interesting.
By the way...e-mail me if you spot anything wrong. I can't update the FAQ
if I keep on making mistakes; and tell me if you found some new combo or
whatever okay? Thanks.
E-mail : triste@darkmail.com
Homepage : http://www.geocities.com/axeldman/index.html
--or--
http://www.geocities.com/Tokyo/Shrine/7420/html
Another thing...I haven't the time to finish the homepage up there, but
construction is well under way. Hopefully it will be finished by the end of
this year.
===============================================================================
* CHAPTER 02 : HOW TO PLAY
===============================================================================
-------------------------------------------------------------------------------
BASICS
-------------------------------------------------------------------------------
Let me draw the arcade controls.
ub u uf
\ | / A B C D
b - O - f
/ | \
db d df
________
Commands :
qcf - quarter circle forward / d, df, f
qcb - quarter circle back / d, db, b
hcf - half circle forward / b, db, d, df, f
hcb - half circle back / f, df, d, db, b
Tap - Press the assigned button or direction light and quickly.
Press - Just...press it! Like dialling a phone number, okay?
Hold - Hold the assigned button or direction for some time.
Charge - Just like hold, but only for directionals.
_________________
Character Control :
Move Forward - f
Move Backward - b
Crouch - d / df
Block High - b
Block Low - db
Air Block - b / db when jumping up / back
Dash - f, f (hold f to maintain run)
Backstep - b, b
Jump - u
Jump Back - ub
Jump Forward - uf
Small Jump - Tap ub / u / uf
Medium Jump - Dash, tap ub / u / uf
Tap db / d / df, Tap ub / u / uf
Big Jump - Dash, press ub / u / uf
Tap db / d / df, press ub / u / uf
Weak Punch - A
Weak Kick - B
Strong Punch - C
Strong Kick - D
Slide - AB
Dodge Slide - b + AB
Slide Attack - A / B during Slide / Dodge Slide
Striker Call - BC
Knockdown Attack - CD
Recovery Roll - when knocked down, AB
Guard Escape - when blocking, AB / b + AB (consumes 1 stock)
Guard Counter - when blocking, CD (consumes 1 stock)
Counter Mode - ABC
Armor Mode - BCD
_______
History :
(A) - only for the A version of the particular move.
(B) - only for the B version of the particular move.
(C) - only for the C version of the particular move.
(D) - only for the D version of the particular move.
(X) - only for the X hit of the particular move (X is a number).
(DM) - only for DM version of a Super Move.
(SDM) - only for SDM version of a Super Move.
__________________
Special Properties :
Autoguard - there is a built-in 'blocking' frame in the (X) hit of
the move.
'Earthquake' - there is some sort of earthquake when the move is
activated, and must be blocked low.
Evades ... - the move evades ... when it is activated.
Hits low - must be blocked low on the (X) hit of the move.
- if not accompanied with (X), then the whole move hits
low.
Juggles - hits your enemy into the air on the (X) hit of the move
and allows you to add some more damage while they're in
the air.
- if not accompanied with (X), then the whole move
juggles.
Overhead - must be blocked high on the (X) hit of the move.
- if not accompanied with (X), then the whole move is an
overhead.
Unblockable - You cannot block the move when ... .
-------------------------------------------------------------------------------
SUPER BAR
-------------------------------------------------------------------------------
In KOF'99, when you execute a special move or block, a bar fills up right under
your character's life bar. Once it's filled up (one stock), you can execute
either a Desperation Move (DM), Guard Escape, or Guard Counter.
You can only hold a maximum of three stock in your super bar. Once it's filled
up to three stock (MAX), you can spend all three stock on either Counter Mode,
which allows unlimited DM using for 15 seconds, or Armor Mode, which lets you
attack without fear of being knocked down fot 7 seconds. After using either of
these, you cannot accumulate stocks for approximately 10 seconds.
When your character's life bar flashes red, their DMs will automatically change
into an SDM, taking more damage and enabling special characteristics for that
particular SDM.
_______
Example :
Takuma's Ryuuko Ranbu, when it's turned into an SDM ignores one hit and is
faster to come out. This is also why he's so goddamn cheap.
Managing your stocks is one of the key points to winning a match. If you can't
manage to hit your opponent with a DM, or your character's DM is too laggy /
not very useful, might as well spend your stocks on Guard Escape or Guard
Counter. Don't accumulate too many stocks when you're not going for a DM or
using the Counter and Armor Mode.
-------------------------------------------------------------------------------
STRIKERS
-------------------------------------------------------------------------------
The Striker match is the new feature of KOF'99. You can call a previously
assigned fourth character into the screen to help your fighter. Strikers have
different characteristics. Some have dual roles.
_______
Example :
Kyo-1 and Kyo-2's Striker has dual role. What they do when you call them out
is they come in with a B version R.E.D. Kick / Koma Hofuri, then perform a
Kai. If the opponent gets hit by the R.E.D. Kick / Koma Hofuri part of the
move, they will automatically taunt, lowering the opponent's super bar. Now,
if they hit the opponent on the Kai part of the move, it will juggle. Think
about the opportunities that can arise!
Role #1 - air counter and super bar reducer.
Role #2 - juggle.
...however, there's also Strikers that have Triple roles! This can be tricky...
_______
Example :
Kasumi's Striker has a triple role. What she does when you call her is, she
comes in with a jumping CD, then taunts (lowers enemy's super bar). If the
opponent touches her in the beginning of her taunt, she will catch and throw
them into an unbreakable fall. By the way, you can hit an opponent that's in
the middle of an unbreakable fall by using the jumping CD.
Role #1 - hits with a jumping CD.
Role #2 - super bar reducer when not hitting opponent.
Role #3 - unbreakable fall juggle.
Experiment with your Striker and see which style you need. Additionally, it is
often a good idea to learn to use how to use the character that you've picked
as your own personal Striker; just in case you accidentally picked the wrong
fight order. Yes...that happens.
__________________
Special Properties :
Close air counter - Hits opponents that try to jump in when close.
Combo setup - Opens the enemy for a combo opportunity.
Decrease Super Bar - Decreases enemy's Super Bar.
Far air counter - Hits opponents that try to jump in when far.
Increase Super Bar - Increases the character's Super Bar.
Juggles - Hits the enemy into the air, enabling you to
add some damage.
Pressure move - Forces the enemy to the defensive.
Prevent opponent approaching - Forces the enemy to hang back.
-------------------------------------------------------------------------------
COMBINATION ATTACKS
-------------------------------------------------------------------------------
Combination Attacks, AKA Combos, determine how skilled a player is. Depending
on the character, it can range from 2-hit (Bao) to 102-hit (Xiangfei). Most
combos take advantage of Command Attacks, an attack that can be activated by
pressing a directional and an attack button.
The basic execution of a combo is :
normal attack + special move
But with a feature introduced in KOF '97, the command attack, it can now be :
normal attack + command attack + special move
Note that when you use a command attack in a combo, it loses its special
characteristics.
_______
Example :
Xiangfei's combo is Crouch A, f + A, A Nanpa. The f + A part of the combo,
if used individually, is an overhead. But since it is used in a combo here,
the opponent can still block low and not get hit.
Ops, one thing I forgot to tell you--all command attack properties will
disappear except for 'Hits low' and 'Guard Break'. These two properties are
Bao's and Choi's, respectively.
Yet...with another feature that started in KOF '99, the Counter Mode, you
can now perform :
slide attack + special move
and :
slide attack + command attack + special move
and another one :
normal / slide attack + special move + desperation move
yes, another one :
normal / slide attack + command attack + special move + desperation move
Note that this feature is only in Counter Mode!
Another additional note...combos may look flashy and they take heaps if they
connect. See that if in the previous statement? That...is a very, very big if,
especially when your opponent is good at blocking. Not that you shouldn't
learn combos, it's just that you need to be good at making sure they
connect.
There is only one purpose for combos; they are to make sure your enemy dies
before you do. You can overuse it if you want, but don't forget that your
opponent can do combos too.
-------------------------------------------------------------------------------
BLOCKED COMBOS
-------------------------------------------------------------------------------
If your combos are blocked, what do you do? Complete it, although it's blocked,
or stop right there?
From my experience, if your opponent has a stock and is near a corner, he'll
probably wait until the command attack part of the combo, then Guard Counter.
If your character's combo has a safe ending, it should be okay to finish the
combo. Well, sometimes. I'll show you two examples.
_________
Example 1 : K'
K's combo is: C, f + A, Iron Trigger. When this combo is blocked, people
often Slide right after f + A connects, Therefore exposing K' to danger
from his lagging Iron Trigger. These kinds of combos are good if your
opponent doesn't have a stock.
_________
Example 2 : Blue Mary
Mary's combo is: C, b + A, B Straight Slicer. When this combo is blocked,
there's a 50% chance that your opponent won't block low. If they don't,
they'll get hit by the Straight Slicer, and Mary can connect it with a Crab
Clutch. If they do block, Mary will already recover from her move, and the
opponent can't combo you back. But, characters with command throws can throw
you at the end of the Straight Slicer so be careful.
But, this excludes characters that have unblockable moves, since they can
just do a move / DM when you do something wrong. Yet, it's generally better not
to continue the combo if you want to play safe.
-------------------------------------------------------------------------------
RULES
-------------------------------------------------------------------------------
1. THE CHARACTER SELECT--------------------------------------------------------
Here is the character select screen.
-------------------------------------------------------------------------
| ------------------------------------------- |
| ----------- | K' | Maxima | Benimaru | Shingo | ----------- |
|| | |---------- ---------- ---------- ----------| | ||
|| 1P SIDE | | Terry | Andy | Joe | Mai | | 2P SIDE ||
|| CHARACTER | |---------- ---------- ---------- ----------| | CHARACTER ||
|| PIC | | Ryo | Robert | Yuri | Takuma | | PIC ||
|| | |---------- --------------------- ----------| | ||
|| | | Kyo-1 | ROULETTE BOX | Kyo-2 | | ||
| ----------- |---------- --------------------- ----------| ----------- |
| | Kyo | | Iori | |
|CHARACTER NAME|---------- --------------------- ----------|CHARACTER NAME|
| | Leona | Ralf | Clark | Whip | |
| ----- ----- |---------- ---------- ---------- ----------| ----- ----- |
|| 1 | 2 | | Athena | Kensou | Chin | Bao | | 1 | 2 ||
|| | | |---------- ---------- ---------- ----------| | | ||
| ----- ----- | King | Mary | Kasumi | Xiangfei | ----- ----- |
|| 3 | 4 | |---------- ---------- ---------- ----------| | 3 | 4 ||
|| | | | Kim | Chang | Choi | Jhun | | | ||
| ----- ----- ------------------------------------------- ----- ----- |
| |
-------------------------------------------------------------------------
In the King of Fighters '99, 3 people duke it out in a method of elimination to
determine a winner of a match. One more character, as Striker, can assist the
fighter in their own way.
Pick your desired character from a character select screen including 7 teams
and 4 single entries. That's 30 characters, and 2 hidden characters total.
Roulette picks a random character for each match. Sort of. In KOF '99, who you
get will be randomized for each character each day. Get that? No? I'll explain.
_______
Example :
I pick Kyo, Mary, Clark, one Roulette. If you play that whole day on that
machine with that team, you'll notice that the same selection of characters
that will show up in the Roulette is the same. This can be utilized
sometimes...
2. THE ORDER SELECT------------------------------------------------------------
Here is the Order Select Screen.
-------------------------------------------------------------------------
| __________ ___________ |
| ____A__________/ | | \_________A____ |
||__________________________| O R D E R |__________________________||
| __________ ___________ |
| ____B__________/ | S E L E C T | \_________B____ |
||__________________________| |__________________________||
| ___________ ___________ |
| ____C_________/ | | \_________C____ |
||__________________________| |__________________________||
| ___________ T I M E ___________ |
| ____D_________/ | | \_________D____ |
||__________________________| --- |__________________________||
| |
| |
| S E L E C T S E L E C T |
| ? ? ? P L A Y E R ! ? ? ? P L A Y E R ! |
| ------ ------ ------ ------ ------ ------ ------ ------ |
| | 1 | 2 | 3 | 4 | | 4 | 3 | 2 | 1 | |
| | | | | | | | | | | |
| ------ ------ ------ ------ ------ ------ ------ ------ |
-------------------------------------------------------------------------
After selecting the characters, you have to determine who will fight and who
will be the striker. Press the corresponding button to select the order, the
last person will be the striker.
_______
Example :
I pick Bao first, K' second, Blue Mary third, and Leona fourth at the
character select screen.
Then the order select screen appears.
If I want to pick K' to fight first, I have to press B. If I want Leona, I
press D, and so on.
So, A = first character, B = second character, C = third character, D = fourth
character that you want to pick.
You can see which character you've selected, like in previous installments of
KOF. To reveal them, hold START when selecting the order. Not after, okay?
3. THE MATCH-------------------------------------------------------------------
Here is the fight screen.
