The King of Fighters '2001 Perfect Guide
 Version 3.4 on 09/10/2003

 Unpublished work by Toxic:
 (also know as Toxic Avanger)

  el_baron_toxico@hotmail.com
  ICQ number: 146473636


 IMPORTANT NOTICE PEOPLE: For reasons that are unknown to me this guide
is posted in gamfaqs. What I mean is that I did not have any intention
of posting this guide in this page until it was complete, but for some
reason this guide has been posted; I don't know the reason but there is
no point in questioning that, as there is nothing to do "fix the problem,
not the blaim"... In the sake of not leaving such an incomplete work on
the web I will add a more complete version, thus this should be considered
a 'pre-release'... I don't know how much time will the real work take but
I'll try to squeeze some time together in order to do it.

 The real work will include all the features that are not included, as a
so deserved thanks section and the bugs that I have promised, the real
work also will include my trademark FAQ line "you are not up to dodge ball".

-----------------------------------------------------------------------
What's supported:
-----------------------------------------------------------------------
 Here it is a little list of what I do hope to achieve when this guide
is completed, the topics are not in any particular order and "fan made"
means that the knowledge comes from my own experiences, "not in current
release" means that I got to develop and check a few things before
releasing the topic, "incomplete" means that I have not yet achieved
what I pursue with the section, my objectives is to have 2001 different
and somewhat significative combos, hard to do since my previous guide
got less than 700 combos and I used so much effort on it...


Character move list                       (fan made, incomplete)
Character combos                          (fan made, incomplete)
Bugs                                      (fan made, incomplete)
Buffering methods                         (fan made, incomplete)
Guard Crush table                         (not in the current release)
Active Striker table                      (not in the current release)
Striker list                              (not in the current release)
NESTS essay version 2.001                 (not in the current release)

On the Bugs section thanks goes for Chupiler (for reporting BUGS on the
'basic' active striker feature and the stance bug with May Lee -wich is
still inavailable-); the only current bug is the active striker system.

-----------------------------------------------------------------------
Why?:
-----------------------------------------------------------------------
 The other day I was a the arcades and -while seeing of awful the 
players are- I realized how low can a human being can get. Fortunatly
I am not like that; weither it is my personality disorder problems,
either it might be that I am not normal, either might be that I belong
to another generation the thing is that I am different, very different
to all of them; you'll see, I THINK when I play; I realize when I am
good or bad at something. Those people are different, they move by instinct
alone and could be cataloged as "animals"... Few of them are actually
able to think and fewer are actually able to come up with a combo... To
think these creatures speak of "national level"; I say "HA".

 So; in order for the rest of the world not being some self coinceinted 
pitiful & low life players; I have seen fit to create this guide so
in other contries people learn how not to be so pathetic; because here
the problem is behond solution; it is behond hope. Why?; it is simple;
someone who is doing something wrong and does not realize it it's most
unable to solve the problem, and this is what happens here; people think
that they are such hot shoots while in fact they are some poor excuse
of a player... it does not matter how many times I speak or how many
times I or someone else does beat the crap out of them; they just do not
learn, though I am not any kind of legend; just a mid-skilled player I am
by far over the level of these habitants. But it is not everything dark 
in this story; there are some guys with brain that have offered their 
contributions to this cause; to this combo FAQ.

 All of these combinations are thought to be performed anywhere; except
the combos labeled as "corner combos" wich are -obviously- performed on
the corner; for those who had checked the "King of Fighters '2000 Perfect
Guide" -I like corny names- will found that the format is very much 
unchanged; but in this ocasion I have saw it fit to include a move list
since most of the moves have different and new properties and some change
in the motions.

 By any means if you are trying to steal any of this info you will be
suffering some of the symptoms that these bandits had; I guess that is
not what you want, To be a pitiful weakling for the rest of your life?
also if you use any of the info it musn't be under any monetary charge;
that will be contraproducent to the main objective of the guide, wich
is allow a player to perform a big variety of combos. Also using any of
this info in any kind of magazine (Club Nintendo pops to my mind) will
be something outrageous; this guide is meant with care & dedication to
the player; no other person exept myself can express those deeps 
feelings towards the gaming comunity; if someone else adjudicates this
guide to himself will make this document lose its inherit "power" &
"strenght".

 Unlike many other of my "autor rights" speeches; I am very serious with
this one.

 Even though most of these combos are merely thought to show off; there
are some that also produce a very mean damage; also the practical thing
is that -just as the combo FAQ for the '2000- many of the combos work
everywhere (I stated that earlier, right?).


-----------------------------------------------------------------------
Dictionary: FAQ Legend
-----------------------------------------------------------------------
fwd: Foward.

bk: Back.

dn: Down.

up: no comment...

df: Down-foward.

db: Down-back.

uf: Up-foward.

ub: Up-back.

Qcf/Qcb: Quarter Circle foward or back; standar Fire ball motion.  
         With numbers, Qcf is 236 and Qcb is 214.

Hcf/Hcb: Half Circle foward or back; standar KoF throw command.
         With numbers, Hcf is 41236 and Hcb is 63214.

Upc/Rup: Uppercut motion or Reverse uppercut motion; better know as 
         dragon punch.
         With numbers, Upc is 623 and Rup is 421.

/ : means or.

. : Hold the previous direction. 

; : Means a different move from the previous one.

, : Means a follow up.

~ : Means the the moves must be performed inmediatly one after the other;
    this is only used for the "button" secuences moves (like Yuri SDM).

cr: Crouch.

cls: Close standing.

far: Far standing.

jp: Means short jump.

JP: Means high jump.

N: Means neutral; may be neutral jump or return the stick to the 
   neutral position, AND if I am talking about an attack it means
   that it can be blocked or or high.

Call xx: Call Striker, Of course, XX is the name of the Striker.

Add On: Add on are attacks that can hit the enemy when no other attack
        can do so; for example with K' you can use Qcf + A, fwd + D;
        JP C; Qcb + D and the last attack will connect because it's
        an add on, no other attack will connect in that circunstance.
        Add ons can hit while the enemy is on the floor; that's the
        whole thing with Whip's D throw; Hcb + C.
          Please do note that there are different types of add ons; by
        one side there are ones that work only with the enemy on the
        floor (Whip's cr A) and there are those for the enemy on the
        air or the ground (Whip's Hcb + C).

Triangle Jump: The usual "bounce off a wall" jump, jump to a corner
               and then jump foward again.

 : Striker hits.

(x hits): The move before this must give a certain amount of hits; if
          there is no note on a multi-hitting move it is because all
          hits are expected.

- : Means that it is a combo.

# : Means that the combo has to start from a counter wire attack.

+ : Means that the combo uses a super cancel.

[ ] : Means that the move between them does not connect.

{R} : Means that you can roll recover from a part of the combo.

{NR} : Means that the enemy touch the ground; but he can not recover
      if you perform it well.


-----------------------------------------------------------------------
Dictionary: Game System
-----------------------------------------------------------------------
Run: Press the pad foward twice quickly.

Back Hop: Press the pad Backwards twice quickly.

Jump: Pressing the pad up makes you jump; if you press up fwd or up bk
      the jump will be directed towards the direction you pressed.
      Pressing the pad briefly makes a short jump; holding the pad 
      makes a high jump; pressing down and up quickly makes your 
      character give a quicker jump; this quicker jump may be high or
      short... if you run you can only perform a quick or high quick 
      jumps.
 
Throw: Press foward or back plus C or D near the enemy.

Throw Escape: Press foward or back plus C or D as you are being
              throw if you are thrown with C you have to get off with fwd
              or bk + C; if you are thrown with D you have to get off with
              fwd or bk + D... note that are some throws that are 
              unescapable; I got to inquire more on this.
              
Roll: Press A + B... rolling will make your character evade non throw
      attacks, as always rolling may be performed foward or backwards; 
      you can also use the roll to make a "safe landing" from being
      knocked down; rolling effectiveness will be incerased while you
      run, making your character roll a bigger distance.

Heavy Attack: Press C + D... this attack knocks down the enemy and can
              be performed on air.

Striker Summon: Press B + C sumultaneosly... this action calls another
                character to help you; using this will waste a level of
                power bar, as we all know, if you have three or two strikers
                when inputting BC you have to either press foward (to call
                the striker who's picture is foward) or press neutral (to
                call the striker who's picture is in the middle) OR press
                back (to call the striker who's picture is on the back);
                if you have two strikers you have to either press foward
                or back.

Defense Cancel 1 = Roll: While blocking; press Foward or Back + A + B;
                         using this; you may cancel your guard with a
                         front roll or a back roll; this action wastes a
                         power bar.

Defense Cancel 2 = Heavy Attack: Using this will make you knock down the 
                                 enemy canceling your defense; this 
                                 action wastes a power bar and does no 
                                 damage.

Power Bar: Whenever your character attacks or recieve hits the power bar
           fills; once it filled it becomes a level; the quantity of levels
           you can store depend on the tactical order you have selected;
           also being affected the lenght of the bar. 1 character with 3
           strikers is the shortest lenght with a maximun of 4 levels and
           being 4 characters with 1 level and maximun lenght.

Cancel Striker System: In certain conditions you are capable of calling
                       a striker while you are attack; for normal and
                       command attacks the enemy must be standing and 
                       must be under a successful impact; for the 
                       special moves there are some moves that allow you
                       to call the striker; these moves might fulfill or 
                       not fulfill these conditions; just as striker 
                       summon; this action waste a power bar and engages
                       a handicap system that will lessen the damage to
                       the half.

Handicap System: Once the enemy is struck by a striker the damage of the
                 following attacks will be reduced to a 50% or so, calling
                 several strikers won't affect the damage again (I mean,
                 call one striker and the damage will be 50%; call 3 of
                 them and the damage will still be 50%); note that the
                 damage that the strikers do does not decrease with this
                 handicap; for the contrary, sometimes calling to many
                 strikers at once will activate a propierty that will make
                 one of the strikers will inflict MAJOR damage (I have seen
                 up to 1/4 of energy on 1 character team- it was Ryo-)... 
                 so; 1 striker combos can be kind of worthless; but with
                 2 or more, it means business.

Guard Crush: Blocking too much or blocking certain attacks will break
             your guard for a moment.

Counter: Counter attacks are still intact; so I have no need of explain
         them; do I? The only add that I can give is that there are no
         more "message pop ups"; I mean, when you break the guard or
         made a counter the game will not tell you; you just have to
         recognize it by your experience.

Critical Wire Attack: There are some moves that have this propertiy; this
                      means that once the enemy is hit by the attack he
                      will bounce on the wall allowing you time for more
                      attacks.

Counter Wire Attack: Exactly the same as the "Critical Wire Attack"; but
                     this is only triggered when the attack hits on 
                     counter.

Super Cancel: Similar to the Last Blade/Gekka No Kenshi series, canceling
              some normal moves into Desperation or MAX Desperation Moves
              is now available; the thing is that to cancel you need a
              minimal of 2 power bars, let's just say that 1 is the bar
              necesary to cancel and the other one(s) are the one(s) used
              for the (MAX)Desperation move.

Tactical Order: We all know that the tactical order is a funtion that
                allows you to select from four to one characters, right?
                We also know that THAT affects the power bars and the
                defense power, right?? What we don't know is that the
                increase in defense varies from the number of enemies you
                are facing; for example one character team will not lose
                the same energy in front of a two character team and
                in front of a four character team.

'Beta': I am talking about the beta-test of this game; though I did not
        played it (I am very far from japan at this time, even tough I could
        reach there via raft easily) I was entrusted with valuable info by
        someone who did played the beta... That's 'Chipuler-sama' for you >>:D


-----------------------------------------------------------------------
Buffering Methods:
-----------------------------------------------------------------------
Active Striker System -as a bug-:

 I have been informed that there is a nasty bug; whenever the enemy 
breaks his Guard with a CD or an AB it gives you the right to call an
striker on any time; even when you are being hit; there are some
restrictions and random features, since it is a bug it can not be exact.

Active Striker System -by the rules-:

 Of course we all know that you can use more than one striker in a combo;
that's the idea of having more than one striker... but there are some
heavy limitations to when you can call the striker right... that fabled
"Cancel Striker System", that says that you can call an striker after
SOME special moves and or when you hit the enemy and he is left
standing... now:

 If you use an attack and call the striker and later you use another
 attack that ALSO allows you to call an striker, you will be blessed
 with the chance of using a one time active striker system, aka calling
 the striker anytime and anywhere. 

