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 KOF' 2001                       Bao 
 ------------------------------------------------------------------------
 Changes from kof'2000 to kof'2001
  
 1. Lost most of his psychic powered projectiles

 2. Psycho Ball Attack : Front (qcf + A) shrank miserably and cannot reach
    full screen

 3. All previous projectile style attacks, excluding PBA : Front, are gone

 4. Included special motion d + D, a sliding 2 hits

 5. His reflector is now the "crash" style

 6. Able to cancel most of his special moves to other special moves

 7. Psycho Ball Attack : DX is now renamed as DX III with new command
    motion and new animation

 8. Able to super cancel special
 
 9. His Cap is gigantic!

 10. df + D can attack fallen character

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                                  Impression
 --------------------------------------------------------------------------
   Bao is the easiest character to beat Ignix with. Just keep doing your
 Psycho Ball Crash: Reflect (qcb + K) and you win the game. Try it if you
 don't believe me. Ignix will dodge, but will get hit sometimes. I got
 a perfect by exploiting this weakness of Ignix.

   Special cancel madness, one psycho ball crash into another. Very useful
 at confusing your opponent and for additional combo hits. But easily
 knocked out with an anti-air move or projectiles.

   Bao has an infinity and it is pretty easy to do. Hell, it so easy you
 can do it with your eyes closed. But it works better on CPU player since
 they do not recovery roll much.

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                                   Profiles
 --------------------------------------------------------------------------
 Fighting Style   : Psychic powers  
 Birthdate        : 18th July 
 Age              : 12 
 Nationality      : China 
 Blood Group      : Unknown 
 Height           : 153 cm 
 Weight           : 40 kg 
 Likes            : Playing video games 
 Fav. Food        : Hot milk (with no sugar) 
 Strong Sports    : Fishing by the river 
 Impt Things      : Grade B Video games and hardware  
 Disliked Things  : RPG games 

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 [ Joystick Layout ]  -----------------------------------------------------

   ub   u   uf    Jump Backward         Jump Up      Jump Forward
     \  |  /        (up-back)             (up)         (up-forward)
   b -- n -- f    Retreat / Block       Neutral      Approach
     /  |  \        (back)                             (forward)
   db   d   df    Crouch Block          Crouch       Offensive Crouch
                    (down-back)           (down)       (down forward)

 [ Button Layout ]  -------------------------------------------------------
                        
   A   B  C  D     Light Punch   Light Kick    Heavy Punch    Heavy Kick
                  
 
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 Special Moves
 --------------------------------------------------------------------------

 Phantom Head Technique          When close, b / f + C
 (mash your buttons for more hits)
 - can stomp with df + D on some characters after 

 Critical Throw                  When close, b / f + D

 Paired Palms                    In air, d + A
 (air knock-down move)

 Snake Drill                     In air, d + B
 (knock-down move)

 Skin Splitter                   f + A

 Cartwheel Kick                  f + B
 (over-head)

 Flying Flash Kick               df + B
 (high over-head)
 
 Reverse Slide Kick              df + D
 (Low attack)
 - hit fallen character

 Leg Grabbing                    d + D
 (2 hits, low attack)
 - able to slide pass air projectile

 Psycho Ball Attack: Front       qcf + A
 (1 hit)
 - pathetic projectile

 Psycho Ball Crash: Raise        qcf + P
 (2 hits) 
 - special cancel to any air special moves
 - cannot be linked into
 - have some invincibility during start up

 Psycho Ball Crash: Front        qcb + P
 (1 hit)
 - super cancel special into DM

 Psycho Ball Crash: Bound        qcf + K
 (2 hits)
 - very fast moving bounce across the screen
 - 1st bounce is cancelable to ground special 

 Psycho Ball Crash: Reflect      qcb + K
 (1 hit)
 - reflects all projectiles
 - invulnerable to all non-physical, non-DM damage

 Psycho Ball Crash: Air Front    In air, qcb + P
 (1 hit)
 - very fast recovery

 Psycho Ball Crash: Air Bound    In air, qcf + K
 (1 hit)
 - special cancel to any ground special moves when 1st touches the ground
 - super special cancel when 1st touches the ground

 -------------------------------------------------------------------------------------
 DM
 -------------------------------------------------------------------------------------
 Psycho Ball Crash: SP           qcb,qcb + K
 (Bao surrounds himself with a outburst of psychic energy)
 - absolute invulnerable
 - does up to 2 hits
 