-------------------------------------------------------------------------
| ----____________________________ ----- ____________________________---- |
|| |____________________________| |____________________________| ||
||_____|______ _ _ ----- _ _ ______|_____||
| |___|_______|_|_| |_|_|_______|___| |
|0 K' XIANGFEI 0|
|0 BENIMARU KASUMI 0|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| ----- ___ ___ ___ ___ ___ ___ ----- |
| | | | | | | | | | | |
| |_____|___|___|___| |___|___|___|_____| |
-------------------------------------------------------------------------
Each match (Round 1) starts with :
>> Timer at 60 seconds.
>> Full energy bar for both players.
>> Empty Super Bar for both players.
>> 3 Striker Block for both players.
Each round (Round 2 - 5) starts with :
>> Timer at 60 seconds.
>> Full energy bar for the defeated player.
Restored energy bar for the winning player.
>> Empty Super Bar for the defeated player.
Last round's Super Bar for the winning player.
>> + 1 Striker Block for the defeated player.
Last round's Striker Block for the winning player.
4. DRAW GAME-------------------------------------------------------------------
A Draw Game occurs when :
>> Both players knock each other out.
>> Both players have the same amount of energy when the time is out.
What will happen next is :
>> If both players still have a fighter remaining, then :
a new round featuring their next fighters will commence.
>> If one player has no fighters remaining, then :
the other player (that has a fighter remaining) wins.
>> If both players have no fighters remaining, then :
the game will go into a Final Round.
The Draw Game Final Round starts with :
>> Timer at 60 seconds.
>> 50% energy bar for both players.
>> Last round's Super Bar for both players.
>> Last round's Striker Block for both players.
When another Draw Game occur at the Final Round, both players lose their
credits and the continue screen will pop up.
===============================================================================
* CHAPTER 03 : STORY
===============================================================================
-------------------------------------------------------------------------------
THE STORY SO FAR
-------------------------------------------------------------------------------
Kyo Kusanagi, the 4-year champion of the King of Fighters tournament, managed
to defeat the dreaded god Orochi in the year 1997 with the help of his rival,
Iori Yagami. He has defeated Rugal in 1994 and 1995, and Goenitz, the Orochi
warrior in 1996. Yet, he is nowhere to be found after his "victory"...
-------------------------------------------------------------------------------
IN 1999...
-------------------------------------------------------------------------------
Invitations were sent to fighters around the world. However, there were no
media attention to be seen. A new rule for KOF was revealed : the Striker
Match. The fighters were in no doubt surprised at this...which leads to another
question begging to be answered: who is behind this year's King of Fighters
tournament?
===============================================================================
* CHAPTER 04 : THE TEAMS
===============================================================================
-------------------------------------------------------------------------------
JAPAN TEAM
-------------------------------------------------------------------------------
The Japan Team has been known to produce many hard-hitters every year (they
never changed their lineup, really...), and this year is no exception. If
you're looking for characters that can function well in almost any situation
and take a healthy chunk of energy before they go, you might be interested in
checking them out.
KOF'94 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'95 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'96 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'97 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'98 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'99 Members : K', Maxima, Benimaru Nikaido, Shingo Yabuki
KOF'94 Theme : ESAKA
KOF'95 Theme : FUNKY ESAKA
KOF'96 Theme : ESAKA?
KOF'97 Theme : ESAKA FOREVER (Kyo Kusanagi only)
KOF'98 Theme : ESAKA?, ESAKA (Kyo Kusanagi only)
KOF'99 Theme : KD-0079
K'-----------------------------------------------------------------------------
-------------------------------------------------------------------------------
"Now, the finish. Get up, fool!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : C
Speed : B
Usage : B
Striker : D
Overall : C
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : ***** - A - Excellent
Reach : **** - B - Far
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : **** - B - High
Mastery Challenge : **** - B - Hard
Usage Challenge : **** - B - Hard
Vs. Challenge : *** - C - Normal
Striker : ** - D - Not Useful
Popularity : *** - C - Average
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Sport Pile
>> When close - b / f + C
Knee Strike
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
One Inch
>> f + A
>> Overhead.
Knockdown.
Can be cancelled into a special move.
Knee Assault
>> f + B
>> Overhead.
Can be cancelled into a Minute Spike.
SPECIAL MOVES------------------------------------------------------------------
Iron Trigger
>> qcf + P
>> Negates 1-hit projectiles.
Can be followed with Second Shoot or Second Shell.
/Second Shoot
>> After Iron Trigger - f + B
/Second Shell
>> After Iron Trigger - f + D
>> Negates 1-hit projectiles.
Juggles.
Crow Bite
>> f, d, df + P
>> Evades all normal attacks and specials (A).
Can be followed with Crow Bite follow-up (C).
/Crow Bite follow-up
>> After C Crow Bite - f + K
>> Overhead.
Minute Spike
>> qcb + K
>> Can be done in the air.
Blackout
>> qcf + K
>> Half screen (B).
Full screen (D).
Evades normal attacks and projectiles (D).
DESPERATION MOVES--------------------------------------------------------------
Chain Drive
>> qcf, hcb + P
>> The sunglasses that K' throws can negate any 1-hit projectile.
Heat Drive
>> qcf, qcf + P, hold P to charge move
>> Unblockable when fully charged. (C)
STRIKER------------------------------------------------------------------------
"Narrow Spike"
>> When enemy is on the ground, K' will do a slide kick then a taunt.
Role #1 - Hits low.
Role #2 - Juggles.
>> When enemy is in the air, K' will do a A Crow Bite.
Role #1 - Close air counter.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS >
>> Stand A, Stand A
>> Stand A, Stand A, f.d.df + A
>> Stand A, Crouch A
>> Stand A, Crouch A, f.d.df + A
>> Stand A, Stand B
>> Stand A, Stand B, f.d.df + A
>> Stand A, Crouch B
>> Stand A, Crouch B, f.d.df + A
>> Stand A, Stand C (1), f + A
>> Stand A, Stand C (1), f + A, qcb + K
>> Stand A, Stand C (1), f + A, qcf x 2 + P
>> Stand A, Stand C (2)
>> Stand A, Stand C (2), qcb + K
>> Stand A, Stand C (2), qcf x 2 + P
>> Stand A, Stand A, Stand A
>> Stand A, Stand A, Stand B
>> Stand A, Crouch A, Stand A
>> Stand A, Crouch A, Stand B
>> Stand A, Stand B, Stand A
>> Stand A, Stand B, Stand B
>> Stand A, Crouch B, Stand A
>> Stand A, Crouch B, Stand B
< CROUCH A COMBOS >
>> Crouch A, Stand A
>> Crouch A, Stand A, f.d.df + A
>> Crouch A, Crouch A
>> Crouch A, Crouch A, f.d.df + A
>> Crouch A, Stand B
>> Crouch A, Stand B, f.d.df + A
>> Crouch A, Crouch B
>> Crouch A, Crouch B, f.d.df + A
>> Crouch A, Stand A, Stand A
>> Crouch A, Stand A, Stand B
>> Crouch A, Crouch A, Stand A
>> Crouch A, Crouch A, Stand B
>> Crouch A, Stand B, Stand A
>> Crouch A, Stand B, Stand B
>> Crouch A, Crouch B, Stand A
>> Crouch A, Crouch B, Stand B
< STAND B COMBOS >
>> Stand B, Stand A
>> Stand B, Stand A, f.d.df + A
>> Stand B, Crouch A
>> Stand B, Crouch A, f.d.df + A
>> Stand B, Stand B
>> Stand B, Stand B, f.d.df + A
>> Stand B, Crouch B
>> Stand B, Crouch B, f.d.df + A
>> Stand B, Stand A, Stand A
>> Stand B, Stand A, Stand B
>> Stand B, Crouch A, Stand A
>> Stand B, Crouch A, Stand B
>> Stand B, Stand B, Stand A
>> Stand B, Stand B, Stand B
>> Stand B, Crouch B, Stand A
>> Stand B, Crouch B, Stand B
< CROUCH B COMBOS >
>> Crouch B, Stand A
>> Crouch B, Stand A, f.d.df + A
>> Crouch B, Crouch A
>> Crouch B, Crouch A, f.d.df + A
>> Crouch B, Stand B
>> Crouch B, Stand B, f.d.df + A
>> Crouch B, Crouch B
>> Crouch B, Crouch B, f.d.df + A
>> Crouch B, Stand A, Stand A
>> Crouch B, Stand A, Stand B
>> Crouch B, Crouch A, Stand A
>> Crouch B, Crouch A, Stand B
>> Crouch B, Stand B, Stand A
>> Crouch B, Stand B, Stand B
>> Crouch B, Crouch B, Stand A
>> Crouch B, Crouch B, Stand B
< STAND C COMBOS >
>> Stand C (1), f + A
>> Stand C (1), f + A, qcf + P
>> Stand C (1), f + A, f.d.df + P
>> Stand C (1), f + A, f.d.df + C, f + K
>> Stand C (1), f + A, qcb + K
>> Stand C (1), f + A, qcf x 2 + P
>> Stand C (1), qcf + P
>> Stand C (1), qcf + P, f + B
>> Stand C (1), qcf + P, f + D
>> Stand C (1), qcf + P, f + D, Jump CD
>> Stand C (1), qcf + P, f + D, qcb + K
>> Stand C (1), qcf + P, f + D, f.d.df + C, f + K
>> Stand C (2), f + A
>> Stand C (2), f + A, qcb + K
>> Stand C (2), f + A, qcf x 2 + P
>> Stand C (2), qcf + P, f + D
>> Stand C (2), f.d.df + P
>> Stand C (2), f.d.df + C, f + K
>> Stand C (2), qcb + K
>> Stand C (2), qcf x 2 + P
< STAND D COMBOS >
>> Stand D, f + A
>> Stand D, f + A, qcb + K
>> Stand D, f + A, qcf x 2 + P
>> Stand D, qcf + P
>> Stand D, f.d.df + P
>> Stand D, f.d.df + C, f + K
>> Stand D, qcb + K
>> Stand D, qcf x 2 + P
ADVANCED COMBOS----------------------------------------------------------------
>> Slide Attack, f + A, qcb + K <COUNTER MODE>
>> Overlap D, Stand A, Stand C (1), f + A, qcb + K <COUNTER MODE>
>> Overlap D, Stand C, f + A, qcf x 2 + P
>> Jump D, Stand C, f + A, qcf + Q, f + D, qcf x 2 + P < CORNER >
>> Striker : Andy
Call Striker, [qcf + A, f + D], [repeat 10x], qcb + K <COUNTER MODE>
< CORNER >
< 100% >
>> Striker : Robert
Call Striker, Stand C (1), qcf + A, f + B,
[qcf + A, f + D], [repeat], [repeat], [repeat], [repeat], < CORNER >
qcf x 2 + P < 100% >
>> Striker : Yuri
Call Striker, qcf + D, qcf + A (no hit), f + D, < CORNER >
qcf x 2 + P
>> Striker : Clark
Call Striker, qcf + A, f + D, qcf + A (no hit), f + D, < CORNER >
qcf x 2 + P
>> Striker : King
Call Striker, qcf x2 + P, qcf x 2 + P < CORNER >
< 100% >
>> Striker : Kasumi
Jump C, Stand C (1), [qcf + A, f + D], Call Striker, < CORNER >
[repeat], [repeat], Call Striker, [repeat], [repeat], < 100% >
qcf x 2 + P
>> Striker : Iori
Call Striker, dp + A, C Throw, D Throw < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose A
>> "Ore hitori de jubun da."
Vs. Krizalid (2nd form)
>> "Katta tsukete yaruze..."
Taunt
>> "Namen ja ne zo temee..."
Recovery Roll
>> "Yaruzame ga."
During Iron Trigger
>> "Tch."
During Crow Bite
>> "Hya!"
During Minute Spike
>> "Shyadaaa!"
During Heat Drive
>> "Owari ni suruze."
Win Pose B
>> "Anta ja yakubusuku daze."
Win Pose C
>> "Doitsuko itsumo."
INFO---------------------------------------------------------------------------
Playing As
>> K' is extremely agile and can be extremely annoying if he hop kicks all
the time. Making effective use of his DM and combos is a necessity: that's
how most matches involving K' can be won.
Playing Against
>> The lag of his attacks are K's undoing. With characters that have good
and lengthy combos or fast DMs, K' can be easily beaten. Yet, when he does
his Heat Drive from far away, there are only three things you can do :
stand your ground and Slide, throw a projectile, or just small jump D / CD.
Playing Against Krizalid (2nd Form)
>> The jumping CD is great for hitting him while he does the tornado kick
thingy. If you've got a stock and he's doing that thing all the time, you
can try to do the Chain Drive right when the tornado disappears. He'll
never block it.