  Here it is a little example with Makishima-sama:

 Maxima:
  Have Hinako behind, Heidern on the middle and Foxy foward, enemy on
the corner

  Give a close standing C (only one hit) and input Qcf Neutral + BC;
this will call Heidern an later will perform the system one move...
Perform other Qcf + C and call Hinako; While Hinako is hitting use a
Qcf + C (but it musn't be a follow up, it must be a "fresh new move");
and then Heidern will hit; then input df + BC and you will call Foxy
while giving the df + C; when Foxy hits wait for the enemy to be
deep and give a df + C, df + C and finish the combo with an
uppercut motion with D (that will be f, d, df + D or 623 + D).

 If that explanation seems to complicated, here's the combo with my
particular simbology.

  - cls C (1 hit), call Heidern; Qcf + C x 2, call Hinako; Qcf + C;
   Heidern ; df + C, call Foxy; df + C, df + C; JP CD.

 You'll see, the second striker is called during the Qcf + C, when
Hinako is attacking give the Qcf + C BEFORE Heidern hits, since the
Qcf + C allows you to call the striker you will "save" that chance for
another time (the df + C) The drag is that if you use any attack on
where you can not call the striker you wont be able to call it... 
so there are some restrictions to this method, but you can still
call the striker after any normal attack (crouching or jumping) after
some special moves... BUT NOT THAT AFTER, for example if you use that
method to call King an then you attack, if you use some special moves
you won't be able to call the striker; but you can use as many normal
moves as you want (can) and then call the striker, OR use special moves
that allows you to call the striker while she is hitting.

 A final note is that to activate the Active Striker System with command
moves or special moves is necesary to call the striker before or at
the same time you are inputting the command, I personally am having
troubles with using a Desperation move at the same time I call an striker
(unless I am canceling it from something), with normal moves you can
call the striker after, at the same time or after you have used the
attack; note that those normal moves include the CD.

 Hard to understand??? Something that I'd say??? Don't worry, that's
Natural.

 I just realized that there is a very simple example; with K' use the
Qcf + C, fwd + D; then later you can call the striker whenever you want,
not necessarily on a combo (though that's the idea since this is mainly a
combo FAQ); made a very big observation that the actives striker works
only during the combo, if you try to save the striker to defend yourself
in some other time the properties will be "dispeled".


***********************************************************************
Performing as MAX:

 As we all should know; when a desperation move says that can be 
performed as MAX then the only thing that you have to do is inputing
the same motion; but using 2 buttons instead of one (if the move is
performed with puch; press AC and if it is kick, BD).


Follow up order:
 I have described the moves that had follow ups in a diferent way; let
us examinate the case of Makishima-sama:

 The first move of his system one combination is Qcf + A or C, so 
the move will be like this:

Qcf + A or C:
 Move description.

 The second move is another Qcf + A or C; but I will leave an space at
the beginning; so the player does not mix it with another move:

 Qcf + A or C:
  Follow up description.

 So, the whole move will look like this:

Qcf + A or C:
 Move description.

 Qcf + A or C:
  Follow up description.

   Qcf + A or C:
    Finisher description.

 This is the exact method that Tekken FAQs use to describe follow ups.
Now, if you have something like:

Motion:
 Description.

 Motion:
  Description.

 Motion:
  Description.

 It means that the move has 2 posible follow ups; as I mentioned, the
key is just noticing the space that are prior to the moves; on the
moves descriptions I have also hinted posible follow ups; in order to
avoid mistakes. -Incoherence is often present on something that I have
written-


***********************************************************************
 Notes about buffering:

 If ou want to call a "foward" striker and do not spoil any foward
involved moves you can easily perform df + BC, same as backwards.

 Also note that many of the buffering methods that where included on
KoF '2000 are also present; but with a slight difference, now is pretty
much easy to perform a db attack chained in a foward move without 
whiffing a Qcf move that might be on the way, for example on KoF '2000
Lin just wouldn't do for the world a cr C (1 hit) into the foward command
move, so it was necesary to press "fwd, fwd + A" in order to obtain
the move; but now he can do db + C, fwd + A and with good timming the
chances of obtaining the Qcf + A are minimal.


***********************************************************************
One extra note, when in the move description it says "nothing to brag
about" or "nothing extraordinary here" it does not mean that the move
is bad or something similar to that; it does mean that the moves does not
have any special properties (like add on, overhead, sweep or guard crush).


-----------------------------------------------------------------------
K' "Dash": Move list
-----------------------------------------------------------------------
Command Moves:

fwd + A:
 This move is a 'Counter Wire Attack', this is a very slow punch foward
with no particular propierties; if you combo into it it will be faster,
it will be interruptable and it will not knock down the enemy as it 
always does.

fwd + B:
 With this K' will jump foward kicking, this move is an overhead and it
can be interrupted when you combo into it.


***********************************************************************
Special Moves:

Qcf + B or D:
 Teleporting move, the button you use determinates the length of the 
move, there is a moment where K' is not there, where he is invisible; on
that time the character is invincible.

Qcb + B or D:
 Jumping kick; if I am not mistaken this move has lost his autoguard, 
this move can be done while you are in the air and the air version can
not be followed up by anything, but it can catch air enemies no matter
if you can hit them or not, thus being an add on.

 Qcb + B or D:
   This move is an interrupt of the previous one, does more damage and
  can be super canceled, this move doesn't hit low.

Qcf + A or C:
 The good and old Ein Trigger; but major power down to it, while it is
still fast enoug to combo from weak attacks, now it's follow ups are 
not as fast to be granted. The weak version knock down the enemy while
the strong version leave them standing.

  fwd + B:
    This is a follow up for the Ein Trigger; as we all know, it is a
   fireball that goes foward; the speed of the move is determinated by
   the strength of the Ein Trigger, weak trigger is slow and strong is
   fast.

  fwd + D:
    Other follow up from the Ein Trigger; this move will launch the 
   enemy for you to hit them again; this use his CD frame, as we all
   know; as in all other KoF, this move has almost no priority and 
   should be saved for successful hits.

  bk + B or D:
    The last follow up for the Qcf + A or C; this is the Qcf + B or D
   move, but it comes out faster and it does not travel that far.

Upc + A or C:
 The A version has nothing to brag about; but the C version can be 
followed up and has some invincibility time, but it is slower than the
A version, wich is much more safer. A version can hit up to 2 times
while the C version may hit up to 3 times. The first hit of both 
versions can be super canceled.

 fwd + B or D:
   After the third hit C Crow Bite you can use this follow up; wich uses
  his jumping D frame.

   Qcb + B or D:
    This is his air Minute Spike move.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 Can be powered up by holding the button; if you delay it long enough 
this move will be unblockable.

Qcf, Hcb + A or C:
 This move can now catch air enemies depending on how it hits; this move
is MAXable.


-----------------------------------------------------------------------
K' "Dash": Combos:
-----------------------------------------------------------------------
Independent low combos:

 - cls B; Upc + C, fwd + D, Qcb + D.

 - cr B; cr A; Upc + A (1 hit).

 - cr B; cr A; Qcf + A.

 - cr B; cls A; Upc + A(1 hit), Qcf x 2 + C.
    + This uses a super cancel on the Upc + A.


***********************************************************************
Independent combos:

 - cls C (2 hits); fwd + B; Qcb + B.

 - cls D; Upc + C, fwd + D, fwd + D.

 - cls C (1 hit); fwd + A; Qcf + C.

 - cls D; fwd + A; Qcf x 2 + C.

 - jp CD; air Qcb + D.

 - fwd + A; Qcf x 2 + C.
    # This uses a counter wire attack.

 - cls D (1 hit); fwd + A; Qcf, Hcb + A.
    * Qcf, Hcb + A may be either normal or MAX version.

 - cls D; fwd + A; [Qcb + D], Qcb + D, Qcf x 2 + C.
    + This uses a super cancel.


***********************************************************************
Striker low combos:

 - cr B; cls B, call Yuri; Qcf + C; ; [Qcf + A], fwd + B; JP D; 
   Qcb + D.
    * Input the [Qcf + A] just when the second Uppercut of Yuri is 
      hitting.

 - cr B; cr B, call Angel; far B; jp C; cr C; Upc + C, fwd + D, 
   Qcb + D.
    * You must be far away from the enemy when Angel Hits so you can
      jump foward.

 - cr B; cls B, call King; Qcf + C; ; fwd + D; JP + D; Qcf, Hcb + A. 
    * The fwd + D; JP + D must hit before King finish does.


***********************************************************************
Striker combos:

 - cls C, call Angel; fwd + B; ; cls C, call Kula; fwd + B; Qcb + B;
   ; [Qcf + A], fwd + B; Qcf x 2 + C.
    * Just make sure to call the strikers on the second hit of the 
      cls D; you have to input the DM just as the fireball hits; not
      before; because the character just would not do it.

 - cls C, call Angel; fwd + B; ; cls C, call Kula; Qcf + C, bk + D;
   ; Upc + C (2 hits), Qcf x 2 + C.
    * Another version is changing the Upc + C and the cancel for the
     Qcf, Hcb + A; it does not matter if it is MAX or normal.
    +  This uses a super cancel after the Upc + C.

 - cls D; fwd + A, call Iori; Qcf, Hcb + A; ; Qcf, Hcb + A.
    * Advisable to put Iori on the bk and input Qcf, Hcb + BC.

 - cls C, call Andy; Qcf x 2 + C; ; jp CD; air Qcb + D.
    * Input Qcf x 2 + BC between the first and second hit of the cls C,
      on the juggle part; input jp CD as deep as posible then 
      bk, bk; Qcb + D OR Qcb, ub + D.

 - cls C, call Andy; Qcf x 2 + C; ; Upc + C (2 hits); Qcf x 2 + C;
   call Terry; JP D; Qcb + D.
    * The problem is get the Terry to Launch, needs timming.
    + This uses a super cancel after the Upc + C.


***********************************************************************
Corner combos:

 - cls C, call Angel; Qcf + C, fwd + B; , call Iori; cr C; Qcf + C; ;
   JP D, call Andy; Qcb + B; ; JP D; Qcb + D.
    * Call Iori before the Qcf, fwd + B finishes, also delay a little
      the kick or Andy won't hit.

 - cls C, call Heidern; Qcf + C, fwd + D; JP C; ; call Kula; cls D;
   call Xiang Fei; CD; ; JP C; Qcb + D.
    * Kula must hit near the ground so the cls D leave the enemy standing
      and thus enabling the active striker system.

 - cr C; Qcf + C, call King; fwd + D; ; JP D; JP CD, call Leona; cr C;
   fwd + B, call Daimon; Qcb + B; ; jp C.
    * Leona and Daimon are active strikers, Leona must leave the enemy 
      standing as the cr C after the bomb.

 - cls C (1 hit); fwd + A; Qcf + C, call Heidern, fwd + D, call Daimon;
   CD; Daimon ; CD; Heidern ; [Qcf + A], fwd + B; Upc + A (1 hit).
    * Unput Qcf + BC to call Heidern, Daimon must only hit once.

 - cls D; fwd + A; Qcf + A, fwd + B; Upc + A (1 hit), Qcf x 2 + A;
   air Qcb + B.
    + This combo uses the Super Cancel Feature.
    * The Upc + A must be delayed and the second hit will miss; the
      Qcf x 2 + A must be released early in order for you to have the
      advantage, you'll know if it's right if the enemy isn't burned;
      the best way to achieve the air Qcb + B is with a back step.


-----------------------------------------------------------------------
Maxima: Move list
-----------------------------------------------------------------------
IMPORTANT NOTES: His CD has autoguard; but all other of his normal 
                 attacks have lost their autoguards; CRAP! I relied a lot
                 on those guards HAAAAGGGGH!! Makishima! What Happened?!


***********************************************************************
Command moves:

fwd + A:
 Overhead; no longer has autoguard, it can be interrupted when you 
combo into it.

df + C:
 Neutral, quick punch; it is harder to cancel (HHAAGGGHHHH!!!).


***********************************************************************
Special Moves:

Qcb + A or C:
 Not so fast yet very damaging punch; dispels projectiles and is a 
'counter wire attack'; on the beta this move has autoguard; now either
I can't time it (with this character, impossible) or it did had it 
removed.