 -------------------------------------------------------------------------------------
 SDM
 -------------------------------------------------------------------------------------
 Psycho Ball Crash: DX III       f,hcf + AC (hold)
 (a multi-hitting psycho ball attack)
 - releases a mini psycho ball
 - detonates when it hits the opponent or you release the buttons 
 - the lag is quite long but you may add a few extra hits
 - able to damage fallen opponent

 ---------------------------------------------------------------------------------------
 Basic Combos                        
 ---------------------------------------------------------------------------------------
 1) Psycho Ball Crash: Raise -> Psycho Ball Crash: Air Front   

 2) Psycho Ball Crash: Air Bound -> Psycho Ball Attack: Front ->> Psycho Ball Crash: SP    

 3) Psycho Ball Crash: Air Bound -> Psycho Ball Crash: Raise

 4) C -> f + A / df + D -> Psycho Ball Crash: SP
    [If you are too far away, you may miss the last hit and opponent will not get
     knocked down]

 5) C -> f + A -> Psycho Ball Crash: Front (A version)

 6) df + D x ??? (on fallen opponent in corner)

 ---------------------------------------------------------------------------------------
 Striker
 ---------------------------------------------------------------------------------------
 Bao cartwheels to where the opponent is standing or last standing and blows him up
 with a psychic attack for you to juggle.

 ---------------------------------------------------------------------------------------
 Playing with Bao
 ---------------------------------------------------------------------------------------
 Before you get Psycho Crash cancel crazy and bounce all over the place, read on. This 
 part will address the issue of his special cancel and infinity

 (1) Bao's infinity

  -  easy as it may seem, if the opponent recovery roll, you will be caught with your
     pants down because you will be in your (df + D) animation

  -  it will be quite useless against a human opponent so use some mind games. If they
     recovery roll in the corner, slam them with a C and you might be able to stomp
     on them

  -  better yet, smack them down with a (d + A) in the air into a corner and start
     stomping on them since they will not be able to recover   

  -  unfortunately, some character may be able to recover from your stomping for 
     no particular reason after some time

  -  get help from strikers like Chang/Ralf to help you set up your infinity

 (2) Psycho Crash cancel

  -  Never go cancel happy with a grappler, he can grab you out of your Psycho Crash
     animation

  -  On the ground, cancel to the Psycho Ball attack often for a safer landing or 
     to take a breather

  -  Psycho Ball Crash: Raise (qcf + P) -> Psycho Ball Crash: Air Front (air, qcb + P)
     This is pretty safe to repeat as if the opponent decided to roll behind you. You
     switched places, your qcf + P becomes qcb + P, which results in a Psycho Ball
     Crash: Front chasing after your escaping opponent
      
 ---------------------------------------------------------------------------------------
 Team Ending (in a nutshell)
 ---------------------------------------------------------------------------------------
 ???    : 'Can you do it?'

 ???    : 'Yes. I believe so...'

 <They found themsleves on a cliff overlooking the ocean where the spaceship crashed and
  were saved by some mysterious people> 

 Kensou : 'Hey! Everyone OK?'

 Athena : 'Yeah, we're all right.'

 Kensou : 'Whew! What a tough fight. Glad we're okay.'

 Athena : 'Hey! I thought Bao transferred his power to Kensou. But Kensou doesn't
           seem any different...'

 Chin   : 'Hmmm... surely a flow of power must've taken place.'

 Kensou : 'Yeah, it's gradual. But I sense new power.'

 Bao    : 'No, no. I didn't transfer my power to brother Kensou. He absorbed my power.
           What courses in his veins... is the Dragon's Spirit...'

 <Ron is standing on a cliff, with the lady in white who was beside the old man in the
  spaceship>

 Ron    : 'Hard to believe such a massive spirit still exists. Compared to the Dragon
           Spirit, NEST's power is nothing.'

	  'If the Dragon Spirit is truly awakened...'

 	  'Heh, heh, heh...'

 ----------------------------------------------------------------------------------------
 Copyrights (?)
 ----------------------------------------------------------------------------------------
 Well, there's not much to steal from here anyway. Most of the stuff here can be gotten 
 just about anywhere and can be learnt through experiences. This faq can ONLY be found on
 www.gamefaqs.com so please visit it to get the latest up-date.
 ----------------------------------------------------------------------------------------
 Credits
 ----------------------------------------------------------------------------------------
 Eolith and SNK, the people who took the pain to create kof'2001.

 www.gamefaqs.com for hosting my faq
 
 homepage2.nifty.com/max-kubocchi for his profiles (Japanese)
 
 My e-mail weis@pacific.net.sg
 Homepage (never up-dated) home.pacific.net.sg/~weis

 Version 1.3

 You guys read all that? You guys rock, man!