MAXIMA-------------------------------------------------------------------------
-------------------------------------------------------------------------------
"I read your moves like the funny papers!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : A
Reach : C
Speed : D
Usage : B
Striker : D
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : **** - B - Good
Reach : ** - D - Near
Speed : * - E - Very Slow
Jump Height : * - A - Low
Combos : ** - D - Low
Mastery Challenge : *** - C - Normal
Usage Challenge : *** - C - Normal
Vs. Challenge : *** - C - Normal
Striker : * - E - Useless
Popularity : ** - D - Not Popular
Overall : *** - C - Average
THROWS-------------------------------------------------------------------------
Dynamite Drop
>> When close - b / f + C
Choking Vise
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Mongolian
>> f + A
>> Overhead.
M9 Type Maxima Missile (--)
>> df + C
SPECIAL MOVES------------------------------------------------------------------
M-4 Type Vapour Cannon
>> qcb + P
>> Autoguard (1).
System 1 : Maxima Scramble
>> qcf + A
>> Can be followed with Double Bomber.
/Double Bomber
>> After System 1 : Maxima Scramble - qcf + A
>> Can be followed with Bulldog Press.
//Bulldog Press
>> After Double Bomber - qcf + A
System 2 : Maxima Scramble
>> qcf + C
>> Can be followed with Skull Crash.
/Skull Crash
>> After System 2 : Maxima Scramble - qcf + C
>> Can be followed with Centon Press.
//Centon Press
>> After Skull Crash - f + K
>> Overhead.
M-11 Type Dangerous Arch
>> hcf + K
>> Command throw.
DESPERATION MOVES--------------------------------------------------------------
Bunker Buster
>> qcf, hcb + P
>> Half-screen (A)
Full-screen (C).
SDM version has autoguard.
SDM version has 'earthquake' property.
Maxima Revenger
>> When close - hcb, hcb + K
>> Unblockable.
STRIKER------------------------------------------------------------------------
"Maxima Garrote"
>> Maxima jumps near the opponent and performs a repeated Bulldog Press.
Role #1 - Hits low airborne opponent.
Role #2 - Combo setup.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS >
>> Stand A, qcf + A
>> Stand A, qcf + A, qcf + A
>> Stand A, qcf + A, qcf + A, qcf + A
>> Stand A, qcf + C
>> Stand A, qcf + C, qcf + C
>> Stand A, qcf + C, qcf + C, f + K
>> Stand A, hcf + K
>> Stand A, hcb x 2 + K
< CROUCH A COMBOS >
>> Crouch A, qcf + A
>> Crouch A, qcf + A, qcf + A
>> Crouch A, qcf + A, qcf + A, qcf + A
>> Crouch A, qcf + C
>> Crouch A, qcf + C, qcf + C
>> Crouch A, qcf + C, qcf + C, f + K
>> Crouch A, hcf + K
>> Crouch A, hcb x 2 + K
>> Crouch A, Crouch A
>> Crouch A, Crouch A, qcf + A
>> Crouch A, Crouch A, qcf + A, qcf + A
>> Crouch A, Crouch A, qcf + A, qcf + A, qcf + A
>> Crouch A, Crouch A, qcf + C
>> Crouch A, Crouch A, qcf + C, qcf + C
>> Crouch A, Crouch A, qcf + C, qcf + C, f + D
< STAND B COMBOS >
>> Stand B, qcf + A
>> Stand B, qcf + A, qcf + A
>> Stand B, qcf + A, qcf + A, qcf + A
>> Stand B, qcf + C
>> Stand B, qcf + C, qcf + C
>> Stand B, qcf + C, qcf + C, f + K
>> Stand B, hcf + K
>> Stand B, hcb x 2 + K
< CROUCH B COMBOS >
>> Crouch B, qcf + A
>> Crouch B, qcf + A, qcf + A
>> Crouch B, qcf + A, qcf + A, qcf + A
>> Crouch B, qcf + C
>> Crouch B, qcf + C, qcf + C
>> Crouch B, qcf + C, qcf + C, f + K
>> Crouch B, hcf + K
>> Crouch B, hcb x 2 + K
>> Crouch B, Crouch A
>> Crouch B, Crouch A, qcf + A
>> Crouch B, Crouch A, qcf + A, qcf + A
>> Crouch B, Crouch A, qcf + A, qcf + A, qcf + A
>> Crouch B, Crouch A, qcf + C
>> Crouch B, Crouch A, qcf + C, qcf + C
>> Crouch B, Crouch A, qcf + C, qcf + C, f + D
< STAND C COMBOS >
>> Stand C (1), df + C
>> Stand C (1), df + C, qcb + A
>> Stand C (1), df + C, qcf + A
>> Stand C (1), df + C, qcf + A, qcf + A
>> Stand C (1), df + C, qcf + A, qcf + A, qcf + A
>> Stand C (1), df + C, qcf + C
>> Stand C (1), df + C, qcf + C, qcf + C
>> Stand C (1), df + C, qcf + C, qcf + C, f + K
>> Stand C (1), df + C, hcf + K
>> Stand C (1), df + C, hcb x 2 + K
>> Stand C (1), qcb + A
>> Stand C (1), qcf + A
>> Stand C (1), qcf + A, qcf + A
>> Stand C (1), qcf + A, qcf + A, qcf + A
>> Stand C (1), qcf + C
>> Stand C (1), qcf + C, qcf + C
>> Stand C (1), qcf + C, qcf + C, f + D
>> Stand C (1), hcf + K
>> Stand C (1), hcb x 2 + K
>> Stand C (2), df + C
>> Stand C (2), qcb + A
>> Stand C (2), qcf + A
>> Stand C (2), qcf + A, qcf + A
>> Stand C (2), qcf + A, qcf + A, qcf + A
>> Stand C (2), qcf + C
>> Stand C (2), qcf + C, qcf + C
>> Stand C (2), qcf + C, qcf + C, f + K
>> Stand C (2), hcf + K
>> Stand C (2), hcb x 2 + K
< CROUCH C COMBOS >
>> Crouch C, df + C
>> Crouch C, qcb + A
>> Crouch C, qcf + A
>> Crouch C, qcf + A, qcf + A
>> Crouch C, qcf + A, qcf + A, qcf + A
>> Crouch C, qcf + C
>> Crouch C, qcf + C, qcf + C
>> Crouch C, qcf + C, qcf + C, f + K
>> Crouch C, hcf + K
>> Crouch C, hcb x 2 + K
< STAND D COMBOS >
>> Stand D, df + C
>> Stand D, qcb + A
>> Stand D, qcf + A
>> Stand D, qcf + A, qcf + A
>> Stand D, qcf + A, qcf + A, qcf + A
>> Stand D, qcf + C
>> Stand D, qcf + C, qcf + C
>> Stand D, qcf + C, qcf + C, f + K
>> Stand D, hcf + K
>> Stand D, hcb x 2 + K
ADVANCED COMBOS----------------------------------------------------------------
>> Overlap C, Stand C (1), df + C, qcb + A
>> Overlap C, Stand C (1), df + C, hcb x 2 + P
>> Striker : Ralf
Call Striker, Stand C, Stand C (1), df + C, qcb + A, <COUNTER MODE>
qcf.hcb + A < CORNER >
>> Striker : Iori
Call Striker, qcf + C, qcf + P, hcb x 2 + P < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose A
>> "Yoku mieruze."
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
BENIMARU NIKAIDO---------------------------------------------------------------
-------------------------------------------------------------------------------
"Watch me now. A flower's life is short."
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : C
Reach : B
Speed : B
Usage : A
Striker : C
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : **** - B - Good
Reach : *** - C - Average
Speed : ***** - A - Very Fast
Jump Height : ***** - A - High
Combos : ** - D - Low
Mastery Challenge : ** - D - Easy
Usage Challenge : ** - D - Easy
Vs. Challenge : ***** - A - Very Hard
Striker : * - E - Useless
Popularity : **** - B - Popular
Overall : ***** - A - Excellent
THROWS-------------------------------------------------------------------------
Catch and Shoot
>> When close - b / f + C
Front Suplex
>> When close - b / f + D
Spinning Knee Drop
>> When close in the air - any dir. except u + C / D
COMMAND ATTACKS----------------------------------------------------------------
Jackknife Kick
>> f + B
>> Overhead.
Evades several low attacks.
Can be cancelled into a special move.
Flying Drill
>> In the air - d + D
SPECIAL MOVES------------------------------------------------------------------
Iai-geri
>> qcf + K
>> Can be followed with Handou Sandan Geri.
/Handou Sandan Geri
>> After Iai-geri - d, u + K
Shinkuu Katategoma
>> qcb + P
Raijin Ken
>> qcf + P
Kuuchuu Raijin Ken
>> In the air - qcf + P
DESPERATION MOVES--------------------------------------------------------------
Raikou Ken
>> qcf, qcf + A
Gen'ei Hurricane
>> qcf, qcf + K
>> Evades 1-hit strong normal attack and specials.
STRIKER------------------------------------------------------------------------
"Elec-Trigger"
>> Benimaru jumps near the opponent and performs his '97 / '98 Elec-trigger.
Role #1 - Hits low airborne opponents.
Role #2 - Combo setup.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS > ------------------------------------------------------------
>> Stand A, qcf + K
>> Stand A, qcf + K, d.u + K
>> Stand A, qcf x 2 + A (DM)
>> Stand A, Stand A
>> Stand A, Stand A, qcf + K
>> Stand A, Stand A, qcf x 2 + A (DM)
>> Stand A, Crouch A
>> Stand A, Crouch A, qcf + K
>> Stand A, Crouch A, qcf x 2 + A (DM)
>> Stand A, Stand B
>> Stand A, Stand B, qcf + K
>> Stand A, Stand B, qcf x 2 + A (DM)
>> Stand A, Crouch B
>> Stand A, Crouch B, qcf + K
>> Stand A, Crouch B, qcf x 2 + A (DM)
>> Stand A, Stand A, Stand B
>> Stand A, Stand A, Crouch B
>> Stand A, Stand A, Crouch B, qcf x 2 + A (DM)
>> Stand A, Crouch A, Stand B
>> Stand A, Crouch A, Crouch B
>> Stand A, Crouch A, Crouch B, qcf x 2 + A (DM)
>> Stand A, Stand B, Stand B
>> Stand A, Stand B, Crouch B
>> Stand A, Stand B, Crouch B, qcf x 2 + A (DM)
>> Stand A, Crouch B, Stand A
>> Stand A, Crouch B, Stand A, qcf x 2 + A
>> Stand A, Stand A, Crouch B, Stand B
>> Stand A, Crouch A, Crouch B, Stand B
>> Stand A, Stand B, Crouch B, Stand B
>> Stand A, Crouch B, Stand A, Stand B
>> Stand A, Crouch B, Crouch B, Stand B
< CROUCH A COMBOS > -----------------------------------------------------------
>> Crouch A, qcf + K
>> Crouch A, qcf + K, d.u + K
>> Crouch A, qcf x 2 + A (DM)
>> Crouch A, Stand A
>> Crouch A, Stand A, qcf + K
>> Crouch A, Stand A, qcf x 2 + A (DM)
>> Crouch A, Crouch A
>> Crouch A, Crouch A, qcf + K
>> Crouch A, Crouch A, qcf x 2 + A (DM)
>> Crouch A, Stand B
>> Crouch A, Stand B, qcf + K
>> Crouch A, Stand B, qcf x 2 + A (DM)
>> Crouch A, Crouch B
>> Crouch A, Crouch B, qcf + K
>> Crouch A, Crouch B, qcf x 2 + A (DM)
>> Crouch A, Stand C
>> Crouch A, Stand C, qcb + P (CORNER)
>> Crouch A, Stand C, qcf x 2 + A
>> Crouch A, Stand A, Stand B
>> Crouch A, Crouch A, Stand B
>> Crouch A, Stand B, Stand B
>> Crouch A, Crouch B, Stand B
< STAND B COMBOS > ------------------------------------------------------------
>> Stand B, qcf + K
>> Stand B, qcf + K, d.u + K
>> Stand B, qcf x 2 + A (DM)
>> Stand B, Stand A
>> Stand B, Stand A, qcf + K
>> Stand B, Stand A, qcf x 2 + A (DM)
>> Stand B, Crouch A
>> Stand B, Crouch A, qcf + K
>> Stand B, Crouch A, qcf x 2 + A (DM)
>> Stand B, Stand B
>> Stand B, Stand B, qcf + K
>> Stand B, Stand B, qcf x 2 + A (DM)
>> Stand B, Crouch B
>> Stand B, Crouch B, qcf + K
>> Stand B, Crouch B, qcf x 2 + A (DM)
>> Stand B, Stand A, Stand B
>> Stand B, Crouch A, Stand B
>> Stand B, Stand B, Stand B
>> Stand B, Crouch B, Stand B
< CROUCH B COMBOS > -----------------------------------------------------------
>> Crouch B, qcf + K
>> Crouch B, qcf + K, d.u + K
>> Crouch B, qcf x 2 + A (DM)
>> Crouch B, Stand A
>> Crouch B, Stand A, qcf + K
>> Crouch B, Stand A, qcf x 2 + A (DM)
>> Crouch B, Crouch A
>> Crouch B, Crouch A, qcf + K
>> Crouch B, Crouch A, qcf x 2 + A (DM)
>> Crouch B, Stand B
>> Crouch B, Stand B, qcf + K
>> Crouch B, Stand B, qcf x 2 + A (DM)
>> Crouch B, Crouch B
>> Crouch B, Crouch B, qcf + K
>> Crouch B, Crouch B, qcf x 2 + A (DM)
>> Crouch B, Stand A, Stand B
>> Crouch B, Stand A, Crouch B
>> Crouch B, Stand A, Crouch B, qcf x 2 + A (DM)
>> Crouch B, Crouch A, Crouch B
>> Crouch B, Crouch A, Crouch B, qcf x 2 + A (DM)
>> Crouch B, Stand B, Crouch B
>> Crouch B, Stand B, Crouch B, qcf x 2 + A (DM)
>> Crouch B, Crouch B, Crouch B
>> Crouch B, Crouch B, Crouch B, qcf x 2 + A (DM)
>> Crouch B, Stand A, Crouch B, Stand B
>> Crouch B, Crouch A, Crouch B, Stand B
>> Crouch B, Stand B, Crouch B, Stand B
>> Crouch B, Crouch B, Stand A, Stand B
>> Crouch B, Crouch B, Crouch B, Stand B
< STAND C COMBOS > ------------------------------------------------------------
>> Stand C, qcf + K
>> Stand C, qcb + P
>> Stand C, qcf + A
>> Stand C, qcf x 2 + A
< CROUCH C COMBOS > -----------------------------------------------------------
>> Crouch C, qcf + K
>> Crouch C, qcb + P
>> Crouch C, qcf + A
>> Crouch C, qcf x 2 + A
< STAND D COMBOS > ------------------------------------------------------------
>> Stand D, qcf + K
>> Stand D, qcb + P
>> Stand D, qcf + A
>> Stand D, qcf x 2 + A
ADVANCED COMBOS----------------------------------------------------------------
>> Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K <COUNTER MODE>
< CORNER >
>> Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K <COUNTER MODE>
< CORNER >
>> Overlap D, Crouch A, Stand D, qcf + A, qcf x 2 + K <COUNTER MODE>
>> Overlap D, Crouch B, qcf + K, d.u + P
>> Overlap D, Crouch C, qcb + C
>> Overlap D, Crouch C, qcb + C, qcf x 2 + K <COUNTER MODE>
>> Striker : Robert
>> Call Striker, Crouch A, Stand D, qcf + A, jump d + K, < CORNER >
qcf x 2 + A
>> Call Striker, Crouch A, Stand D, qcf + A, Jump d + K, <COUNTER MODE>
qcf + C, qcf x 2 + C < CORNER >
>> Striker : Clark
Call Striker, qcf + C, qcf x 2 + P <COUNTER MODE>
< CORNER 2 >
QUOTES-------------------------------------------------------------------------
Introductory Pose A
>> "Hajimeyo ka?"