Upc + B or D:
 Anti-air throw; this move will only work against jumping enemies.

Hcf + B or D:
 Close range throw; it has less range than other special throws.

Hcb + B or D:
 Running throw; it can be followed up, but it's a darn shame that the
opposition can roll recover before the follow up and avoid it, leaving
you open.

 fwd + B or D:
  Maxima will fall over the enemy hitting them on the ground, this is an
 add on; but it's useless as it can be "roll recovered" and it's a follow
 up..

Qcf + A or C:
 Quick attack wich is very safe, it can be followed up.

 Qcf + A or C:
   Two hitting move that can be super canceled.

   Qcf + A or C:
     Attack that throws the enemy; I must say that the whole moves does
    not leave you as safe as it once did in '2000.


***********************************************************************
Desperation Moves:

Qcf, Hcb + A:
 The beginning has auto-guard and hits while the character is going up 
and is outside the screen, then drops with an overhead attack that has 
auto-guard on the floor, only first frames though. The distance where 
he drops is determinate by the strength of the button; the button also
determinates the speed that this attack uses to come out; being A version
fast and close and the C version being slow and far; though it is not
that HUGE difference. In the air is an overhead, on the ground is a 
projectile, thus that hit being a projectile...
 Is it anyone else bitching about the fact that this moves did lost 
some of it's damage?? Though it was natural -too abusive- I did enjoyed
the frustrated look of my enemy when I connected this move.
  
Hcb x 2 + B or D:
 Special throw, comboable as DM or SDM. Has it's uses.


-----------------------------------------------------------------------
Maxima: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cls B; df + C; Qcb + C.

 - cls B; df + C; Hcf + D.

 - cls B; df + C; Qcf + C x 3.

 - cls B; Qcf + A x 2, Qcf, Hcb + A.
    + This uses a super cancel after the second Qcf + A.

 - cls B; df + C; Hcb x 2 + D.
    * Hcb + D x 2 may be either normal or Max version.

 - fwd + A; Hcb x 2 + D.
    * Hcb + D x 2 may be either normal or Max version.


***********************************************************************
Independent combos:

 - cls C; fwd + A; Qcb + A.

 - cls C; fwd + A; Hcb x 2 + D.
    * Hcb + D x 2 may be either normal or Max version.

 - cls C; fwd + A; Qcb + C.

 - cls A; df + C; Qcf + C x 3.

 - cls A; df + C; Hcf + D.

 - cls A; df + C; Hcb x 2 + D.
    * Hcb + D x 2 may be either normal or Max version.

 - Qcb + C; df + C; Upc + D.
    # This combo begins from a counter wire attack.


***********************************************************************
Striker low combos:

 - cls B; df + C, call Kula; Qcb + C; ; df + C; Upc + D.
    * Aproach after Kula Hits.

 - cls B; Qcf + A x 2, call Angel; cls A, call Leona; df + C; Qcb + C;
   ; df + C; Upc + D.
    * Nothing difficult.

 - cls B; Qcf + A x 2, call Angel; JP C; cr A, df + C; Qcf + C x 2, 
   call Angel; JP C; cls C (1 hit); fwd + A; Hcb x 2 + D.
    * Call Angel at the latest time and the Hcb x 2 + D can be MAX 
      version.


***********************************************************************
Striker combos:

 - cls C (1 hit); Qcf + C x 2, call Angel; cr C; Qcf x 2, call Foxy;
   Qcf, Hcb + A.
    * Nothing Difficult.

 - cr C; Qcf + C x 2, call Yuri, Qcf, Hcb + A (1 hit), ; Qcb + C.
    * Call Yuri at the latest time.
    + This combo uses a super cancel... you know where.

 - cls D; Qcf + C x 3, call Iori; df + C; Upc + D.
    * Call Iori when Maxima is about to chocke the enemy.

 - cls C (1 hit); Qcf + C x 2; call Xiang Fei, Qcf, Hcb + A; ; df + C
   Upc + D.
    * Call Xiang at the latest minute.
    + This combo uses a super cancel after the Qcf + C x 2.

 - cls C (1 hit), call Chin; Hcf + D, ; df + C; Upc + C.
    * You must be near the center of the screen, it is hard.

 - cls C (1 hit), call Foxy; Qcf + C x 2; , call Andy; Qcb + C; ;
   Qcb + C.
    * Call Foxy before the first Qcf + C hits.

 - cls C (1 hit), call King; Qcf + C; , Qcf + C; JP CD, call Kula;
   df + C; df + C; Upc + D. {NR}
    * The JP CD hits after King has finished; the first df + C hits just
      after Kula's slide.

 - cr C; Qcf + C x 2, call Clark; cls C (1 hit), Qcf + C x 2, call 
   Angel; cls A; df + C; Qcf x 2 + C, call Benimaru; df + C; df + C;
   Qcf, Hcb + C. {R}
    * When you call Clark, run foward and time the hit so it hits 
      simultaneosly to Clark last hit, so you leave the enemy standing.


***********************************************************************
Corner combos:

 - cls D, call Xiang Fei; Qcf + C x 2; ; cr C, call King; Qcf + C x 2;
   ; JP CD; call Xiang Fei, Qcb + C; ; JP C; cls C; fwd + A; Qcb + A.
    * To call both, Xiang Fei & King; use cls/cr C, Qcf + BC; to call
      the final Xiang Fei use Qcb N + BC, advisable to have Xiang Fei
      at middle and King in the front.

 - cls C (1 hit), call Heidern; Qcf + C x 2, call Hinako; Qcf + A;
   Heidern ; df + C, call Foxy; df + C, df + C; JP CD.
    * Works as the previous one, but to call Foxy you must use a df + BC.

 - cls C (1 hit), call Whip; Qcf + C x 2; ; cls C (1 hit), call Kula;
   Qcf + C x 2; ; call Andy; Qcb + C; cls C (1 hit); fwd + A; Qcb + C.
    * Just as the first one, Qcf + BC and almost in the end, Qcb + BC.

 - cls D, call Andy; Qcf + C x 2; ; call Foxy; df + C; ; df + C;
   df + C; Upc + D.
    * Call Foxy just as the second attack of the second Qcf + C hits.

 - cls C (1 hit); Qcf + C, call Choi, Qcf + C; ; cls C (1 hit); Qcf + A,
   Qcf + A, call Joe; cls A; df + C, call Daimon; Qcb + A; ; df + C;
   df + C; Upc + D.


-----------------------------------------------------------------------
"S.A.L.L.Y. Muchiko Dominatrix" Whip: Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: WHY 'DOMINATRIX'??; well, Ralf and Clark call her that;
                dunno what's going on; I just follow orders. Huh?
                WHY S.A.L.L.Y.??; well, she was called like that when
                the story for the Ikari team was out back in '99; it is
                her old code name; before Whip.

                Her cr A is an add on, it seems to be floor only.


***********************************************************************
Command moves:

fwd + A:
 This move can be performed up to 5 times; and after the fifth attack
the moves is cancelable; you can either input it again or input another
move. If this move hits five times it will knock down the enemy; if it
hits less it will leave them standing.


***********************************************************************
Special moves:

Hcf + A or C:
 Whip will swing his weapon up and then attempt to catch the enemy with
another stroke while they are in the air; A version is faster and note
that the second attack can ALWAYS catch an air bounced enemy, thus being
an add on.

Qcb + A or C while you are on a high jump:
 Muchiko will bounce from one side of the screen to another with a very
bitching kick; you must be really high to perform this move.

Upc + A, B, C or D:
 Whip will go straight up and off the screen and then she will fall; the
button used determinates where she will land; after she lands Whip will
taunt, this taunt can be cancelled with any special move or desperation
move; this move is an add on.

Rup + A or C:
 Muchiko will use a gun (she will use "telekinesis" if you are played a
censored version) and will shoot to the ground; she begins with 1 bullet;
but once she reload the gun (you must perform the move without bullets
left) she will get 7 bullets; the strenght of the button determinates
the angle of the shoots.

 Tap A or C:
  With the previous move Whip will only shoot once; tapping the button 
 will force her to continue shooting until you stop or there are no
 bullets left; just as the initial move, the follow up is an add on.

Hcb + A, B or C:
 This is one of Whip's more strategical moves; you can delay any of the
versions by holding the button that you used to perform it; with any
version Whip will give 2 attacks; the first is neutral and the second
depends on the button you used: A is Overhead, C is sweep and B is
neutral; but the advantage this move has is that it may leave the enemy
stunned for you to attack them again; the C version has the advantage
that it can ALWAYS hit grounded enemies.
 While you hold down the moves you can cancel them via pressing D; and
the first hit of any version is a super cancel.


***********************************************************************
Desperation moves:

Qcb, Hcf + A or C:
 Being her only DM; this can be performed on MAX version... small range
but it has good damage and even better priority.


-----------------------------------------------------------------------
"S.A.L.L.Y. Muchiko Dominatrix" Whip: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cls B; cls A; Hcf + C.

 - cls B; cr B; Qcb, Hcf + A.
    * Qcb, Hcf + A may be either normal or Max version.


***********************************************************************
Independent combos:

 - cls D; fwd + A x 5; Hcf + A (1 hit)

 - cls D; fwd + A x 5; Rup + C, tap C. {R}
    * From the Rup + C only 3 hits will connect.

 - cls C; Hcf + C. 

 - cls D; fwd + A x 5; Hcb + C (1 hit), dn + A {R}

 - D throw; Hcb + C; dn + A.

 - cls C; Qcb, Hcf + A.
    * Qcb, Hcf + A may be either normal or Max version.


***********************************************************************
Striker low combos:

 None at the moment


***********************************************************************
Striker combos:

 None at the moment 


***********************************************************************
Corner combos:

 None at the moment


-----------------------------------------------------------------------
Lin "Hizoku": Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: Why Hizoku, I'd heard you ask?? It's because he is a
                member of the Hizoku Ninja Clan, the last time I checked
                clan meant family & families share the last name... Though
                there are member of a clan that doesn't share the last
                name I'd rather have Lin with a last name _.
                 The Spanish version translare Hizoku as flying pirates; I
                wonder if that's accurate.


Command attacks:

fwd + A: 
 Overhead, it is cancelable and remeains as an overhead even if you
cancel into it.

df + C:
 Sweep, cancelable and it does look very similar to the overhead one
-so mix up time my friends- this move can hit grounded enemies.


***********************************************************************
Special moves:

Qcb + A or C:
 A version is quick and hits once; C version is slower and hits 3 times;
both are projectiles.

Qcf + A or C:
 Qcf + A has no follow ups and it is a counter wire attacks; C version
has follow ups but no special properties.

 Qcf + Any button:
  Follow up to the Qcf + C, it is super cancelable.

   Qcf + Any buton:
    Follow up to the previous move.

Hcf + B or D:
 Teleporting move; upper body invencibility, the strength of the button
determinates the lenght of the move.

Hcb + B or D:
 Flying kicks; B version hits twice; D version hits 4 times and launches.

Rup + A, B, C or D:
 Very complicated move; D version is a feint, depending on the strenght
of the button of where his hand will appear; A is close, C is far; 
besides, this move is hommed; it chases the enemy; depending on the 
degree of the hand is how the enemy will be launched: if the hand
appears uf, the enemy will be thrown uf; up hand, up enemy; ub hand, 
upback enemy (the cheap one); note that C version launches the enemy
for you to use several options; the A and B version launches the enemy
to low and you don't have too many options (cls D comes to mind).


***********************************************************************
Desperation moves:

Qcb, Hcf + A or C:
 Rushing combinating; it can be performed as a MAX desperation move;
note that the MAX version will leave you vulnerable if it hits near the
corner..... WHEEEEEEIIIIII.

dn dn dn + A + C:
 Multi-hitting hands; it is similar to Krizalid's punching DM; this move
is quick as hell, but it won't work against air bounced enemies.


-----------------------------------------------------------------------
Lin "Hizoku": Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr b; cr A; Qcf + C x 3.

 - cr B; cr A; Qcb, Hcf + A. *

 - cr B; cr C; Qcb + A.

 - cr B; cr C; Qcf + C, Qcf + C, Qcb, Hcf + A.
    + Super cancel combo; de Qcb, Hcf may be either MAX or normal.