Introductory Pose B
>> "Kakugo wa dekitakana."
Vs. Kyo Kusanagi
>> "Jo, yarou ka?"
Taunt
>> "Yare, yare."
Recovery Roll
>> "Phew."
Defeat
>> "Fuwaaaaa!!"
During Gen'ei Hurricane
>> "Kimatta na!"
Win Pose A
>> "Thank you."
Win Pose B
>> "Understand?"
INFO---------------------------------------------------------------------------
Playing As
>> Jumping a lot is a must with Benimaru. His kicks are fast and very
annoying. Since he's extremely agile in this sense, it's only logical to
do hit and run with him.
Playing Against
>> It's hard to beat what you can't touch, but it is possible. Characters with
fast recovery time, air counters and counters are the top of the list. Just
make sure you don't try to chase Benimaru after he does a combo, because
chances are that you'll get hit by a DM afterwards.
Playing Against Krizalid (2nd Form)
>> Since his combos do not take much of Krizalid's energy, you'll just have to
be extremely good at running away. Make sure you do some hurt to Krizalid,
then run away. Repeat.
SHINGO YABUKI------------------------------------------------------------------
-------------------------------------------------------------------------------
"I just get tougher! Kyo, I'm coming for you!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : C
Speed : B
Usage : B
Striker : B
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : *** - C - Average
SP Power : **** - B - Good
Reach : *** - C - Average
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : **** - B - High
Mastery Challenge : **** - B - Hard
Usage Challenge : ** - D - Easy
Vs. Challenge : *** - C - Normal
Striker : *** - C - Average
Popularity : ** - D - Not Popular
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Hatsugane
>> When close - b / f + C
Issetsu Seoi Nage Fukanzen
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Ge Shiki : Goufu Kakkodake
>> f + B
>> Can be cancelled into a special move (2).
SPECIAL MOVES------------------------------------------------------------------
114 Shiki : Ara Gami Mikansei
>> qcf + A
>> Evades several normal attacks.
115 Shiki : Doku Gami Mikansei
>> qcf + C
>> Evades several normal attacks.
100 Shiki : Oni Yaki Mikansei
>> f, d, df + P
212 Shiki : Kototsuki You Mikansei
>> hcb + K
>> Overhead (2).
Evades several low attacks.
Shingo Kick
>> hcf + K
>> Evades 1-hit normal attack and specials.
Evades several low attacks.
101 Shiki : Oboroguruma Mikansei
>> b, d, db + K
>> Press K to perform the third hit.
Overhead (3).
Shingo Kinsei Ore Shiki : Nie Togi
>> When close - f, d, df + K
>> Unblockable (1).
Juggles when opponent is standing (3).
DESPERATION MOVES--------------------------------------------------------------
Ge Shiki : Kake Hourin
>> qcf, qcf + P, press P to hit earlier
>> Juggles when counter.
Burning Shingo
>> qcf, hcb + P
>> Evades 1-hit strong normal attack and projectiles.
STRIKER------------------------------------------------------------------------
"Yacchate Kudasai!"
>> Shingo runs in and goes for the enemy's legs, temporarily immobilizing
them.
Role #1 - Prevent people running in.
Role #2 - Combo set-up.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS > ------------------------------------------------------------
>> Stand A, f + B (2)
>> Stand A, f + B (2), qcf + C
>> Stand A, f + B (2), hcb + D
>> Stand A, f.d.df + P
>> Stand A, hcb + D
>> Stand A, f.d.df + K
>> Stand A, f.d.df + K, f.d.df + P
>> Stand A, f.d.df + K, b.d.db + K
>> Stand A, b.d.db + K
>> Stand A, Stand A
>> Stand A, Stand A, f.d.df + P
>> Stand A, Stand A, hcb + D
>> Stand A, Stand A, b.d.db + K
>> Stand A, Crouch A
>> Stand A, Crouch A, f.d.df + P
>> Stand A, Crouch A, hcb + D
>> Stand A, Crouch A, b.d.db + K
>> Stand A, Stand B
>> Stand A, Stand B, f.d.df + P
>> Stand A, Stand B, hcb + D
>> Stand A, Stand B, b.d.db + K
>> Stand A, Crouch B
>> Stand A, Crouch B, f.d.df + P
>> Stand A, Crouch B, hcb + D
>> Stand A, Crouch B, b.d.db + K
>> Stand A, Stand A, Stand A
>> Stand A, Stand A, Stand A, hcb + D
>> Stand A, Stand A, Stand A, b.d.db + K
>> Stand A, Stand A, Crouch B
>> Stand A, Stand A, Crouch B, hcb + D
>> Stand A, Stand A, Crouch B, b.d.db + K
>> Stand A, Crouch A, Stand A
>> Stand A, Crouch A, Stand A. hcb + D
>> Stand A, Crouch A, Stand A, b.d.db + K
>> Stand A, Crouch A, Stand B
>> Stand A, Crouch A, Stand B, hcb + D
>> Stand A, Crouch A, Stand B, b.d.db + K
>> Stand A, Crouch A, Crouch B
>> Stand A, Crouch A, Crouch B, hcb + D
>> Stand A, Crouch A, Crouch B, b.d.db + K
>> Stand A, Stand B, Stand A
>> Stand A, Stand B, Stand A, hcb + D
>> Stand A, Stand B, Stand A, b.d.db + K
>> Stand A, Crouch B, Stand A
>> Stand A, Crouch B, Stand A, hcb + D
>> Stand A, Crouch B, Stand A, b.d.db + K
< CROUCH A COMBOS > -----------------------------------------------------------
>> Crouch A, f + B (2)
>> Crouch A, f + B (2), qcf + C
>> Crouch A, f + B (2), hcb + D
>> Crouch A, f.d.df + P
>> Crouch A, hcb + D
>> Crouch A, f.d.df + K
>> Crouch A, f.d.df + K, f.d.df + P
>> Crouch A, f.d.df + K, b.d.db + K
>> Crouch A, Stand A
>> Crouch A, Stand A, f.d.df + P
>> Crouch A, Stand A, hcb + D
>> Crouch A, Stand A, b.d.db + K
>> Crouch A, Crouch A
>> Crouch A, Crouch A, f.d.df + P
>> Crouch A, Crouch A, hcb + D
>> Crouch A, Crouch A, b.d.db + K
>> Crouch A, Stand B
>> Crouch A, Stand B, f.d.df + P
>> Crouch A, Stand B, hcb + D
>> Crouch A, Stand B, b.d.db + K
>> Crouch A, Crouch B
>> Crouch A, Crouch B, f.d.df + P
>> Crouch A, Crouch B, hcb + D
>> Crouch A, Crouch B, b.d.db + K
>> Crouch A, Stand A, Stand A
>> Crouch A, Stand A, Stand A, hcb + D
>> Crouch A, Stand A, Stand A, b.d.db + K
>> Crouch A, Stand A, Crouch B
>> Crouch A, Stand A, Crouch B, hcb + D
>> Crouch A, Stand A, Crouch B, b.d.db + K
>> Crouch A, Crouch A, Stand A
>> Crouch A, Crouch A, Stand A. hcb + D
>> Crouch A, Crouch A, Stand A, b.d.db + K
>> Crouch A, Crouch A, Stand B
>> Crouch A, Crouch A, Stand B, hcb + D
>> Crouch A, Crouch A, Stand B, b.d.db + K
>> Crouch A, Crouch A, Crouch B
>> Crouch A, Crouch A, Crouch B, hcb + D
>> Crouch A, Crouch A, Crouch B, b.d.db + K
>> Crouch A, Stand B, Stand A
>> Crouch A, Stand B, Stand A, hcb + D
>> Crouch A, Stand B, Stand A, b.d.db + K
>> Crouch A, Crouch B, Stand A
>> Crouch A, Crouch B, Stand A, hcb + D
>> Crouch A, Crouch B, Stand A, b.d.db + K
< STAND B COMBOS > ------------------------------------------------------------
>> Stand B, f + B (2)
>> Stand B, f + B (2), qcf + C
>> Stand B, f + B (2), hcb + D
>> Stand B, f.d.df + P
>> Stand B, hcb + D
>> Stand B, f.d.df + K
>> Stand B, f.d.df + K, f.d.df + P
>> Stand B, f.d.df + K, b.d.db + K
>> Stand B, Stand A
>> Stand B, Stand A, f.d.df + P
>> Stand B, Stand A, hcb + D
>> Stand B, Stand A, b.d.db + K
>> Stand B, Crouch A
>> Stand B, Crouch A, f.d.df + P
>> Stand B, Crouch A, hcb + D
>> Stand B, Crouch A, b.d.db + K
>> Stand B, Stand B
>> Stand B, Stand B, f.d.df + P
>> Stand B, Stand B, hcb + D
>> Stand B, Stand B, b.d.db + K
>> Stand B, Crouch B
>> Stand B, Crouch B, f.d.df + P
>> Stand B, Crouch B, hcb + D
>> Stand B, Crouch B, b.d.db + K
>> Stand B, Stand A, Stand A
>> Stand B, Stand A, Stand A, hcb + D
>> Stand B, Stand A, Stand A, b.d.db + K
>> Stand B, Stand A, Crouch B
>> Stand B, Stand A, Crouch B, hcb + D
>> Stand B, Stand A, Crouch B, b.d.db + K
>> Stand B, Crouch A, Stand A
>> Stand B, Crouch A, Stand A. hcb + D
>> Stand B, Crouch A, Stand A, b.d.db + K
>> Stand B, Crouch A, Stand B
>> Stand B, Crouch A, Stand B, hcb + D
>> Stand B, Crouch A, Stand B, b.d.db + K
>> Stand B, Crouch A, Crouch B
>> Stand B, Crouch A, Crouch B, hcb + D
>> Stand B, Crouch A, Crouch B, b.d.db + K
>> Stand B, Stand B, Stand A
>> Stand B, Stand B, Stand A, hcb + D
>> Stand B, Stand B, Stand A, b.d.db + K
>> Stand B, Crouch B, Stand A
>> Stand B, Crouch B, Stand A, hcb + D
>> Stand B, Crouch B, Stand A, b.d.db + K
< CROUCH B COMBOS > -----------------------------------------------------------
>> Crouch B, f + B (2)
>> Crouch B, f + B (2), qcf + C
>> Crouch B, f + B (2), hcb + D
>> Crouch B, f.d.df + P
>> Crouch B, hcb + D
>> Crouch B, f.d.df + K
>> Crouch B, f.d.df + K, f.d.df + P
>> Crouch B, f.d.df + K, b.d.db + K
>> Crouch B, Stand A
>> Crouch B, Stand A, f.d.df + P
>> Crouch B, Stand A, hcb + D
>> Crouch B, Stand A, b.d.db + K
>> Crouch B, Crouch A
>> Crouch B, Crouch A, f.d.df + P
>> Crouch B, Crouch A, hcb + D
>> Crouch B, Crouch A, b.d.db + K
>> Crouch B, Stand B
>> Crouch B, Stand B, f.d.df + P
>> Crouch B, Stand B, hcb + D
>> Crouch B, Stand B, b.d.db + K
>> Crouch B, Crouch B
>> Crouch B, Crouch B, f.d.df + P
>> Crouch B, Crouch B, hcb + D
>> Crouch B, Crouch B, b.d.db + K
>> Crouch B, Stand A, Stand A
>> Crouch B, Stand A, Stand A, hcb + D
>> Crouch B, Stand A, Stand A, b.d.db + K
>> Crouch B, Stand A, Crouch B
>> Crouch B, Stand A, Crouch B, hcb + D
>> Crouch B, Stand A, Crouch B, b.d.db + K
>> Crouch B, Crouch A, Stand A
>> Crouch B, Crouch A, Stand A. hcb + D
>> Crouch B, Crouch A, Stand A, b.d.db + K
>> Crouch B, Crouch A, Stand B
>> Crouch B, Crouch A, Stand B, hcb + D
>> Crouch B, Crouch A, Stand B, b.d.db + K
>> Crouch B, Crouch A, Crouch B
>> Crouch B, Crouch A, Crouch B, hcb + D
>> Crouch B, Crouch A, Crouch B, b.d.db + K
>> Crouch B, Stand B, Stand A
>> Crouch B, Stand B, Stand A, hcb + D
>> Crouch B, Stand B, Stand A, b.d.db + K
>> Crouch B, Crouch B, Stand A
>> Crouch B, Crouch B, Stand A, hcb + D
>> Crouch B, Crouch B, Stand A, b.d.db + K
>> Crouch B, Stand C
>> Crouch B, Stand C, qcf + A
>> Crouch B, Stand C, qcf + C
>> Crouch B, Stand C, hcb + D
>> Crouch B, Stand C, qcf x 2 + P
< STAND C COMBOS > ------------------------------------------------------------
>> Stand C, f + B (1)
>> Stand C, f + B (1), qcf + C
>> Stand C, f + B (1), hcb + D
>> Stand C, qcf + A
>> Stand C, qcf + C
>> Stand C, f.d.df + P
>> Stand C, hcb + K
>> Stand C, f.d.df + K, qcf + A
>> Stand C, f.d.df + K, f.d.df + P
>> Stand C, f.d.df + K, b.d.db + K
>> Stand C, b.d.db + K
>> Stand C, qcb.hcf + P
>> Stand C, qcf x 2 + P
< CROUCH C COMBOS > -----------------------------------------------------------
>> Crouch C, f + B (1)
>> Crouch C, f + B (1), qcf + C
>> Crouch C, f + B (1), hcb + D
>> Crouch C, qcf + A
>> Crouch C, qcf + C
>> Crouch C, f.d.df + P
>> Crouch C, hcb + K
>> Crouch C, f.d.df + K, qcf + A
>> Crouch C, f.d.df + K, f.d.df + P
>> Crouch C, f.d.df + K, b.d.db + K
>> Crouch C, b.d.db + K
>> Crouch C, qcb.hcf + P
>> Crouch C, qcf x 2 + P
< STAND D COMBOS > ------------------------------------------------------------
>> Stand D, f + B (1)
>> Stand D, f + B (1), qcf + C
>> Stand D, f + B (1), hcb + D
>> Stand D, qcf + A
>> Stand D, qcf + C
>> Stand D, f.d.df + P
>> Stand D, hcb + K
>> Stand D, f.d.df + K, qcf + A
>> Stand D, f.d.df + K, f.d.df + P
>> Stand D, f.d.df + K, b.d.db + K
>> Stand D, b.d.db + K
>> Stand D, qcb.hcf + P
>> Stand D, qcf x 2 + P
< COMMAND ATTACK COMBOS > -----------------------------------------------------
>> f + B (1), qcf + C
>> f + B (1), hcb + D
>> f + B (1), b.d.db + K
>> f + B (2), qcf + C
>> f + B (2), hcb + D
>> f + B (2), b.d.db + K
ADVANCED COMBOS----------------------------------------------------------------
>> Jump D, Crouch C, qcb.hcf + P
>> Jump D, Stand C, qcf + A, qcf x 2 + P, Stand A <COUNTER MODE>
< CORNER >
>> Jump D, Stand C, f.d.df + K, b.d.db + K.K < CORNER >
>> Overlap B, Crouch B, Crouch A, hcb + D
>> Overlap B, Crouch B, Stand C, qcf + C
>> Overlap D, Crouch B, f + B, qcf + C
>> Overlap D, Stand C, qcf + A, qcf x 2 + P <COUNTER MODE>
>> Overlap D, Stand C, f.d.df + K (2), qcf x 2 + P, <COUNTER MODE>
b.d.db + K < CORNER 2 >
QUOTES-------------------------------------------------------------------------
Introductory Pose A
>> "Ichi, ni, san, shi. Shingo, ichi matte. Ikimasu!"
Introductory Pose B
>> "Kotoshi wa editoshi wa nai ze, Shingo!"
Vs. Kasumi
>> "???"
Vs. Kyo Kusanagi
>> "Kusanagi-san!!!"
Taunt
>> "Gwaah! Nakuttane anta? ...? "
Recovery Roll
>> "Otto!"
Striker
>> "Totsu geki! Yachatte kudasai!"
During Ara Gami
>> "Body ga amai ze!"
During Doku Gami
>> "Kurae!"
During Oni Yaki
>> "Oriya!"
During Shingo Kinsei Ore Shiki Katogi
>> "Et, at, dokkan!"
During Shingo Kick
>> "Shiiingo Kiiiku!"
During Kake Hourin
>> "Bakkin! Oriya!"
During Burning Shingo
>> "Bakkin! Moerou, Shingo!"
Win Pose A
>> "Eeto... Memo, memo! Oke!"
Win Pose B
>> "Yosh! Yarimashita yo, Kusanagi-san!"
Win Pose C
>> "Ore no kachi da!!"
INFO---------------------------------------------------------------------------
Playing As
>> Shingo is basically another version of the Kyo clones; but, the difference
lies in having no flames, quicker attacks and higher priority. His Oni Yaki
Mikansei is one of the best at countering, and he has sufficient combos to
be damaging. Another interesting fact is that his jumping attacks are more
similar to Terry's. His Crouch C is better than Kyo's. His DMs are way too
slow for individual use, but put them in combos and you'll be fine.
Playing Against
>> Unfortunately, Shingo does have his shortcomings. Keep on presuring him and
you'll be fine.
Playing Against Krizalid (2nd Form)
>> Keep on doing Ara Gami Mikansei until you're out of range, then Jump D and
combo. Repeat.
-------------------------------------------------------------------------------
Fatal Fury Team
-------------------------------------------------------------------------------
The Fatal Fury Team's damage ratio is increased considerably this year. Every
one of them has got at least one extra move added, not to mention less lag
times. Their strong attack priorities can catch anybody by surprise almost all
the time. If you rely on DMs and combos, they should be right for you.
KOF'94 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'95 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'96 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'97 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'98 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'99 Members : Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui
KOF'94 Theme : ???
KOF'95 Theme : ???
KOF'96 Theme : ???
KOF'97 Theme : ???
KOF'98 Theme : ???
KOF'99 Theme : 176th Street
TERRY BOGARD-------------------------------------------------------------------
-------------------------------------------------------------------------------
"This's what makes a legend!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : A
Reach : B
Speed : C
Usage : B
Striker : B
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : **** - B - Good
Reach : *** - C - Average
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : **** - B - High
Mastery Challenge : ** - D - Easy
Usage Challenge : * - E - Very Easy
Vs. Challenge : **** - B - Hard
Striker : **** - B - Useful
Popularity : **** - B - Popular
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Grasping Upper
>> When close - b / f + C
Buster Throw
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Overhead Tackle
>> f + A
>> Evades several normal attacks.
Overhead.
Can be cancelled into a special move.
Rising Upper
>> df + C
>> Can be cancelled into a special move.
SPECIAL MOVES------------------------------------------------------------------
Burn Knuckle
>> qcb + P
>> Evades several aerial and low attacks.
Power Wave
>> qcf + A
Round Wave
>> qcf + C
>> Hits low.
Rising Tackle
>> Charge d, u + P
>> Has autoguard (1).
Crack Shoot
>> qcb + K
>> Evades low attacks.
Power Charge
>> hcf + K
>> Can be followed with Power Dunk.
/Power Dunk
>> After Power Charge - f, d, df + K
Power Drive
>> f, d, df + P
Power Shoot
>> f, d, df + K
>> Overhead (2).
DESPERATION MOVES--------------------------------------------------------------
Power Geyser
>> qcb, db, f + P
>> Evades several normal attacks.
High Angle Geyser
>> qcf, qcf + K
>> Evades low attacks.
STRIKER------------------------------------------------------------------------
"Dunk Geyser"
>> Runs in and performs his DM Power Geyser if the opponent is in the air.
Role #1 - Far air counter.
Role #2 - Juggles.
>> Runs in and performs his DM High Angle Geyser if he hits the opponent.
Role #1 - Prevent people running in.
Role #2 - Hits opponent on the floor.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS > ----------------------------------------------------------
>> Stand A, d.u + P
>> Stand A, qcb + B
>> Stand A, f.d.df + P
>> Stand A, f.d.df + K
>> Stand A, Stand A
>> Stand A, Stand A, df + C
>> Stand A, Stand A, df + C, hcf + B
>> Stand A, Stand A, df + C, hcf + B, f.d.df + K
>> Stand A, Stand A, df + C, qcb.db.f + P
>> Stand A, Stand A, qcb + B
>> Stand A, Crouch A
>> Stand A, Crouch A, df + C
>> Stand A, Crouch A, df + C, hcf + B
>> Stand A, Crouch A, df + C, hcf + B, f.d.df + K
>> Stand A, Crouch A, df + C, qcb.db.f + P
>> Stand A, Crouch A, qcb + B
>> Stand A, Stand B
>> Stand A, Stand B, df + C
>> Stand A, Stand B, df + C, hcf + B
>> Stand A, Stand B, df + C, hcf + B, f.d.df + K
>> Stand A, Stand B, df + C, qcb.db.f + P
>> Stand A, Crouch B
>> Stand A, Crouch B, df + C
>> Stand A, Crouch B, df + C, hcf + B
>> Stand A, Crouch B, df + C, hcf + B, f.d.df + K
>> Stand A, Crouch B, df + C, qcb.db.f + P
>> Stand A, Crouch B, qcb + B
>> Stand A, Stand A, Crouch A
>> Stand A, Crouch A, Stand B
>> Stand A, Crouch B, Stand A
>> Stand A, Crouch B, Crouch A
>> Stand A, Crouch B, Stand B
>> Stand A, Crouch B, Crouch B
>> Stand A, Crouch B, Stand A, Stand B
>> Stand A, Crouch B, Crouch A, Stand B
>> Stand A, Crouch B, Stand B
>> Stand A, Crouch B, Crouch B
< CROUCH A COMBOS > ---------------------------------------------------------
>> Crouch A, df + C, qcf + A
>> Crouch A, df + C, qcb + A
>> Crouch A, df + C, qcb + B
>> Crouch A, df + C, hcf + B, f.d.df + K
>> Crouch A, df + C, qcb.db.f + P
>> Crouch A, df + C, qcf x 2 + K
>> Crouch A, d.u + P
>> Crouch A, f.d.df + P
>> Crouch A, f.d.df + K
< CROUCH B COMBOS > ---------------------------------------------------------
>> Crouch B, Crouch A, df + C
>> Crouch B, Crouch A, df + C, hcf + B
>> Crouch B, Crouch A, df + C, hcf + B, f.d.df + K
>> Crouch B, Crouch A, df + C, qcb.db.f + P
>> Crouch B, Crouch A, d.u + P
>> Crouch B, Crouch A, f.d.df + P
>> Crouch B, Crouch A, f.d.df + K
< STAND C COMBOS > ----------------------------------------------------------
>> Stand C (1), f + A
>> Stand C (1), f + A, hcf + K
>> Stand C (1), f + A, hcf + K, f.d.df + K
>> Stand C (1), f + A, qcb.db.f + P
>> Stand C (1), f + A, qcf x 2 + K
>> Stand C (1), df + C
>> Stand C (1), df + C, qcb + A
>> Stand C (1), df + C, hcf + K
>> Stand C (1), df + C, hcf + K, f.d.df + K
>> Stand C (1), df + C, qcb.db.f + P
>> Stand C (1), qcb + A
>> Stand C (1), qcf + A
>> Stand C (1), d.u + P
>> Stand C (1), qcb + K
>> Stand C (1), hcf + K
>> Stand C (1), hcf + K, f.d.df + K
>> Stand C (1), qcb.db.f + P
>> Stand C (1), qcf x 2 + K
>> Stand C (2), f + A
>> Stand C (2), f + A, hcf + K
>> Stand C (2), f + A, hcf + K, f.d.df + K
>> Stand C (2), f + A, qcb.db.f + P
>> Stand C (2), df + C
>> Stand C (2), df + C, hcf + K
>> Stand C (2), df + C, hcf + K, f.d.df + K
>> Stand C (2), df + C, qcb.db.f + P
>> Stand C (2), qcb + A
>> Stand C (2), qcf + A
>> Stand C (2), qcb + K
>> Stand C (2), hcf + K
>> Stand C (2), hcf + K, f.d.df + K
>> Stand C (2), qcb.db.f + P
>> Stand C (2), qcf x 2 + K
< STAND D COMBOS > ----------------------------------------------------------
>> Stand D, f + A
>> Stand D, f + A, qcb + A
>> Stand D, f + A, qcb + K
>> Stand D, f + A, hcf + K
>> Stand D, f + A, hcf + K, f.d.df + K
>> Stand D, f + A, qcb.db.f + P
>> Stand D, df + C
>> Stand D, df + C, qcb + A
>> Stand D, df + C, hcf + K
>> Stand D, df + C, hcf + K, f.d.df + K
>> Stand D, df + C, qcb.db.f + P
>> Stand D, qcb + A
>> Stand D, qcf + A
>> Stand D, qcb + B
>> Stand D, hcf + K
>> Stand D, hcf + K, f.d.df + K
>> Stand D, f.d.df + P
>> Stand D, f.d.df + K
>> Stand D, qcb.db.f + P
>> Stand D, qcf x 2 + K
ADVANCED COMBOS----------------------------------------------------------------
>> Jump C, Stand D, df + C, hcf + K, d.u + C < CORNER >
>> Jump CD, hcf + K, d.u + C < COUNTER! >
< CORNER >
>> Overlap D, Crouch B, Crouch B, Crouch B, df + C, hcf + K,
f.d.df + K
>> Overlap D, Stand C (2), f + A, qcb + A
>> Overlap D, Crouch B, Crouch A, f.d.df + P (1), <COUNTER MODE>
qcf x 2 + K < CORNER 2 >
>> Striker : Robert
Call Striker, Stand C, qcb + B, Stand D, df + C, qcf + A, <COUNTER MODE>
qcf x 2 + K < CORNER >
>> Striker : Ralf
Call Striker, Stand C, Jump D, Stand C, f + A, < CORNER >
qcb.db.f + P
>> Striker : King
Call Striker, Crouch C, hcf + K, Armor Mode, < CORNER >
[Slide Attack], [repeat x 7], d.u + C < 100% >
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Ha!"