 - cr B; cr C; Qcb, Hcf + A.
    * The DM can be MAX version

 - cr B; cr C; dn dn dn + AC.

 - cr B; cr C; fwd + A; Qcb, Hcf + A.
    * Qcb, Hcf + A may be normal or Max version.

 - cr B; cls D; fwd + A; Rup + C; Rup + B; Qcf + C.


***********************************************************************
Independent combos:

 - cls C; Upc + C.

 - cls C; fwd + A; Rup + B; cls D.

 - cls C; fwd + A; Qcf + A.

 - cls C; fwd + A; dn dn dn + AC.

 - cls C; fwd + A; Qcb, Hcf + A.
    * Qcb, Hcf + A may be normal or Max version.

 - cls C; Qcf + C x 3.

 - cls C; fwd + A; Rup + C; Upc + C.

 - cls D; Qcf + C x 2, dn dn dn + AC.
    + Super cancel combo, uses 3 bars.

 - Qcf + A; Rup + B; df + C. {R}
    * Combo that begins with a counter wire attack.


***********************************************************************
Striker low combos:

 - cr B x 2; Qcf + C, call Angel, Qcf + C; ; cls D, fwd + A; Rup + C;
   Upc + C.
    * Call Angel just right when the Qcf + C hits and then follow it up
      with another Qcf + C.

 - cr B x 3; Qcf + C, call Kula, Qcf + C; ; Hcb + D (1 hit); Upc + A.
    * Call Kula just right when the Qcf + C hits and then follow it up
      with another Qcf + C; the Hcb + D must only hit the last attack.

 - cr B; cr B, call King; Qcf + C x 2; ; Hcb + D; Upc + C.
    * Not difficult.


***********************************************************************
Striker combos:

 - jp C, call Heidern; cls D; fwd + A; Rup + C; Rup + B; ; Upc + C.
    * Call Heidern before you touch the ground.

 - cls C; fwd + A, call Mai; Qcf, Hcb + A; ; cls D; fwd + A; Rup + B.
    * When the first fan hits run foward with the rest of the combo.

 - cls C; fwd + A, call Mai; Qcf, Hcb + A; ; Hcb + D; Upc + A.
    * No need to run, but input the Hcb + D as soon as you can move.

 - cls D; fwd + A, call Yuri; Rup + C; Qcb + A; ; Hcb + D (1 hit); 
   Upc + A.
    * Is advisable to call Yuri while inputing the Rup + C.

 - cls C; fwd + A, call King; Qcf + C; , Qcf + C; Hcb + D (1 hit); 
   Upc + C.
    * The second Qcf + C hits while King is kicking. The rest is known
      by you. 

 - cr C, call Leona; Qcf + C, Qcf + C; ; cls C, call Daimon; [Qcf + C];
   , Qcf + C; Qcf + A; df + C.
    * Call Leona using Qcf + BC; after giving the cls C (that must hit
      on air), use Qcf + BC again for Daimon; after that land the Qcf + A
      REALLY DEEPLY, so the enemy is left close for the df + C.


***********************************************************************
Corner combos:

 - cls C; fwd + A, call Xiang Fei; Rup + C; ; cls C, call Kula; Qcf + C,
   Qcf + C; , call Iori; jp CD; ; Qcf + A; df + C {NR}.
    * Xiang Fei pics the enemy from the floor after the Rup + C, give a
      step(s) back before the Qcf + A.

 - cls C; Qcf + C, Qcf + C, call Xiang Fei, Qcf + C; ; far C; cls D;
   Qcf + C, call Foxy, Qcf + C; ; call Andy; Qcb + A; ; Hcb + D (1 hit);
   Upc + C.
    * The far C hits while Xiang Fei hits and the cls D hits after her
      last hit, of course time Xiang Fei so she can leave the enemy
      standing.

 - cls D; Qcf + C x 3, call Hinako; jp C, call Heidern; cls C; Qcf + C x 3,
   call Daimon; Heidern ; Hcb + D (1 hit); Upc + A.
    * Hinako must pick up the enemy from the floor, Heidern and Daimon
      must hit almost at the same time, Daimon must pick up the enemy
      from the floor again, the Hcb + D must hit on the last hit, as usual.


-----------------------------------------------------------------------
Kyo Kusanagi: Move list
-----------------------------------------------------------------------
Command moves:

df + D:
 Kyo gives a non cancelable two hit sweep.

fwd + B:
 Kyo gives a slow overhead kick, normally it hits once, but when canceled
it hits twice, no longer acts as an overhead but it is cancelable.

dn + C:
 This move is meant to be performed while Kyo is in the air, is a quick
punch that stuns the enemy for some time, making it easier to combo from
the air.


***********************************************************************
Special Moves:

Upc + A or C:
 Standar uppercut move, C version is meant to hit twice, while A version
usually hits once; unless on counter hit, the first hit of the C version
leaves the enemy standing, but it has way more priority than the A version;
the first hit of this move is cancelable.

Hcb + B:
 Kyo gives a small jump foward and then he punches the enemy launching them
in the air, this move can be supercanceled.

Hcb + D:
 Kyo performs a fast uppercut knocking the enemy down, this move seems to
have lost the former invincibility that it had last year.

Qcf + B or D:
 Kyo gives a small jumping kick, unlike the previous years this part of
the move leaves the enemy standing, this move has one possible follow up.

 B or D:
  Kyo adds another kick to the previous move, launching the enemy into the
 air.

Rup + B or D:
 Kyo gives a small jump foward with the B version and falls on with a
powerful kick, some enemies can crouch this; on the D version Kyo gives
a big jump foward before giving the kick; it also inflicts a little more
damage.

Qcf + C:
 Kyo gives one step foward and then gives a punch, this move has follow ups
and is pretty much safe when blocked.

 Hcb + A or C:
  Kyo gives one quick swing after the previous move, this move can be
 followed up, but when blocked it is not as safe as the first one, also
 you can not delay this move.

  fwd + A or C:
   Follow up to the prior move, Kyo then performs a jumping attack, this
  move can be delayed a little.

   Upc + A or C:
    Kyo finishes the combo with his uppercut.

Qcf + A:
 Kyo gives a small punch without moving from his place.

 Qcf + A or C:
  Kyo adds a punch to the prior attack, this move knocks down the enemy.

  B or D:
   Kyo finishes the combo with a kick.

 Hcb + A or C:
  After the Qcf + A, Kyo gives an overhead punch that leaves the enemy on
 the floor.

  B or D:
   Kyo finishes the combo with a kick, but this move is bond to fail if
  the enemy was hit by the previous move, thus they are on the floor.

  fwd + A or C:
   If instead of the B or D finisher you input this command, Kyo will
  finish the move with a punch that WILL hit grounded enemies.

  Hcb + D:
   If instead of any of the prior finishers you input this command Kyo
  will pick the enemy from the ground with his old Hcb + B or D "throw".


***********************************************************************
Desperation moves:

Qcb, Hcf + A or C:
 This move is very special; it can be delayed by holding down the button
you used to perform it; besides the move has some small invincible point
when held down, but the point varies depending on the button used to
perform it, the A version does not have an kind of invincibility (formerly
it had low invincibility) while the C version has upper-body invincibility,
also this move can be performed as MAX, and when done so; this move can
hit while it is held down, this is due to the flames that surround Kyo
in that case.

Hcb x 2 + AC:
 This move is only meant to be performed as MAX, in this case Kyo will
throw the enemy and then perform a combo, this move can only be comboed
with weak attacks, such as other special throws.


-----------------------------------------------------------------------
Kyo Kusanagi: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; df + D.

 - cr B; cr A; Upc + A.

 - cr B; cls C; Qcf + C, Hcb + C, fwd + C, Upc + C.


***********************************************************************
Independent combos:

 - cls C; Qcf + C, Hcb + C, fwd + C, Upc + C.

 - cls C; Qcf + D, D; Hcb + B; Qcf + A.

 - cls C; Upc + A.

 - cls A; Hcb x 2 + AC.

 - cls C; Qcf + D, D; Qcb, Hcf + A.
    * May be either normal or MAX version.

 - cls C; df + D.


***********************************************************************
Striker low combos:

 - cr B; cr A; df + D, call Angel; jp C; cls C; Qcf + C, Hcb + C, 
   fwd + C, call Kula, Upc + C; ; Hcb + B; Qcf + A, [Hcb + A]; 
   Hcb + D. {R}
    * It is not difficult; and there is not any special timming for 
      this, just be quick with the jump and the Qcf + A.

 - cls B; cls A; df + D, call Vanessa; far B, call K'; Qcb, Hcb + A.
    * K' must hit simultaneosly to Vanessa's last punch.

 - cls B; fwd + B, call Foxy; Qcf + C; ; cls C, Qcf + C, Hcb + C, 
   fwd + C, Upc + C.
    * You must time your cls C so you can leave the enemy standing.

 - cls B; fwd + B; Qcf + C, Hcb + C, call Iori; fwd + C; ; call Kula;
   cls C; Qcf + A, call Andy; Rup + B; ; [Qcf + A], Hcb + A, Hcb + B.
    * Kula must leave the enemy standing, the same with the cls C; Qcf + A.


***********************************************************************
Striker combos:

 - cls C; Qcf + C, Hcb + C, call Kula, fwd + C, Upc + C; ; Hcb + B;
   Qcf + A, Qcf + A.
    * It is not difficult; and there is no any weird advice; just be 
      careful to be quick with the last Qcf + A x 2.

 - cls C; fwd + B, call King; Qcf + C; , JP dn + C; [Qcf + A],
   Hcb + A, Hcb + D.
    * Call King on the second hit of the fwd + B; the JP dn + C hits
      while King kicking.

 - cls C; Qcf + D, call Andy, D; Qcb, Hcf + C; ; Qcb, Hcf + A.
    * You need to delay a little bit the Andy striker; or you won't be
      able to follow up.

 - cls C; fwd + B, call King; Qcf, Hcb + A; Hcb + B; jp dn + C.
    * The DM hit while King is kicking; the rest is after she ends.

 - cls C; fwd + B, call Leona; Qcf + C; ; cls C, Qcf + D, D, call 
   Kula; jp dn + C; ; Qcf + A; Rup + D.
    * The cls C after Leona must leave the enemy standing and you must
      call Kula just after the second hit of the Qcf + D, D.


**********************************************************************
Corner combos:

 - jp C, call Choi; cls C; fwd + B; Qcf + C; ; cls C; Qcf + C; Hcb + C,
   call King; cls C; JP dn + C, call Xiang Fei; cls C; cls C, Qcf + D, D;
   Qcf + A, Hcb + A, Hcb + D.
    * The only problem is in the JP dn + C, that must be JP dn + BC; there
      is one cls C that must hit before Xiang Fei finishes.

 - cls B, call Seth; fwd + B, call Foxy; Qcf + A; Foxy ; jp dn + C, call
   Daimon; Rup + B; Seth ; Hcb + B; Qcf + A; Hcb + C; fwd + C.
    * For Seth input fwd + BC, call Foxy before the kick finishes; for
      Daimon inpunt jp dn + BC.


-----------------------------------------------------------------------
Benimaru Nikaido: Move list
-----------------------------------------------------------------------
Command moves:

fwd + B:
 Somewhat slow kick that advances foward; unlike any previous version
of KoF; this move now CAN combo from strong attacks; neutral hit.


***********************************************************************
Special moves:

Qcf + A or C:
 The A version hits to the front; the C version is thought to hit air
enemies; but they are a lot slower now and they hit only twice; this
move can be performed on the air.

Qcb + A or C:
 The A version hits 3 times; but it ALWAYS hit 3 times; C version gives
6 attacks; wich of them a maximun of 5 will connect; but that is at the
closest range; normally you will get only 3 hits because after that the
enemy is pushed back; this move is a super cancel on the third hit;
though I have not been able to cancel the C version (I have seen it,
though).

Qcf + B or D:
 Quick kick foward; small damage.

 dn up + B or D:
  Follow up to the prior move; this is a critical wire attack; I advise
 to use the B version because it recovers more quickly; the advantage
 that the D version has is that it can catch air bounced enemies.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 This move follows the same rule that the Qcf + A or C; A is front; C
is high, hits 3 times and can be performed on MAX version; on the MAX
version hits 10 times and is ony to the front.

Qcb x 2 + B or D:
 Small invincivility at the beginning; then Benimaru rushes foward with
an attack; if this attack connect he will follow it up with more strikes;
if one of the attacks misses; the move will stop.


-----------------------------------------------------------------------
Benimaru Nikaido: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; Qcf + D, dn up + B; Qcf x 2 + C.
    * May be either normal or Max version.

 - cr B, cr B, Qcf + D, dn up + B; Qcf + C.

 - cr B, cr A; Qcf x 2 + AC.
    * Only with Max version.


***********************************************************************
Independent combos:

 - cr A; cls D; Qcb + A.

 - cr C; fwd + B; Qcb + A.

 - cls C; fwd + B; Qcf + D, dn up + B; fwd + B.

 - cr C; Qcf x 2 + A. *
    * Qcf x 2 + A may be either normal or Max version.

 - cls D; fwd + B; Qcb x 2 + B.

 - cls C; fwd + B; Qcb + A, Qcf x 2 + A.
    + This is a super cancel, the DM may be normal or MAX version.


***********************************************************************
Striker low combos:

 - cr B; cr A; Qcf + D, dn up + B; call Kula; Qcf + D, dn up + D; 
   N JP + D.
    * Call Kula after the wire attack.

 - cr B; cr B; Qcf + D, call Yuri, dn up + B; JP CD; ; Qcf x 2 + C.
    * call Yuri while you are performing the dn up + B.

 - cr B; cr A; Qcf + D, call Xiang Fei, dn up + B; ; cls D; fwd + B;
   call Ryo; Qcb x 2 + B.
    * Call Xiang Fei before you perform the wire attack, when Xiang Fei
      hits the attack must leave the enemy standing & call Ryo as you 
      input the Qcb x 2 + B.
   

***********************************************************************
Striker combos:

 - cls C; fwd + B, call Iori; Qcb x 2 + B; ; Qcf x 2 + C.
    * Perform the DM as BC, if Iori is in the Back, no problem; if Iori
      is in the middle perform Qcb x 2 N + BC

 - cls C; fwd + B, call King; Qcb x 2 + B; ; [Qcf + D], dn up + D;
   N JP + D.
    * Same as before, time right the critical wire attack.

 - cls C; fwd + B, call Andy; Qcb + A; ; JP D.
    * Be careful when timming Andy, easy as pie.

 - cls C; fwd + B, call King; Qcb + A; ; Qcf x 2 + C.
    * Nothing to brag about.

 - cls C; fwd + B, call Foxy; Qcf + A; ; call K'; far C; ; JP D.
    * To call K'; run foward and press d + B or df or df if K's is not
      on the center; then give the far C.


***********************************************************************
Corner combos:

 - cls D; fwd + B, call Xiang Fei, Qcf x 2 + A; ; cr C; fwd + B; 
   Qcf + D, dn up + B; call Yuri; jp dn + D; Qcf x 2 + C.
    * Land the jp dn + D as low as posible; the cr C must leave the
      enemy standing after Xiang Fei hits.

 - cls D, call Seth; fwd + B, call Daimon; Qcf + A; Daimon ; cls D;
   Seth ; call Foxy; jp dn + D (1 hit) ; jp dn + D (3 hits); Qcf + D.
    * The usual BC method, try to land the dn + D deep.


-----------------------------------------------------------------------
Goro Daimon: Move list
-----------------------------------------------------------------------
IMPORTANT NOTES: His JP CD is a counter wire attack.


***********************************************************************
Command moves:

fwd + A:
 Dispels fireballs; neutral.

df + C:
 Cancelable; neutral.


***********************************************************************
Special moves:

Upc + A or C:
 C version is a feint; A version produces an earthquake that will hit
unless the enemy is jumping or standing.

Hcb, fwd + A or C:
 Close Range throw.

Upc + B or D:
 Small delay at the beginning; then it is a throw; inlike '98 this throw
does not damage more than the Hcb, fwd + A and it has less range.

Hcb, fwd + B or D:
 Running throw; but it is slow as hell.

Qcf + B or D:
 Counter attack for standing mid hits.

Hcb + B or D:
 Emergency roll; it is faster than the normal Roll, but it has some
minimal lag time at end.

Hcf + A or C:
 A version is used to grab air enemies; C version is used to dodge
low attacks & grab grounded enemies.


***********************************************************************
Desperation Moves:

Hcb x 2 + A or C:
 Usual Desperation move throw; can be performed on MAX.

Hcf x 2 + B or D:
 This move has auto-guard at the beginning; then it will attempt to
throw the enemy. This move can be performed on MAX and has several
posible follow ups.

 Hcf + B or D:
  Follow up to the previous move; if you inputed the first move as MAX
 there it will be no need of performing this with 2 buttons.

  Upc + B or D:
   Damaging finisher for the move above.


-----------------------------------------------------------------------
Goro Daimon: Combos
-----------------------------------------------------------------------
Independent low combos:

 - far B; Hcb, fwd + C.


***********************************************************************
Independent combos:

 - cls A; df + C; Hcf + C.

 - cls A; df + C; Hcb, fwd + C.

 - cls C; Hcb, fwd + C.

 - cls D; Hcb x 2 + A.
    * May be either normal or MAX version.

 - jp CD; df + C; Hcf + A.
    # Counter wire attack combo, land the df + C deep and the Hcf + A
      will connect.

 - jp CD; Hcf + C.
    # Counter wire attack combo; the Hcf + C picks the 
      enemy of the ground.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 - cls B, call Iori; Upc + B; ; df + C; Hcf + A.
    * It doesn't work when you are near the corner.

 - jp CD; call Xiang Fei; jp C, cls B, call Iori; Upc + B; ; df + C;
   [Qcb + B]; Upc + A. {NR}
    # Counter wire attack combo.
    * The jp C hits with Xiang Fei's seconf hit, the last part of the
      combo is a bug, it will hit the enemy even if they roll recovery,
      the damage is crap, though.


***********************************************************************
Corner combos:

 None at the moment


-----------------------------------------------------------------------
Shingo Yabuki: Move list
-----------------------------------------------------------------------
Command moves:

fwd + B:
 Neutral move, interruptable.


***********************************************************************
Special moves:

Qcf + A or C:
 A version is a quick punch with short range; C version is a slower
punch with better range.

Upc + A or C:
 Standar uppercut.

Hcb + B or D:
 Shingo will rush foward with an elbow and later will give an overhead
move; the first attack is super cancelable.

Hcf + B or D:
 Shingo will jump foward with a powerful kick, this attack does not
longer knocks down and it is a litter faster here than in the previous
versions.

Qcb + B or D:
 This move is a counter attack for medium and low attacks, this is also
a counter wire attack.

Upc + B or D:
 This move is unblockable and launches the enemy, meant to be performed
from close, similar to a throw.


***********************************************************************
Desperation moves:

Qcb, Hcf + A or C:
 Upon performing this secuence Shingo will rush foward with a auto-combo,
fast and advances a lot.

Qcf x 2 + A or C:
 A version launches the enemy, C version doesn't... dunno what's the
advantage of the C version, this move normally doesn't caught air bounced
enemies but when you perform it as MAX it DOES catch then if timed right;
Shingo runs before performing the move, but if you press a punch button
while Shingo is running he will throw the attack before reaching the
enemy -indispensable for some combos-.


-----------------------------------------------------------------------
Shingo Yabuki: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; Upc + B; Qcf + A.

 - cr B; cr A; Qcf + A.

 - cr B; cr B; Rup + D.

 - cls B; cr A; Upc + A.


***********************************************************************
Independent combos:

 - cls C; fwd + B; Qcf + C.

 - cls C; Upc + D; Upc + A.

 - cls D; Hcb + D.

 - cr C; Hcb + D (1 hit), Qcf x 2 + C; Qcf + A.
    + Super cancel combo.

 - cls C; fwd + B; Qcf, Hcf + A.

 - cls C; fwd + B; Qcf x 2 + C; Qcf + A.
    * The Qcf + C DM can come out faster if you press the button again
      to use it earlier; this migh be done in MAX version, and never 
      use the A version.

 - Qcb + C; Qcf x 2 + AC; Qcf x 2 + AC; Rup + D.
    # Counter wire attack; the Qcf x 2 + AC will only connect as MAX; the
      normal version will miss; and even in MAX is hard to get their
      timming; the Qcb + C is his old counter attack.


***********************************************************************
Striker low combos:

 - cls B; cr B, call Vanessa; Qcf + A, call Xinag Fei; cls C; fwd + B;
   cls C; fwd + B; Qcf x 2 + C; Qcf + A.
    * Call Vanessa while giving the second B and Xiang Fei while giving
      the Qcf + A; then the cls C; fwd + A hits before Xiang Fei ends 
      and the rest land it when Xiang Fei gives her final attack.

 - cls B; cr B, call Angel; Qcf + A; cls C, call Andy; fwd B; Hcf + B; 
   ; Rup + D.
    * Just as the other combo, no need for explanations.

 - cls B; cr B; call Angel; Qcf + A; call Whip; cls C; fwd + B; Hcf + B;
   Whip ; cls C; fwd + B; Qcb, Hcf + A.
    * Call Angel while you are doing the cr B and call Whip while you 
      are doing the Qcf + A; the rest is easy.


***********************************************************************
Striker combos:

 - cls C; fwd + B, call King; Qcf x 2 + C; ; JP C; Qcf x 2 + AC; Rup + B.
    * King must hit as the enemy is stunned after the DM; then land a
      JP C before King is done attacking.

 - cls C; fwd + B; call Angel; Qcf x 2 + C; ; cls C, call Andy; fwd + B;
   Hcf + B; ; Qcf + C.
    * Just as the above combo.

 - cls C; fwd + B; Qcf + C, call Kula; far B, call Heidern, call Foxy;
   Foxy ; Rup + B; Heidern ; Hcf + D.
    * Call Heidern and Foxy while you are giving the far B; when Foxy is
      hitting get behind the enemy and use the Rup + B; so the enemy will
      be launched towards Heidern.

 - cls C; fwd + B, call Leona, Hcf + B; call Heidern; Leona ; cls D; call
   Xiang Fei; Heidern ; Xiang Fei ; jp C; cls C; fwd + B; Qcb, Hcf + C.
   {NR}
    * After Leona hits go behind her and give a cls D and call Xiang Fei;
      while Xiang Fei is Taunting time your jump so the enemy is left 
      standing.

 - cls C; fwd + B, call Angel; Qcf x 2 + C; ; cls C, call Xiang Fei; 
   Hcb + B; ; Qcf x 2 + A.
    * Angel must attack while the enemy is stunned by the attack.


***********************************************************************
Corner combos:

 - jp C, call Seth; cls C; fwd + B; Qcf x 2 + C; Qcf + A; ; Qcf x 2 + AC;
   Rup + D.
    * Call Seth just as the jp C has connected.

 - cls C; fwd + B, call Xiang Fei; Qcf x 2 + C; cls A; ; Qcf x 2 + C;
   Rup + D.
    * The cls A must hit on the air; the Qcf x 2 + C must hit while the
      enemy is stunned by Xiang Fei's attack, the cls A and the DM must
      be landed deep.

 - cls C; fwd + B; Hcf + B, call Daimon; call Xiang Fei; cls A; cls C;
   fwd + B, call Andy; Hcf + B; ; Rup + D.
    * To call Daimon input Hcf + BC, call Xiang Fei before the kicks
      finishes so the enemy is left standing.


-----------------------------------------------------------------------
Iori Yagami "Yasakani": Move list
-----------------------------------------------------------------------
Command moves:

fwd + A, A:
 Neutral; two strikes, both cancelable.

fwd + B:
 Overhead, maximun of 3 hits; though only 1 usually connects.

bk + B while jumping:
 Cross up kick; if you use it while you are back hoping Iori will 
escape at amazing speed.


***********************************************************************
Special moves:

Qcf + A or C:
 Ground projectile.

Upc + A or C:
 Standar Uppercut

Hcb + B or D:
 Running attack; dodges low attacks.

Hcb, fwd + A or C:
 Throw; leaves the enemy open.

Qcb + A or C:
 Advancing hook; this move can be interrupted with any special move 
and it is super cancelable.

 Qcb + A or C:
  Second advancing hook this move can be interrupted with any OTHER 
 special move and it is super cancelable.

  Qcb + A or C:
   Finisher for the second hook.