Vs. Andy Bogard, Joe Higashi
>> "Get ready!"
Recovery Roll
>> "Fu!"
During High Angle Geyser
>> "Oh my shit! Geyser!
Win Pose A
>> "All right!"
Win Pose B
>> "Good luck!"
INFO---------------------------------------------------------------------------
Playing As
>> Terry's jump attacks have a lot of priority, which then allows you to pull
out combos. Just remember to charge up for the Rising Tackle after you've
pulled out a combo, in preparation for the enemy's attack. His CD is pretty
useful in the way that he's invulnerable to low attacks, so try to
psych-out with it.
Playing Against
>> Whatever you do, evade aerial confrontations. Because, when he knows you're
gonna jump he can just do a Power Geyser. Try not to Slide a lot, and
jumping when you're very close to him is a no-no. Counters can discourage
his attacks.
Playing Against Krizalid (2nd Form)
>>
ANDY BOGARD--------------------------------------------------------------------
-------------------------------------------------------------------------------
"You're tough, but I transcend tough!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : C
Speed : B
Usage : C
Striker : C
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : **** - B - Good
Reach : *** - C - Average
Speed : **** - B - Fast
Jump Height : *** - C - Normal
Combos : **** - B - High
Mastery Challenge : **** - B - Hard
Usage Challenge : *** - C - Normal
Vs. Challenge : *** - C - Normal
Striker : *** - C - Average
Popularity : *** - C - Average
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Gourin Kai
>> When close - b / f + C
Kakaekomi Nage
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Uwa Agito
>> f + B
>> Overhead.
Can be cancelled into a Gen'ei Shiranui.
Age Omote
>> df + A
>> Can be cancelled into a special move.
SPECIAL MOVES------------------------------------------------------------------
Zan Ei Ken
>> db, f + P
>> Can be followed with Gadan Kou.
/Shippuu Ou Ken
>> After Zan Ei Ken - f + P
Hishou Ken
>> qcb + A
Geki Hishou Ken
>> qcb + C
Shouryuu Dan
>> f, d, df + P
>> Knockdown.
Kuuha Dan
>> hcf + K
>> Evades several aerial and low attacks.
Gen'ei Shiranui
>> In the air - qcf + K
>> Can be followed with Gen'ei Shiranui Shimo Agito or Gen'ei Shiranui Uwa
Agito.
/Gen'ei Shiranui Shimo Agito
>> After Gen'ei Shiranui - P
/Gen'ei Shiranui Uwa Agito
>> After Gen'ei Shiranui - K
>> Overhead.
Gekiheki Haisui Shou
>> When close - hcf + P
>> Unblockable.
Juggles.
DESPERATION MOVES--------------------------------------------------------------
Zan Ei Ryuusei Ken
>> qcb, hcf + P
>> Evades several low attacks.
Chou Reppa Dan
>> qcb, hcf + K
>> Evades several aerial and low attacks.
STRIKER------------------------------------------------------------------------
"Shippuu Zan Ei Ken"
>> Andy performs a Zan'ei Ken and taunts if the opponent is hit.
Role #1 - Prevent people running in / Far air counter.
Role #2 - Juggles.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Crouch B, Crouch A, df + A, qcb + A
>> Stand C (2), hcf + P, df + A, Jump C, qcf + K (air), P / K
>> Stand C (2), hcf + P, df + A, Jump D
>> Stand C (2), hcf + P, hcf + B
>> Crouch C, qcb.db.f + P
ADVANCED COMBOS----------------------------------------------------------------
>> CD Counter, qcb.hcf + K < CORNER >
>> Jump D, Stand C (1), hcf + C (2), qcb.hcf + P <COUNTER MODE>
< CORNER >
>> Jump D, Stand C (1), hcf + C, df + A (1), qcb.hcf + K < CORNER >
>> Overlap A, Crouch A, Stand C, db.f + C, f + P
>> Overlap A, Crouch B, Crouch A, df + A (1), db.f + P, <COUNTER MODE>
qcb.hcf + P
>> Overlap C, Crouch B, Crouch A, df + A (1), qcb.hcf + P
>> Striker : Robert
Call Striker, Crouch C, db.f + C, Stand C (1), qcb + C, <COUNTER MODE>
qcb.hcf + P < CORNER >
>> Striker : Mai
Jump D, Stand C (1), hcf + C, Call Striker, f.d.df + C < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Hmph."
During Hishou Ryuusei Ken
>> "Haa...retsu!"
Win Pose A
>> "Yosh!"
Win Pose C
>> "Haa..."
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
JOE HIGASHI--------------------------------------------------------------------
-------------------------------------------------------------------------------
"A song comes to mind. Heard of the 'loser blues'?"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > ----------------------------------------------------
Attack Power : C
Reach : B
Speed : B
Usage : C
Striker : C
Overall : D
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : *** - C - Average
Reach : *** - C - Average
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : *** - C - Average
Mastery Challenge : ** - D - Easy
Usage Challenge : ** - D - Easy
Vs. Challenge : *** - C - Normal
Striker : *** - C - Average
Popularity : ** - D - Not Popular
Overall : *** - C - Average
THROWS-------------------------------------------------------------------------
Hiza Jigoku
>> When close - b / f + C, tap P repeatedly
Leg Throw
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Low Kick
>> f + B
>> Hits low.
Can be cancelled into a special move.
Sliding
>> df + B
>> Hits low.
SPECIAL MOVES------------------------------------------------------------------
Hurricane Upper
>> hcf + P
>> A version has one projectile, C version has two projectiles.
Slash Kick
>> hcf + K
>> Evades several low attacks.
Tiger Kick
>> f, d, df + K
Ougon no Kakato
>> qcb + K
>> Evades several low attacks.
Bakuretsu Ken
>> Tap P repeatedly
>> Can be followed with Bakuretsu Ken Finish.
/Bakuretsu Finish
>> After Bakuretsu Ken - hcf + P
>> Overhead (A).
DESPERATION MOVES--------------------------------------------------------------
Screw Upper
>> qcf, qcf + P
Shijou Saikyou no Low Kick
>> qcf, qcf + K, hold K to delay
>> Hits low.
Bakuretsu Hurricane Tiger Kakato
>> qcf, hcb + P
>> Evades 1-hit normal attack.
STRIKER------------------------------------------------------------------------
"Ora Ora Bakuretsu Ken"
>> Joe jumps in and performs a Bakuretsu Ken, then taunts.
Role #1 - Prevent people running in.
Role #2 - Combo set-up.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Crouch B, Crouch A, Tap A repeatedly, hcf + C
>> Crouch B, Crouch A, f.d.df + K
>> Stand C, f + B, hcf + K
>> Stand C, f + B, qcb + B
>> Stand C, f + B, qcf.hcf + P
ADVANCED COMBOS----------------------------------------------------------------
>> Jump D, Stand C, f + B, qcb + B < CORNER >
>> Jump D, Crouch A, Tap P repeatedly, hcf + C, Stand A < CORNER >
>> Overlap D, Crouch B, Crouch B, Crouch A, qcf x 2 + P
>> Overlap D, Crouch B, Crouch B, Crouch A, qcf.hcb + P
>> Striker : Robert
Call Striker, Stand C, f + B, hcf + A, qcf x 2 + K < CORNER >
>> Striker : King
Call Striker, qcb + D, qcb + D, f.d.df + D < CORNER >
QUOTES-------------------------------------------------------------------------
Recovery Roll
>> "Otto!"
During Bakuretsu Finish
>> "Kurae!"
During Ougon no Kakato
>> "Ora ora!"
During Screw Upper (SDM)
>> "Ototoi...kiagare!"
During Bakuretsu Hurricane Tiger Kakato
>> "Ora ora! Oshaa!"
Win Pose A
>> "Yoshaa!"
Win Pose B
>> "Mou ikkai yattemiru ka?"
Win Pose C
>> "Yosha! Ahahahahaha!"
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
MAI SHIRANUI-------------------------------------------------------------------
-------------------------------------------------------------------------------
"Were you too easy, you ask? You were too weak to be 'easy'!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : B
Speed : B
Usage : B
Striker : C
Overall : A
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : *** - C - Average
SP Power : *** - C - Average
Reach : *** - C - Average
Speed : **** - B - Fast
Jump Height : ***** - A - High
Combos : **** - B - High
Mastery Challenge : ***** - A - Very Hard
Usage Challenge : *** - C - Normal
Vs. Challenge : **** - B - Hard
Striker : *** - D - Low
Popularity : **** - B - Popular
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Shiranui Gourin
>> When close - b / f + C
Fuusha Kuzushi
>> When close - b / f + D
Yume Zakura
>> When close in the air - any direction except u + C / D
COMMAND ATTACKS----------------------------------------------------------------
Koukaku no Mai
>> df + B
>> Can be cancelled into a special move (1).
Kokuen no Mai
>> f + B
>> Overhead.
Evades several low attacks.
Can be cancelled into a special move.
Tairin Fuusha Otoshi
>> In the air - d + A
Ukihane
>> In the air - d + B
After Musasabi no Mai (Chijou) - d + K
Yusuraume
>> In the air - d + P
After Musasabi no Mai (Chijou) - d + P
SPECIAL MOVES------------------------------------------------------------------
Kachou Sen
>> qcf + P
Sachi Yodori
>> qcb + K
Ryuu Enbu
>> qcb + P
>> Evades several normal attacks.
Hissatsu Shinobi Bachi
>> hcf + K
>> Evades several aerial and low attacks.
Musasabi no Mai (Kuuchuu)
>> In the air - qcb + P
After Musasabi no Mai (Chijou) - qcb + P
Musasabi no Mai (Chijou)
>> Charge d, u + P
>> Can be followed with Ukihane, Yusuraume, Musasabi no Mai (Kuuchuu), or
Tohana Kitsubute
Tohana Kitsubute
>> After Musasabi no Mai (Chijou) - qcb + K
DESPERATION MOVES--------------------------------------------------------------
Chou Hissatsu Shinobi Bachi
>> qcb, hcf + P
>> Evades several normal attacks.
Mizutori no Mai
>> qcf, qcf + P
Houou no Mai
>> qcb, qcb + P
STRIKER------------------------------------------------------------------------
"Sakura Fubuki"
>> Mai runs in and taunts if she doesn't hit the opponent, filling the Super
Bar.
Role #1 - Increase Super Bar.
>> Mai runs in and performs her Real Bout DM if she hits the opponent.
Role #1 - Prevent people running in.
Role #2 - Juggles.
EFFECTIVE COMBOS---------------------------------------------------------------
>> f + B, Crouch C, qcf + C
>> f + B, Crouch C, qcb + P
>> f + B, Crouch C, hcf + B
>> f + B, Crouch C, qcb.hcf + K
>> Crouch C, df + B (1), qcf + C
>> Crouch C, df + B (1), qcb + P
>> Crouch C, df + B (1), qcb + K, qcb + P
ADVANCED COMBOS----------------------------------------------------------------
>> f + B, Stand C, df + B (1), qcf x 2 + P < CORNER >
>> Jump D, Stand C, df + B (1), qcb + B, qcb + C
>> Jump D, Stand C, df + B (1), qcb + C, qcb.hcf + P <COUNTER MODE>
< CORNER >
>> Overlap D, Crouch B, Stand B, df + B (1), qcb.hcf + K
>> Striker : Robert
Call Striker, Crouch C, df + B (1), qcb + C, qcb x 2 + P, <COUNTER MODE>
qcb + P, qcb.hcf + K < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose A
>> "Shiranui Mai, mairimasu!"
Introductory Pose B
>> "Kakattekinasai!"
Vs. Andy Bogard
>> "Papa... Papa... Ohohohohoho!"
Taunt
>> "Hora, ganbatte!"
Striker (when not hit)
>> "Hora, ganbatte!"
Striker (when hit)
>> "Choooo!"
Defeat
>> "Andy!"
During Sachi Yodori
>> "Hai!"
During Mizutori No Mai
>> "Hitotsu, futatsu, mittsu!"
Win Pose A
>> "Yo, Nippon ichi!"
Win Pose B
>> "Yo, Nippon ichi!"
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
-------------------------------------------------------------------------------
KYOKUGENRYUU TEAM
-------------------------------------------------------------------------------
The Kyokugenryuu Team has been retouched, not into a stronger team, but into a
more balanced team. The priority and strength of their normal moves are
devastating. When you need raw power, this is the team to go.
KOF'94 Theme : ???
KOF'95 Theme : RYUUKO TO KEN
KOF'96 Theme : ???
KOF'97 Theme : None.
KOF'98 Theme : Art Of Fight
KOF'99 Theme : RYU-KO
KOF'94 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'95 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'96 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'97 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki
KOF'98 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki
KOF'99 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki, Takuma Sakazaki
RYO SAKAZAKI-------------------------------------------------------------------
-------------------------------------------------------------------------------
"Dis Kyokugenryuu, will you? Now savor the pain it brings!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : C
Reach : D
Speed : C
Usage : B
Striker : D
Overall : C
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : ***** - A - Excellent
SP Power : ***** - A - Excellent
Reach : * - E - Very Near
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : *** - C - Average
Mastery Challenge : *** - C - Normal
Usage Challenge : * - E - Very Easy
Vs. Challenge : ***** - C - Normal
Striker : **** - B - Useful
Popularity : *** - C - Average
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Tani Otoshi
>> When close - b / f + C
Tomoe Nage
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Hyouchuu Wari
>> f + A
>> Overhead.
Joudan Uke
>> f + B
>> Does no damage.
'Parries' several high attacks.
Gedan Uke
>> df + B
>> Does no damage.
'Parries' several low attacks.
SPECIAL MOVES------------------------------------------------------------------
Ko Ou Ken
>> qcf + P
Ko Hou
>> f, d, df + P
Hien Shippuu Kyaku
>> hcb + K
>> Evades several normal attacks.
Zan Retsu Ken
>> f, b, f + P
>> Has autoguard (1).
Mouko Raijin Setsu
>> qcf + K
>> Evades several low attacks.
Overhead.
Knockdown.
Ko Hou Shippuu Ken
>> qcb + P
Has autoguard (1).
DESPERATION MOVES--------------------------------------------------------------
Haou Shou Kou Ken
>> f, hcf + P
Ryuuko Ranbu
>> qcf, hcb + P
>> Evades several normal attacks.
Evades 1-hit normal attack when SDM.
Tenchi Haou Ken
>> qcf, qcf + P
>> Evades several normal attacks.
Evades 1-hit normal attack, specials, and projectiles (SDM).
Negates 1-hit projectiles.
Takes half energy when counter (DM).
Takes full energy when counter (SDM).
STRIKER------------------------------------------------------------------------
"Kuuchuu Ko Ou Ken"
>> Ryo jumps in and performs a mid-air Ko Ou Ken.
Role #1 - Prevent people jumping.
Role #2 - Combo setup.
>> Hits opponent on the ground.
When it hits the opponent on the ground, you can follow it up with a throw
or command throw.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Crouch B, Crouch A, f.d.df + A
>> Crouch B, Crouch A, hcb + B
>> Crouch B, Crouch C, qcf + A
>> Crouch B, Crouch C, hcb + K
>> Crouch B, Crouch C, qcf x 2 + P
>> Stand C, qcf + P
>> Stand C, hcb + D
>> Stand C, f.b.f + P
ADVANCED COMBOS----------------------------------------------------------------
>> Slide Attack, Stand A, hcb + B
>> qcb + P, qcf x 2 + P <COUNTER MODE>
< CORNER >
>> Overlap D, Crouch B, Crouch B, Crouch C, hcb + D
>> Overlap D, Crouch B, Crouch B, Crouch B, Stand A, hcb + B
>> Overlap D, Crouch C, dp + A, qcf x 2 + P <COUNTER MODE>
>> Striker : Robert
Call Striker, Jump C, Stand C, f.hcf + P
>> Striker : King
Call Striker, Crouch C, df + B, Armor Mode, < CORNER >
[Slide Attack], [repeat x 9], hcb + D
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Ora, ora!"
Vs. Robert Garcia
>> "Ora, ora!"
Vs. Yuri Sakazaki
>> "Osh!"
Taunt
>> "Ora, ora!"
Defeat
>> "Kuso..."
During Ko Hou
>> "Oriya!"
During Ko Hou Senpuu Ken
>> "Oriya!"
During Ryuuko Ranbu
>> "Kyokugenryuu Ougi! Ora, ora, ora! Morata!"
During Tenchi Haou Ken
>> "Ichigeki...hissatsu!"
Win Pose A
>> "Ho!"
Win Pose B
>> "Haa..."
Win Pose C
>> "Yosh!"
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
ROBERT GARCIA------------------------------------------------------------------
-------------------------------------------------------------------------------
"If they love winners, I am freakin' irresistable!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : C
Reach : B
Speed : C
Usage : D
Striker : C
Overall : D
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : **** - B - Good
Reach : **** - B - Far
Speed : *** - C - Average
Jump Height : *** - C - Normal
Combos : *** - C - Average
Mastery Challenge : *** - C - Normal
Usage Challenge : **** - B - Hard
Vs. Challenge : ** - D - Easy
Striker : *** - C - Average
Popularity : * - E - Very Unpopular
Overall : ** - D - Bad
THROWS-------------------------------------------------------------------------
Ryuuchou Kyaku
>> When close - b / f + C
Kubikiri Nage
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Hien Ryuujin Kyaku
>> In the air - df + K
Kouryuu Koukyaku Geri
>> b / f + A
>> Overhead.
Evades several low attacks.
Ryuu Hanshuu
>> b / f + B
>> Can be cancelled into a special move.
Nidan Sokotou Geri
>> df + B
>> Hits low.
SPECIAL MOVES------------------------------------------------------------------
Ryuugeki Ken
>> Charge b, f + P
Hien Senpuu Kyaku
>> Charge b, f + K
>> Evades several low attacks.
Sen'en Renbu Kyaku
>> Charge d, u + P
>> Evades several normal attacks.
Ryuuzan Shou
>> Charge d, u + K
DESPERATION MOVES--------------------------------------------------------------
Haou Shou Kou Ken
>> f, hcf + P
Ryuuko Ranbu
>> qcf, hcb + P
>> Evades several normal attacks.
Hien Shippuu Juudan Kyaku
>> qcb, hcf + K
>> Evades several normal attacks.
STRIKER------------------------------------------------------------------------
"Ryuu Renmou Shou"
>> Robert runs in and performs a short version of Ryuuko Ranbu.
Role #1 - Combo setup.
Role #2 - Juggles.
>> The last hit juggles.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Crouch B, Crouch A, d.u + P, Stand CD
>> Crouch B, Crouch A, d.u + P, Jump CD
>> Crouch B, Crouch A, d.u + P, b + B, b.f + B
>> Crouch B, Crouch A, d.u + P, d.u + K
>> Crouch B, Crouch A, d.u + K
>> Crouch B, Crouch A, b.f + B
>> Stand C, b + B, b.f + B
>> Stand C, qcb.hcf + K
ADVANCED COMBOS----------------------------------------------------------------
>> Jump D, Stand C, b + B, b.f + D < CORNER >
>> Jump D, Crouch C, d.u + C (2), qcf.hcb + P <COUNTER MODE>
< CORNER >
>> Jump D, Crouch C, qcb.hcf + K < CORNER >
>> f + A, Crouch B, Crouch A, d.u + C, d.u + D
>> Overlap B, Crouch B, Crouch A, d.u + C, d.u + D
>> Overlap B, Crouch B, Crouch A, d.u + C, qcb.hcf + K <COUNTER MODE>
>> Overlap D, Crouch B, Crouch A, b.f + B
>> Striker : King
Call Striker, f.hcf + C, qcb.hcf + K < 100% >
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Hona, ikimase!"
Vs. Ryo Sakazaki
>> "Hona, ikimase!"
Taunt
>> "Donai shitan ya?"
Defeat
>> "Kusottare!"
During Ryuuzan Chen
>> "Sorya!"
During Ryuuko Ranbu
>> "Kyokugenryu ougi! Sorya, sorya, sorya! Dona ya?"
Win Pose C
>> "Dona ya?"
INFO---------------------------------------------------------------------------
Playing As
>> Unfortunately, Robert is not extremely great as a character. But, with the
way people underestimate him, it'll be pretty easy to make them come in and
try to attack. His Crouch C, Stand Close D, and Stand CD are pretty good
for countering people that attack. But, his DMs are pretty useless except
for people that are in the air and for Striker Combos. You can also play
high-low games with his Crouch D and f + A.
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
YURI SAKAZAKI------------------------------------------------------------------
-------------------------------------------------------------------------------
"Skill over power, spirit over skill! The secret to victory!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : C
Reach : B
Speed : A
Usage : C
Striker : B
Overall : C
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : ***** - A - Excellent
SP Power : *** - C - Average
Reach : *** - C - Average
Speed : **** - B - Fast
Jump Height : *** - C - Normal
Combos : ** - D - Low
Mastery Challenge : *** - C - Normal
Usage Challenge : *** - C - Normal
Vs. Challenge : *** - C - Normal
Striker : ***** - A - Very Useful
Popularity : **** - B - Popular
Overall : **** - B - Good
THROWS-------------------------------------------------------------------------
Oni Harite
>> When close - b / f + C
Silent Nage
>> When close - b / f + D
Tsubame Otoshi
>> When close in the air - any direction but u + C / D
COMMAND ATTACKS----------------------------------------------------------------
En Yoku
>> f + A
>> Overhead.
Senkai Kyaku
>> f + B, B
>> Overhead (1).
SPECIAL MOVES------------------------------------------------------------------
Ko Ou Ken
>> qcf + P
Haou Shou Kou Ken
>> qcf + P, hold P
Rai Ou Ken
>> qcf + K
Hien Shippuu Ken (Yuri Chou Knuckle)
>> qcb + P, hold P to charge move.
>> Has autoguard.
Juggles (3).
Hien Senpuu Kyaku (Yuri Chou Mawashi Geri)
>> qcb + K
>> Evades several low attacks.
Kuuga (Yuri Chou Upper)
>> f, d, df + P
>> Evades several normal attacks.
Can be followed with Ura Kuuga.
/Ura Kuuga (Double Yuri Chou Upper)
>> After C Kuuga - f, d, df + P
Hyakuretsu Binta
>> hcb, f + K
>> Unblockable.
Evades low attacks.
DESPERATION MOVES--------------------------------------------------------------
Hien Houou Kyaku
>> qcf, hcb + K
>> Evades several normal attacks.
Shin! Chou Upper
>> qcf, qcf + P
>> Evades weak attacks and special moves.
Stuns opponent when hit (1).
Hien Rekkou
>> qcf, qcf + K
>> Evades strong attacks and special moves.
STRIKER------------------------------------------------------------------------
"Hien Rekkou"
>> Yuri runs in and taunts if she doesn't hit the opponent, filling the Super
Bar.