***********************************************************************
Desperation moves:

Qcf, Hcb + A or C:
 Rushing combination attack.

 Qcf x 4 + A + C:
  Follow up for the previous move; wastes and extra bar.


-----------------------------------------------------------------------
Iori Yagami "Yasakani": Combos
-----------------------------------------------------------------------
Independent low combos:

 - cls B; fwd + A, A; Qcb + C x 3.

 - cls B; Hcb, fwd + A; Fwd + A; Qcb + C x 3.

 - cr B; cr A; fwd + A; Qcb + C x 3.

 - cr B; cls A; fwd + A; Qcf, Hcb + A, Qcf x 4 + AC.
    * The Qcf x 4 + AC is an optional follow up that wastes a power 
      bar.


***********************************************************************
Independent combos:

 - cls C; fwd + A; Qcb + C x 3.

 - cls C; Hcb + D.

 - cls C; fwd + A; Qcf, Hcb + A, Qcf x 4 + AC.
    * The Qcf x 4 + AC is an optional follow up that wastes a power 
      bar.

 - cr C; fwd + B; Hcb + D.

 - cls C; fwd + B; Qcb + C x 2, Hcb + D.

 - cls C; fwd + A; Qcb + C x 2, Qcf, Hcb + C, Qcf x 4 + AC.
    + Super cancel combo.

 - cls C; Qcb + C, Hcb + D~Qcb +C, Qcb + C, Hcb + D~Qcb + C....
    * Another crappy infinite, you do one Qcb + Punch, then you cancel
      it in the Hcb + Kick and that you cancel that quickly with another
      Qcb + Punch and so on...


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 - cls C; fwd + A; Qcb + C x 3; call Robert; cls C; Hcb, fwd + A; 
   Qcb + C, Hcb + D, call Kula; Qcf + C; Qcf, Hcb + A, Qcf x 4 + AC.
    * After the Qcb + C x 3 the cls C and the throw hits while Robert
      is attacking; the Qcf + A hits simlutaneosly to Kula's slide.

 - cls C; fwd + B (1 hit), call Leona; Qcf + C; ; call Foxy; [Qcb + A],
   Qcb + A; ; Qcf, Hcb + A, Qcf x 4 + AC.
    * The Qcf + C must hit almost simultaneosly with Leona's dash, call
      Foxy just as the bomb explodes and the second Qcb + A is to help
      her hit twice.

 - cls C; fwd + B, call Angel; Qcf + C; ; call Leona; cls C; ; cls C;
   fwd + B; Hcb + D, call Daimon; [Qcb + A], Qcb + A, Upc + A.
    * The usual stuff, time the thrid cls C so the enemy is left standing
      after the explosion; call Daimon just when the enemy is about to
      explode after the Hcb + D.

 - cls C; fwd + B, call King; Qcf + C; ; JP C; call Seth; CD; Upc + A;
   ; Qcf, Hcb + A, Qcf x 4 + AC.
    * King is the same old same old; to call Seth be careful of how much
      further he is from the corner, his kick must fail and the Upc + A
      must hit just at the same time that his first hit.


***********************************************************************
Corner combos:

 None at the moment


-----------------------------------------------------------------------
Vanessa: Move list
-----------------------------------------------------------------------
Command moves:

df + B:
 Sliding punch, low attack; add on, hits on floor; but it's not a true
add on as it can hit only from some attacks (similar to Daimon's Hcf + C).

fwd + A:
 Overhead punches, hits twice; if you cancel into it the first hit
becomes cancelable.


***********************************************************************
Special moves:

Hcf + A or C:
 With this move Vanessa gives 4 rapid punches, last hit counter wire
attack.

 tap A or C:
  Inputing this will make Vanessa give more punches, up to 6 punches.

Upc + A or C:
 This move has autoguard at the beginning, the C version can repel
fireballs, while the A version dispels them, C version is supercancelable.

bk. fwd + A or C:
 Vanessa slides and then gives a powerful punch that will send the enemy
to the air, the lenght of the slide depends on the button you used, since
Vanessa crouches a lot this move might dodge some high attacks.

Qcb + A or C:
 Vanessa swings on her place dodging high attacks, holding down the button
will make this move last longer, releasing the button will made the move
stop.

 fwd + A or C:
  Vanessa will give a quick punch, note that if you used Qcb + C, you can
 not use fwd + C (because you are holding that button) and you must use
 fwd + A; the same rule applies to the Qcb + A.

 bk + A or C:
  Shortcut motion to the Upc + A or C, thus it has all of its properties,
 this move uses the same rule that the previous one (you can't use the
 button that you are holding to perform the move).

 fwd + B or D:
  Shortcut motion to the Qcf + B or D; thus it has all of that move
 properties and follow ups.

 bk + B or D:
  Shortcut motion to the Qcb + B or D; thus it has all of that move
 properties and follow ups.

Qcf + B or D:
 Vanessa teleports foward, dodging high attacks on the process; Vanessa
CAN dodge low attacks with this move, but that's only on the first moments
of the move, before she teleports.

 fwd + A:
  Vanessa slides foward and then gives two punches, launching the enemy
 to the air; this move can be canceled with anything & can be super
 canceled.

 fwd + C:
  Vanessa slides fowards and gives two power blows, this move is a
 'critical wire attack'.

 bk + A or C:
  Shortcut motion to the Qcb + A or C; thus this move has all of that
 move properties and follow ups.

Qcb + B or D:
 This is the exact move that the Qcf + B or D, with the only difference
that Vanessa teleports backwards, this move shares the same properties
and follow ups of the Qcf + B or D.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 This move can only be performed from close and it is an overhead; unlike
any other "close only" move this move can be blocked and CAN hit airbounced
enemies.

Qcb, Hcf + A or C:
 This move can be performed as MAX; small invincibility at the beginning
and then Vanessa rushes foward attacking the enemy, unlike last year
this move CAN catch air bounced enemies.


-----------------------------------------------------------------------
Vanessa: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; fwd + A (1 hit); Upc + A.

 - cr B; cls B; fwd + A (1 hit); Qcb, Hcf + C.
    * Qcb, Hcf + C may be either normal or Max version. *

 - cr B; cr A; fwd + A (1 hit); Hcf + C, tap C.


***********************************************************************
Independent combos:

 - cr C; fwd + A (1 hit); Hcf + C, tap C.
 
 - cr C; fwd + A (1 hit); Upc + A.

 - cr C; fwd + A (1 hit); Qcb, Hcf + C.
   * Qcb, Hcf + C may be either normal or Max version.

 - cr C; bk.fwd + A; jumping CD.

 - far C; bk.fwd + C; Qcb, Hcf + C.
    * Qcb, Hcf + C may be either normal or Max version.

 - cr C; fwd + A (1 hit); Qcb + C; cr B; fwd + A; Upc + C.
    * Only for experts.

 - cr C; fwd + A; Upc + C, Qcf x 2 + C.
    + Super cancel combo.

 - cls C; fwd + A (1 hit); Qcb + C; cr C; bk. fwd + A;
   Qcb, Hcf + A.
    * Though as hell; I have done it twice.

 - Qcb + B, fwd + C; Qcf x 2 + C.

 - Qcf + D, fwd + A; Qcb, Hcf + A.


***********************************************************************
Striker low combos:

 - cr B; cr B, call Andy; fwd + A (1 hit); Upc + C; ; Qcb, Hcf + C.
    * The DM may be either normal or MAX version.

 - cr B; cr B, call Xiang Fei; fwd + A (1 hit); Upc + A; ; jp C,
   call Leona; cls C; Upc + A; ; Qcf x 2 + A.
    * Time right the Qcf x 2 + A, or it won't hit.


***********************************************************************
Striker combos:

 - cls C, call Xiang Fei; Upc + A; ; jp C, call King; cls C; ;
   Upc + A; Qcf x 2 + C.
    * The second cls C; up + A hits while King is kicking; the DM
      must be landed while the enemy is on the air.

 - jp C, call Xiang Fei; cls C; bk.fwd + A; ; far C; bk.fwd + A;
   Qcb, Hcf + C.
    * Xiang Fei must hit simultaneosly to the bk.fwd + A; the DM can
      be performed on it's MAX version.

 - cls C, call Angel; fwd + A (1 hit); Qcb + C; ; jp C, call Xiang Fei;
   cls C; bk. fwd + A; ; cls A; cr B, call Angel; fwd + A (1 hit);
   Qcb + C; ; jp C; far C, call Iori; bk. fwd + A; JP CD; ; Upc + A.
    * Advisable to put Angel on the front & Xiang Fei in the middle;
      on the jp C call Xiang Fei and inmediatly hold the pad backwards;
      when calling Iori call Him on the second hit of the far C.


***********************************************************************
Corner combos:

 None at the moment.


-----------------------------------------------------------------------
Seth: Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: Seth CD Attack has Autoguard.                

***********************************************************************
Command moves:

fwd + A:
 Shoulder slam; neutral attack.

bk + A:
 Back fist, cancelable.

bk + B:
 Jumping kick, overhead.

fwd + B:
 Quick kick, neutral; it can be chained into the fwd + A.

df + B:
 Short slide, sweep.


***********************************************************************
Special moves:

Qcf + A or C:
 A version is quick and hits twice; C version is slower and it is a
counter wire attack; both versions are super cancelable, but with the 
A version is better to cancel it on the first hit, C version seems to
have lost it's former auto-guard.

Qcf + B or D while you are in the air:
 The B version will make the character fall where he is with a stomp;
D version will make him fall foward with a kick.

Hcf + D:
 Counter attack for standing & front attacks; leaves the enemy open.

Hcf + B:
 Counter attack for some special & jumping attacks; two power hits.

dn dn + A or C:
 Counter attack for low attacks, you can land a extra attack after it.

Hcb + B or D:
 Advancing knee attack; does no longer dodge fireballs (CRAP!).

 fwd + B or D:
  Straight kick, it does combo.

 dn + B or D:
  Low kick, it doesn't combo.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 1 power hit followed by a multi-hitting projectile; the C version can
always catch air bounced enemies; but only the second attack; not the
first, thus it is an add on.

Qcf, Hcb + B or D:
 Low kicks; dodge fireballs and launchs the enemy to the air.

Qcf, Hcb + A + C:
 MAX only super; counter attack at all highs, thus counter attacks all.


-----------------------------------------------------------------------
Seth: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cls D; df + B; Hcb + B, fwd + B.

 - cls D; df + B; Qcf + C.

 - cls D; df + B; Qcf x 2 + A.


***********************************************************************
Independent combos:

 - cls C; df + B; Qcf + A or C.

 - cls C (1 hit); bk + A; Hcb + B, fwd + B.

 - cls C (1 hit); df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit).

 - cls C (1 hit); bk + A; Qcf x 2 + C.


***********************************************************************
Striker low combos:

 - cls D; df + B, call Foxy; Qcf + A, call Xiang Fei; Foxy ;
   Xiang Fei ; jp + C; cls D; bk + A; Qcf x 2 + C.
    * Foxy must send the enemy to the air and Xiang Fei must
      leave them standing.

 - cls D; bk + A, call Ryo; call Leona; Qcf x 2 + C; ; ;
   cls D; Qcf x 2 + C (2 hits).
    * call Ryo before the bk + A hits; call Leona doing 
      Qcf x 2 + BC; the enemy will be left vulnerable; then
      give the cls D canceled into the Qcf x 2 + C.

 - cls D; bk + A, call Xiang Fei; Qcf x 2 + C; ; cr C; df + B,
   call Yuri; Qcf x 2 + C; ; Qcf + C.
    * Call Xiang fei as you are inputing the Qcf x 2 and call
      Yuri while you are inputing the df + B.


***********************************************************************
Striker combos:

 - cls C (1 hit); bk + A, call Xiang Fei; Qcf x 2 + C; ; cls D;
   df + B; Qcf x 2 + A.
    * Call Xiang Fei while you are inputing the Qcf x 2 + C; the
      cls D must leave the enemy standing.


***********************************************************************
Corner combos:

 None at the moment


-----------------------------------------------------------------------
"Blue Demon" Ramon: Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: WHY DO I CALL RAMON "Blue Demon"?? It's the fault of
                the promotional poster for KoF '2001; on it Ramon was 
                holding the mask of a Mexican wrestler called "Blue 
                Demon"; note that the son of "Blue Demon" was supposed
                to be blond, he was called "Blue Demon Jr." if Ramon is
                inspired on him; he musn't called "Jr."; because he 
                rules ;].