Role #1 - Increase Super Bar.
>> Yuri runs in and performs a DM Hien Rekkou if she hits the opponent.
Role #1 - Prevent people running in.
Role #2 - Juggles.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Crouch B, Stand A, qcb + B
>> Crouch B, Stand A, f.d.df + C, f.d.df + P
>> Crouch B, Stand B, qcf x 2 + P
>> Crouch B, Crouch A, qcb + B
>> Crouch B, Crouch A, f.d.df + C, f.d.df + P
>> Crouch B, Crouch A, qcf x 2 + P
>> Crouch B, Stand B, qcb + B
>> Crouch B, Stand B, f.d.df + C, f.d.df + P
>> Crouch B, Stand B, qcf x 2 + P
>> Crouch B, Crouch B, f.d.df + C, f.d.df + P
>> Crouch B, Crouch C, qcf.hcb + K
>> Stand C, qcb + K
>> Stand C, f.d.df + C, f.d.df + P
>> Stand D, qcb + K
>> Stand D, f.d.df + C, f.d.df + P
ADVANCED COMBOS----------------------------------------------------------------
>> Jump D, Crouch B, Crouch A, qcf x 2 + P < CORNER >
>> Overlap D, Crouch A, dp + C, qcf x 2 + K <COUNTER MODE>
>> Overlap D, Crouch B, Crouch A, dp + C, dp +P
>> Overlap D, Crouch B, Crouch B, Crouch B, Crouch A,
qcb + K
>> Overlap D, Crouch B, Crouch C, qcf.hcb + K < CORNER >
>> Striker : Ryo
Jump CD, Call Striker, hcb.f + K < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Babbito yattsukechauzo!"
Taunt
>> "Kochi, kochi!"
During Hyakuretsu Binta
>> "Kono...to!"
Striker (if not hit)
>> "Ei! Ei! Wo! Wo! Jump! V! V!"
Striker (when hit)
>> "Kono!"
During Hien Rekkou
>> "Chou reppa! Chou reppa! Chou reppa!"
Win Pose A
>> "Chou yoyutchi!"
Win Pose B
>> "Osh!"
Win Pose C
>> "Iai!"
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
TAKUMA SAKAZAKI----------------------------------------------------------------
-------------------------------------------------------------------------------
"Kyokugenryu Karate is the true way of battle!"
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : C
Speed : C
Usage : B
Striker : C
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : **** - B - Good
SP Power : ***** - A - Excellent
Reach : **** - B - Far
Speed : ** - D - Slow
Jump Height : * - C - Low
Combos : *** - C - Average
Mastery Challenge : *** - C - Normal
Usage Challenge : ** - B - Easy
Vs. Challenge : **** - B - Hard
Striker : * - E - Useless
Popularity : **** - B - Popular
Overall : ***** - A - Excellent
THROWS-------------------------------------------------------------------------
Ippon Zeoi
>> When close - b / f + C
Oosotogari
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
Oni Guruma
>> f + A
>> Knockdown.
Can be cancelled into a special move.
Hisha Otoshi
>> b + A
>> Overhead.
Kawara Wari
>> f + B
>> Overhead.
Keima Uchi
>> df + B
>> Hits low.
Knockdown.
Hits opponents on the ground.
SPECIAL MOVES------------------------------------------------------------------
Ko Ou Ken
>> qcf + P
Hien Shippuu Kyaku
>> Charge db, f + K
>> Juggles (D) (2).
Shouran Kyaku
>> hcb + K
>> Unblockable.
Evades low attacks.
Mouko Burai Gan
>> qcb + P
>> Has autoguard (1).
Zanretsu Ken
>> f, b, f + P
Sanchin no Kata
>> d, d + P, hold P to charge move
>> Increases Super Bar.
DESPERATION MOVES--------------------------------------------------------------
Haou Shikou Ken
>> f, hcf + P, hold P to charge / delay move
Ryuuko Ranbu
>> qcf, hcb + P
>> Evades several normal attacks.
Evades 1-hit normal attack, special moves and projectiles when SDM.
Shin Kishin Geki
>> When close - qcf, qcf + P
>> Unblockable.
STRIKER------------------------------------------------------------------------
Chou Hissatsu Tengu Shikou Ken
>> Takuma jumps in and performs his SDM Haou Shi Kou Ken (with his Mr. Karate
mask...).
Role #1 - Annoy people.
EFFECTIVE COMBOS---------------------------------------------------------------
>> Stand A, f + A, qcf.hcb + P
>> Crouch A, f + A, qcf.hcb + P
>> Stand B, f + A, qcf.hcb + P
>> Crouch B, f + A, qcf.hcb + P
>> Crouch B, Stand A, f + A, qcf + C
>> Crouch B, Crouch A, f + A, qcf + C
>> Crouch B, Crouch A, f + A, qcf.hcb + P, df + B (SDM)
>> Crouch B, Stand B, f + A, qcf + C
>> Crouch B, Crouch B, f + A, qcf + C
>> Crouch B, Crouch B, Crouch A, f + A, qcf + C
>> Stand C, f + A, qcf + C
>> Stand C, f + A, qcf.hcb + P, df + B (SDM / CORNER)
>> Stand C, qcf + C
>> Stand C, f.b.f + C, df + B
>> Crouch C, db.f + D, f.b.f + P, df + B
ADVANCED COMBOS----------------------------------------------------------------
>> [Slide Attack], [repeat x 9], f + A, df + C < ARMOR MODE >
< CORNER >
>> Jump D, Crouch C, db.f + D, f.b.f + C, df + C
>> Overlap D, Stand A, Stand C, f + A, qcf.hcb + P, df + C < CORNER 2 >
>> Overlap D, [Crouch B], [repeat x 4], Crouch A, f + A, < CORNER >
df + C
>> Overlap D, Stand B, Crouch A, f + A, qcf.hcb + P
>> Overlap D, Stand C, f + A, qcf + C, qcf.hcb + P <COUNTER MODE>
>> Striker : Ryo
Jump D, Stand C, f + A, qcf.hcb + P, Call Striker, hcb + K < CORNER >
QUOTES-------------------------------------------------------------------------
Introductory Pose
>> "Osh. Osh."
Taunt
>> "Kakattekuna ka?"
During Mouko Burai Gan
>> "Mikitta wa!"
During DM Shin Kishin Geki
>> "Kishin geki!"
During SDM Shin Kishin Geki
>> "Kishin Geki! Soujat?!"
During Ryuuko Ranbu
>> "Kyokugenryu Ougi! Todome ga!"
Win Pose B
>> "Hya!"
Win Pose C
>> "Mada mada gen'eki deikeruwai!"
INFO---------------------------------------------------------------------------
Playing As
>>
Playing Against
>>
Playing Against Krizalid (2nd Form)
>>
-------------------------------------------------------------------------------
IKARI TEAM
-------------------------------------------------------------------------------
The Ikari Team have long been a pain to go against every KOF. They've returned
once again this year with the same priority in their moves and enhanced special
moves. Each of them are strong on their own, and they can inflict an incredible
amount of damage, not unlike the Kyokugenryuu team.
KOF'94 Members : Heidern, Ralf Jones, Clark Steel
KOF'95 Members : Heidern, Ralf Jones, Clark Steel
KOF'96 Members : Leona, Ralf Jones, Clark Steel
KOF'97 Members : Leona, Ralf Jones, Clark Steel
KOF'98 Members : Leona, Ralf Jones, Clark Steel
KOF'99 Members : Leona, Ralf Jones, Clark Steel, Whip
KOF'94 Theme : ???
KOF'95 Theme : DESERT REQUIEM
KOF'96 Theme : ???
KOF'97 Theme : None.
KOF'98 Theme : Rumbling on the City
KOF'99 Theme : W.W.III
LEONA--------------------------------------------------------------------------
-------------------------------------------------------------------------------
"Why did you do it? You never had a chance."
RATING-------------------------------------------------------------------------
< NEOGEO FREAK RATING > -----------------------------------------------------
Attack Power : B
Reach : B
Speed : C
Usage : C
Striker : C
Overall : B
< ADVANCED FAQ RATING > -----------------------------------------------------
There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.
Ratings are from A to E.
***** - A is best / very high / very hard / very fast / very far.
* - E is worst / very low / very easy / very slow / very far.
Power : *** - C - Average
SP Power : *** - C - Average
Reach : **** - B - Far
Speed : **** - B - Fast
Jump Height : ***** - A - High
Combos : *** - C - Average
Mastery Challenge : **** - B - Hard
Usage Challenge : *** - C - Normal
Vs. Challenge : *** - C - Normal
Striker : *** - C - Average
Popularity : ** - D - Not Popular
Overall : *** - C - Average
THROWS-------------------------------------------------------------------------
Leona Crush
>> When close - b / f + C
Ooderu Bakkura (?)
>> When close - b / f + D
Heidern Inferno
>> When close in the air - any direction but u + C / D
COMMAND ATTACKS----------------------------------------------------------------
Strike Arch
>> f + B
>> Overhead.
Knockdown.
Can be cancelled into a special move.
SPECIAL MOVES------------------------------------------------------------------
Moon Slasher
>> Charge d, u + P
Baltic Launcher
>> Charge b, f + P
Ground Saber
>> Charge b, f + K
>> Evades several high attacks.
Can be followed with Gliding Buster (D).
/Gliding Buster
>> After D Ground Saber - f + D
X-Caliber
>> In the air - qcb + P
Earring Bakudan 1
>> qcb + K
Earring Bakudan 2 (Heart Attack)
>> b, d, db + K
>> Stuns opponent when hit.
Repeat the move to detonate.
DESPERATION MOVES--------------------------------------------------------------
V-Slasher
>> In the air - qcf, hcb + P
Rebel Spark
>> qcb, hcf + K
>> Evades several normal attacks.
Grateful Dead
>> qcf, qcf + P, tap P repeatedly to increase damage
STRIKER------------------------------------------------------------------------
"Killer Touch"
>> Leona runs in and plants a bomb if she hits the opponent.
Role #1 - Prevent people running in.
Role #2 - Juggles.
EFFECTIVE COMBOS---------------------------------------------------------------
< STAND A COMBOS > ----------------------------------------------------------
>> Stand A, Stand A
>> Stand A, Stand A, d.u + P
>> Stand A, Crouch A
>> Stand A, Crouch A, d.u + P
>> Stand A, Stand B
>> Stand A, Crouch B
>> Stand A, Stand A, Stand A
>> Stand A, Stand A, Crouch A
>> Stand A, Stand A, Crouch A, d.u + C
>> Stand A, Stand A, Stand B
>> Stand A, Stand A, Crouch B
>> Stand A, Crouch A, Stand A
>> Stand A, Crouch A, Crouch A
>> Stand A, Crouch A, Crouch A, d.u + C
>> Stand A, Crouch A, Stand B
>> Stand A, Crouch A, Crouch B
>> Stand A, Stand B, Stand A
>> Stand A, Stand B, Crouch A
>> Stand A, Stand B, Crouch A, d.u + C
>> Stand A, Stand B, Stand B
>> Stand A, Stand B, Crouch B
>> Stand A, Crouch B, Stand A
>> Stand A, Crouch B, Crouch A
>> Stand A, Crouch B, Crouch A, d.u + C
>> Stand A, Crouch B, Stand B
>> Stand A, Crouch B, Crouch B
< CROUCH A COMBOS > ---------------------------------------------------------
>> Crouch A, Stand A
>> Crouch A, Stand A, d.u + P
>> Crouch A, Crouch A
>> Crouch A, Crouch A, d.u + P
>> Crouch A, Stand B
>> Crouch A, Crouch B
>> Crouch A, Stand A, Stand A
>> Crouch A, Stand A, Crouch A
>> Crouch A, Stand A, Crouch A, d.u + C
>> Crouch A, Stand A, Stand B
>> Crouch A, Stand A, Crouch B
>> Crouch A, Crouch A, Stand A
>> Crouch A, Crouch A, Crouch A
>> Crouch A, Crouch A, Crouch A, d.u + C
>> Crouch A, Crouch A, Stand B
>> Crouch A, Crouch A, Crouch B
>> Crouch A, Stand B, Stand A
>> Crouch A, Stand B, Crouch A
>> Crouch A, Stand B, Crouch A, d.u + C
>> Crouch A, Stand B, Stand B
>> Crouch A, Stand B, Crouch B
>> Crouch A, Crouch B, Stand A
>> Crouch A, Crouch B, Crouch A
>> Crouch A, Crouch B, Crouch A, d.u + C
>> Crouch A, Crouch B, Stand B
>> Crouch A, Crouch B, Crouch B
< STAND A COMBOS > ----------------------------------------------------------
>> Stand B, Stand A
>> Stand B, Stand A, d.u + P
>> Stand B, Crouch A
>> Stand B, Crouch A, d.u + P
>> Stand B, Stand B
>> Stand B, Crouch B
>> Stand B, Stand A, Stand A
>> Stand B, Stand