***********************************************************************
Command moves:

df + B:
 A low attack; have you noticed that most characters; when they chain
their low command attacks after any attack the attack remains to be 
low??? Well; with Ramon is a different history; when you chain his low
command attack, df + B the attack no longer is low... darn shame. Are 
we happy about this??? Well; since he is so tough I can over look this.


***********************************************************************
Special moves:

Hcf + A or C:
 Special throw; good range, note that the weak version deals the half
of the damage if you compare it to the C version... I have no clue of
what advantage does it have over the C version.

Hcf + B or D:
 Running throw; not much to add; dodge low attacks.

 A + B + C:
  This motion will make Ramon stop the running and will allow him to
 move faster. I use this to lure my enemy into jumping.

Qcb + A or C:
 Holding this button will make the character walk around; release it
will perform an action; the A version will launch Ramon with a flying
kick; but the C version does nothing... What advantage can you obtain
from this?, I heard you ask?; the thing is that performing Qcb + C and
then release C as soon as posible will act as a "cancel" to the normal
moves; allowing you to move faster.

Rup + B or D:
 Using this Ramon will run towards the wall to his back; once he is 
near it he will jump; if you do nothing he will stumble and fall to the
ground -face first-

 D:
  Tap D and only D while Ramon is jumping towards the wall; using this
 will make Ramon jump towards the enemy with a cross chop attack.

 A + B + C:
  Using this will make Ramon will halt the RUP + B or D move; but this
 must be used BEFORE Ramon attempts to jump to the wall.

Upc + B or D:
 This move is a counter wire attack; B version is quick enough to 
combo; it has posible follow ups; unlike KoF '2000; the enemy no longer
can roll recover from this attack (YES!).

 Upc + B or D:
  Using this will make Ramon follow up with a Suicidal sometsault the
 previous move, this is an add on.

  Dn dn + A or C:
   After the second follow up input this motion and Ramon will pick up
  the enemy and give a low punch (with his cr C frame); this move can
  be super canceled.


***********************************************************************
Desperation Moves:

Hcf x 2 + A or C:
 DM version if his special throw; it can be done as a MAX Desperation 
Move.

Qcb, Hcf + B or D:
 Running auto-combo move; small yet suficient invincivility time at the
beginning; HUGE DAMAGE and the D version leaves you somewhat far from
the enemy when blocked while the B version leaves you next to them in
that case, though both versions leave you open when blocked I once was
able to input a Hcb x 2 + C BEFORE the enemy could retaliate after the D
version, but odds are that the enemy was goofing off at the time.


-----------------------------------------------------------------------
"Blue Demon" Ramon: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cls B; cr A; Hcf + A.

 - cls B; cr B; Hcb x 2 + C.
    * Hcb x 2 + C may be either normal or MAX version.


***********************************************************************
Independent combos:

 - cls C; df + B; Hcf + B.

 - cls C; df + B; Qcb + A.

 - cls C; df + B; Hcf + A.

 - cls C; df + B; Hcb x 2 + C.
  * Hcb x 2 + C may be either normal or MAX version. *

 - cls C; df + B; Qcb + C; cr C; df + B; Qcb, Hcf + B.
    * In order to move after the df + B you must release the 
      button the soonest on the Qcb + C, then walk a little for
      the rest to connect.

 - cls C; Upc + B x 2, dn dn + C, Qcb, Hcf + B.
    + Super cancel combo.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 - cls C; df + B, call Iori; Qcb, Hcf + B; ; Upc + B x 2; 
   dn dn + C, Hcb x 2 + C.
    + Super cancel combo.
    * Nothig to brag about; call Iori while you are doing the df + B.

 - cls C; df + B; Qcb + C, call King; far C; ; JP CD; cls C, call Yuri;
   Upc + B x 2; dn dn + C; Hcb x 2 + C.
    + Super cancel combo.
    * After the Qcf + C, call King, give a step foward and then give a
      far C; then put the JP CD; then go behind the enemy and near the
      edge of the screen to put the cls C and Yuri.

 - cls C; df + B; Qcb + C, call Angel; far C; cls C; df + B, call Iori;
   Qcb, Hcf + D; ; JP CD.
    * Just as the combo before this.

 - cls C; df + B, call Angel; Qcb + C, far C; ; cls C, call Foxy; df + B;
   Qcb + C; far C; , call K'; cls C; ; JP CD.
    * Call K' as Foxy is hitting; nothing more than that.

 - cls C; df + B, Qcb + C; call King; far C; ; JP CD; call Terry; cls C;
   df + B; Qcb + C; cr C; df + B; Qcb, Hcf + D. {NR}
    * Terry must be called in a way that only the Geyser hits & that the
      cls C leave the enemy standing; after the first cr C; df + B; 
      Qcb + C you must run and then input the rest of the combo.


***********************************************************************
Corner combos:

 - cls C; df + B, call Xinag Fei; Upc + B; ; cr C; Qcb + C; JP + C; cls C; df + B;
   Qcb + C, call King; far C; ; JP CD; call Xiang Fei; cls C; Qcb + C; JP C;
   cls C; df + B; Qcf + C.
    * Like many other "Active Striker" combos; you must use BC while doing the
      moves; in this case is UPC + BC; after you give the JP CD; give some
      steps backwads, or Xinag Fei won't connect the 3 attacks, also when
      calling King, after the Qcb + C you must give some steps foward so the
      cr C can connect.

 - cls C; df + B; Qcb + C, call Angel; cr C; Qcb + C; ; N jp + C, call Whip;
   cls C; df + B; Qcb + C; cr C; ; cls C; df + B, call King; cls C; Qcb + C;
   JP CD; JP CD.
    * Just like the previous one; the last part, the cls C; Qcb + C; JP CD
      must hit while King is kicking.

 - cls C; df + B, call Joe; Qcb + C; cr C; ; Upc + B, call Andy; cls C;
   df + B, call Joe; cr C; ; Upc + D, call Andy; JP CD.
    * Andy uses the active striker system, the rest is like any other combo.


-----------------------------------------------------------------------
Leona Heidern: Move list
-----------------------------------------------------------------------
Command moves:

fwd + B:
 This move can be performed as bk + B; it is an overhead cancelable if
you interrupt into it.


***********************************************************************
Special moves:

Dn. up + A or C:
 "Uppercut" move, very good defensive preperties while it doesn't leave
as vulnerable when you miss; this move can be supercanceled.

Qcb + A or C:
 This attack is to be performed while Leona is in mid air (that includes
her fwd + B).

bk. fwd + A or C:
 This is a short range proyectile, it's purpose is to "stun" the enemy
using several hits, A version comes out faster and hits five times; C
version is a little slower and hits 11 times; you can hit the enemy when
he/she is being hit by the proyectile AND/OR after the proyectile has
been dispeled.

bk. fwd + B or D:
 This is a running attack; since Leona ducks SOO much when she runs this
move can go under some long range proyectiles (on '97 I loved to run
under other beings fireballs; but her normal running animation is different
now); the B version leaves the enemy open and so does the D version, the
D version of this move can be followed up with another move; and even
though both versions leave the enemy open it is quite difficult for you
to land anything on that small space (unless the enemy is in the corner).

 fwd + B or D:
  Follow up to the D version of the previous move.

Qcb + B or D:
 Leona throws one of her earrings in order to emulate a long range fireball;
this attack is low at a certain point, on '99 you could do the Qcb + B
and then run foward with a jumping the, if Leona where at one corner of
the screen and the enemy was in the other the only true way of escaping
this was to roll; I believe that this trick still works here, but it was
not that useful as it sound...;P

Rup + B or D:
 Using this Leona will give a "slap", upon contact she will put on of her
earing on her enemy and this will act as a time bomb (if you heard "bomb
explodes" on a combo, this is it); the more important part is that this
move will leave the enemy vulnerable to more attacks; of Leona blocks or
recieve an attack the bomb will be dispeled.

 Rup + B or D:
  Using this move will make Leona cause the bomb to explode before the
 usual time line finishes.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 Leona will dive over the enemy; just as Heidern, A version will made her
land behind the enemy and C version will made her land near where she
was; but that only happens upon contact the result will be different,
Leona will use her Hakkeshu "powers" (the blood of riot look) and will
"drain" energy from her enemy... I wonder when she will use her father's
genes and will begin to heal after this move ;P

Qcb, Hcf + B or D:
 Leona will rush foward, upon successful contact she will "plant a bomb"
on the enemy.

Qcf, Hcb + A or C:
 This move is meant to be performed on the air; this move can be performed
as MAX, the button determinates the angle of the move, the MAX version has
the same angle than the C version.


-----------------------------------------------------------------------
Leona Heidern: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; dn. up + C.

 - cr B; cls A; Qcf x 2 + A.


***********************************************************************
Independent combos:

 - cls C; fwd + B; Air Qcf, Hcb + C.
    * Air Qcf, Hcb + C may be either normal or Max version.


 - jumping D; jumping D; Qcf, Hcb + C. *
    * Air Qcf, Hcb + C may be either normal or Max version.

 - cls D (1 hit); Rup + D; cr C; dn. up + C.

 - cls D; Qcf x 2 + A.

 - cr C; Qcb, Hcf + D.


***********************************************************************
Striker low combos:

 None at the moment


***********************************************************************
Striker Combos:

 - cls D (1 hit); Rup + D; cls D, call Kula; fwd + B; ; cr A; fwd + B,
   call Andy; bomb explodes; ; JP Qcf, Hcb + C.
    * Kula must be called as fwd or bk + BC; just as Andy, the DM can
      be normal or MAX version.

 - cls D, call King; fwd + B; ; cr A; cr C; call Andy; dn.up + C; ;
   Air Qcf, Hcb + C.
    * The cr A and the cr C must while king is kicking, the call Andy
      after she finishes, THEN do the dn.up + C.


***********************************************************************
Corner combos:

 None at the moment


-----------------------------------------------------------------------
Ralf Jones: Move list
-----------------------------------------------------------------------
Special Moves:

Upc + A or C:
 Ralf will punch several times, but this move usually hits once or
twice (on counter hit), Ralf can move foward while doing this.

Hcf + B or D:
 Close range throw, if you miss the recovery time is HUGE.

Hcb + B:
 Ralf will launch himself foward with a powerful kick, this move can 
leave the enemy open and once upon a time ('96, I believe) it DID had
a small invincibility point at the beginning, dunno about it now.

Hcb + D:
 Ralf will run foward, this move has autoguard and can dispel fireballs,
this move can also hit up to five times.

bk. fwd + A or C:
 Ralf will rush foward with a small combination of attacks; this move
can be super canceled on the second hit.

Qcf x 2 + A or C:
 This move is a 'critical wire attack'; it also has autoguard, but for
this move to work as a critical wire attack it must hit on the first
frames of the move, I mean, it must hit from close.

dn. up + A or C:
 Ralf will strike with his head to later launch himself to the ground
with a powerful attack, the second attack can hit grounded enemies, thus
it's an add on.

Qcf + A or C:
 This move is meant to be perfomed on the air; this move is in fact a
shortcut motion to the dn. up + A, but without the headbutt.


***********************************************************************
Desperation moves:

Qcf, Hcb + A or C:
 This move can be performed as MAX, this is only an improved version of
the bk. fwd + A; this move can dodge high attacks at the beginning.

Qcb, Hcf + A or C:
 Nothing extraordinary here, just a multi-hitting move that won't work
if the first attack misses or is blocked.


-----------------------------------------------------------------------
Ralf Jones: Combos
-----------------------------------------------------------------------
IMPORTANT NOTE: This low combo is not interrupt; you just grab the enemy
                before he can defend himself. 


***********************************************************************
Independent low combos:

 - cr B; Hcf + B.


***********************************************************************
Independent combos:

 - cls C; Hcf + D.

 - cls C; Hcb + D.

 - cr C; bk. fwd + C.

 - cr C; tap C.

 - cr C; Qcb, Hcf + D; dn. up + A.

 - cr C; Qcf, Hcb + C.
    * Qcf, Hcb + C may be normal or Max version.


***********************************************************************
Striker low combos:

 None at the moment


***********************************************************************
Striker combos:

 - cls C; Hcb + D, call Andy; bk. fwd + C (3 hits).
    * Call Andy on the first hit of the Hcb + D.

 - cr A; bk. fwd + A, call King; Qcf x 2 + A; CD; dn. up + A. {R}
    * Give a back hop after the bk. fwd + A and perform as soon as
      possible the Qcf x 2 + A, then charge down while the CD is being
      performed so you can cancel it with the dn. up + A; if the CD
      doesn't hit then walk foward a bit and Ralf might do it to
      the opposite direction.


***********************************************************************
Corner combos:

 - cls C; Hcb + D, call King; JP C; call Xiang Fei; cls C; Hcb + D,
   call Leona; Upc + C.
    * Nothing you haven't done before.


-----------------------------------------------------------------------
Clark Steel: Move List
-----------------------------------------------------------------------
Command moves:

fwd + B:

 Neutral kick; this move can be super canceled but does not waste an
extra stock.


***********************************************************************
Special moves:

Upc + A or C:
 This move is an uppercut, yet it can only caught enemies that are on the
air.

Hcf + B or D:
 Standar close range special throw, note its fast recovery time if it misses.

 Qcf + A or C:
  Follow up for the throw.

Upc + B or D:
 This throw makes a small and invincible feint, then grabs the enemy, this
feint is only for strategical purposes only.

 Qcf + A or C:
  Follow up for the throw.

bk. fwd + A or C:
 Two punches, it can be followed up with the Upc + A or C, the first punch
is super cancelable, the A version hits twice and the C version hits three
times.

 Upc + A or C:
  This is the same move than the Upc + A or C, thus it is possible to follow
 it up with the pursuit.

  Qcf + A or C:
   The standar pursuit.

Hcf + A or C:
 Clark run foward attaking the enemy.

 dn dn + B or D:
  Clark will roll along the enemy inflicting damage.

 dn dn + A:
  Clark will throw the enemy.

 dn dn + C:
  Clark will slam the enemy.

  Qcf + C:
   Pursuit and follow up to the previous move.


***********************************************************************
Desperation moves:

Hcf x 2 + B or D:
 Running grab, formerly this move had upper body invincibility, I can not
tell now days if that's the case.

Hcb x 2 + A or C:
 Standard super grab, this move can be performed as MAX, note that this is
a "super" version of his Hcf + B or D throw.


-----------------------------------------------------------------------
Clark Steel: Combos
-----------------------------------------------------------------------
IMPORTANT NOTE: These low combos are not interrupts; you just grab
                the enemy before he can defend himself. 


***********************************************************************
Independent low combos:

 - cr B; Hcf + D, Qcf + C.

 - cr B; Hcb x 2 + C.
    * Hcb x 2 + C may be either normal or Max version.


***********************************************************************
Independent combos:

 - cls C (1 hit); Hcf + D, Qcf + C.

 - cls B; Upc + D; Qcf + C.

 - cls C (1 hit); bk. fwd + C (1 hit), Hcb x 2 + C.
    # Super cancel combo, hard as no other.
    * The Hcb x 2 + C can be either normal or Max.

 - cls C (1 hit); bk. fwd + C, Upc + C, Qcf + C.

 - cls C (1 hit); Hcf + C, dn, dn + D.

 - cls C (1 hit); Hcb x 2 + C.
    * Hcb x 2 + C may be either normal or Max version.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 None at the moment.


-----------------------------------------------------------------------
Heidern: Move list
-----------------------------------------------------------------------
Command moves:

fwd + B:
 Overhead kick, hits twice, if you interrupt into it only the first hit
will be cancelable.


***********************************************************************
Special moves:

Qcf + A or C:
 Long range proyectile, might leave the enemy vulnerable upon impact.

Upc + A or C:
 "Uppercut" move, very good defensive preperties while it doesn't leave
as vulnerable when you miss; this move can be supercanceled.

Upc + B or D:
 Flying attack, when blocked the D version makes you fall in the way on
where Heidern where performing the move and the B version makes you fall
behind the enemy.

Hcb + B or D:
 This move counter attacks special moves and some mid and high attacks;
uppon successfuly stopping an attack (the timming of the move makes it
tricky) tap all the buttons and move the joystick to increase the damage,
this move recovers some energy for Heidern.

Hcb + A or C:
 Throw move, upon impact press all the buttons and move the joystick to
increase the damage, this move recovers some of Heidern's lost energy.


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 This move is an improved version of the Upc + B or D move, this move
can be performed as MAX; also this move recover some energy for Heidern,
this move CAN'T catch air bounced enemies.

Qcb, Hcf + B or D:
 Heidern will attempt to stab the enemy, upon successful impact Heidern
will make the enemy "explode", this move might be performed as MAX.


-----------------------------------------------------------------------
Heidern: Combos
-----------------------------------------------------------------------
Independent low combos:

 None at the moment


***********************************************************************
Independent combos:

 - cr A; Hcb + C.

 - cls D; fwd + B (1 hit); Upc + C.

 - cls C; fwd + B (1 hit); Qcb, Hcf + B.
    * The DM can be performed as it MAX version.

 - cr C; fwd + B (1 hit); Upc + C, Qcb, Hcf + B.
    + Super cancel combo.
    * The DM can be performed as it MAX version.

 - CD; Qcf x 2 + C.
   # Counter wire attack combo.
   * The DM can be performed as MAX.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 - CD; Qcf + A; call Kula; Qcf + A; Qcf x 2 + C {NR}.
    # Counter wire attack combo.
    * Kula must hit 3 times, otherwise the combo will fail.


***********************************************************************
Corner combos:

 - cls D; fwd + B, call Angel; cls D; fwd + B (1 hit), call King; Qcf + A;
   Upc + A; Qcf + A; Qcf + A; Qcb, Hcf + B.
    * Input fwd + BC for both strikers; the first Qcf + A and Upc + A
      must hit while King is kicking.


-----------------------------------------------------------------------
"Legendary Wolf" Terry Bogard: Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: Terry Bogard can interrupt his CD attack with his
                command moves, unlike many other characters.

***********************************************************************
Command moves:

fwd + A:
 Overhead punch, canceled if interrupted into it.

df + C:
 Neutral punch, always cancelable.


***********************************************************************
Special moves:

Qcf + A or C:
 A version is a long range proyectile, C version is a short range
proyectile but can be canceled in any special move and can be
supercanceled.

Upc + B or D:
 Uppercut move, the only difference this move has in relation to other
uppercuts is that Terry will attack when he is falling down again with
a punch, but that doesn't mean that this is a safe move to do, though
is less riskier than his other uppercut.

Dn. up + A or C:
 Uppercut move, supercancelable on the first hit, A version is safer
and hits up to five times while the C version is more riskier and hits
seven times.

Qcb + A or C:
 "Running" punch; A version is safer and quicker while the C version
takes longer to come out, is less safer but travels further and is
stronger.

Qcb + B or D:
 Terry hops foward with a multi-hitting kick, B version is very short
and can hit up to three times in the right circunstances, while the D
version is farther hitting up to five times also in the right
circunstances.


***********************************************************************
Desperation moves:

Qcf x 2 + B or D:
 Shoulder tackle followed by an auto combo; B version is shorter and
faster while D version is slower and goer a little further.

Qcb, fwd + A or C:
 Short range proyectile, might be performed as MAX; normal version
produces one blast while the MAX version produces three blasts, one
next to the other.


-----------------------------------------------------------------------
"Legendary Wolf" Terry Bogard: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; Upc + D.

 - cr B; df + C; dn. up + C.

 - cr B; cr B; Qcf x 2 +B.

 - cr B; cr A; df + C; Qcb, fwd + A.
    * Qcb, fwd + A may be either normal or max version.


***********************************************************************
Independent combos:

 - cls D; fwd + A; Qcb + A.

 - cls C; Upc + D.

 - cls C; Qcf + A.

 - cls C, fwd + A; Qcf x 2 + D.

 - cls C; df + C; Qcb, fwd + A.
   * Qcb, fwd + A may be either normal or max version.


***********************************************************************
Striker low combos:

 - cr B; cr A; Qcb + B, call Angel; cls D; df + C, call Kula; Qcb + B;
   ; call Foxy; dn. up + C.
    * If you can time Foxy to hit twice then we are talking on GREAT
      damage, sometimes is better to run behind the enemy before calling
      Foxy.

 - cr B; cr B; call Leona; df + C; ; Qcb + B; call Iori; cls D; call K';
   df + C; ; Qcb + C {NR}.
    * Leona hits while the df + C connects and the bomb explodes after the
      Qcb + B; time Iori so you can leave the enemy standing.

 - cr B; df + C, call Kula; Qcb + B (1 hit), call Leona; cls D; 
   Upc + B (1 hit), call Kyo; dn. up + C.
    * Input df + BC to call Kula; call Leona while jumping behind the enemy;
      Leona must leave the enemy standing; then input Upc + BC for Kyo.


***********************************************************************
Striker combos:

 - cls C (1 hit), call Foxy; df + C; Qcb + B; ; call Kula, Upc + B;
   ; JP CD.
    * To call Kula is Upc N + BC, Foxy is recommended to be set on front.

 - cls C (1 hit), call Andy; fwd + A; Qcb + A; ; Qcf x 2 + B (4 hits).
    * Nothing strange here.

 - cls C, call King; Qcf + A; ; JP CD; call Xiang Fei; cls C; call
   Kula; df + C; Qcb + B; ; Upc + D.
    * In order for the enemy to be left standing with Xiang Fei call
      her just as King is finishing her kicks.

 - cls C (1 hit), df + C; call King; Qcb + B (1 hit); ; cls A; JP D;
   call Lin, Upc + B; ; Qcb + A.
    * The cls A; JP D must hit before King finishes; pass behind the enemy
      to call Lin (so he will come out near the corner), and land the
      Upc + B HIGH so the second hit won't connect (remember that Lin will
      be hitting by that time).

 - cls C (1 hit); df + C, call Daimon; Qcb + B; ; call Leona; cls D;
   df + C, call Andy; Qcb + A; ; dn. up + C. {NR}
    * Advisable to have Daimon foward, Leona on the middle and Andy in
      the back; then press df + BC on the first and second striker,
      hard is to time Leona so the enemy is left standing, harder is
      to time the cls D so it can leave the enemy standing after the
      Bomb, on the last part run and hold df, after the enemy is near
      your head press up + C.


-----------------------------------------------------------------------
Andy Bogard: Move list
-----------------------------------------------------------------------
Command moves:

fwd + B:
 Overhead kick, cancelable when interrupted into it.

df + A:
 This attack hits twice, the first hit is cancelable regardless if you
interrupted into it or not.


***********************************************************************
Special moves:

Qcb + A or C:
 The A version is a quick one hit short range proyectile, the C version
is a slower short range proyectile that might hit up to five times.

Hcf + B or D:
 Jumping attack that might hit up to five times, B version is faster
while the D version goes further.

db, fwd + A or C:
 Running attack, A version is faster and safer, while the C version goes
further, supercancelable.

 Qcf + A or C:
  Follow up to the previous move, nothing special about it.

Upc + A or C:
 Uppercut move, A version is safer yet it deals less hits; while the C
version is more riskier while it deals more hits.

Hcf + A or C:
 This move can only be performed from close and it can not be blocked;
this move launches the enemy.

Qcf + B or D:
 This move can be only performed on air.

 A or C:
  Follow up for the previous attack, sweep.

 B or D:
  Follow up for the previous move, overhead.


***********************************************************************
Desperation moves:

Qcb, Hcf + A or C:
 Auto combo, Andy rushes foward quickly upon performing.

Qcb, Hcf + B or D:
 Super version of the Hcf + B or D move, this move can be performed as
MAX, being a lot faster and having better priority.


-----------------------------------------------------------------------
Andy Bogard: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; df + A (1 hit); db, fwd + A, Qcf + C.

 - cr B; cr A; Qcb, Hcf + A.

 - cr B; cr A; df + A (1 hit); Qcb, Hcf + A.


***********************************************************************
Indepedent combos:

 - cr C; df + A (1 hit); db, fwd + A, Qcf + C.

 - cr C; df + A (1 hit); Qcb, Hcf + A.

 - cls C (1 hit); Hcf + C; df + A (1 hit); db, fwd + C.

 - cr C ; Qcb, Hcf + B.
    * Qcb, Hcf + B may be either normal or Max version.

 - cls C (1 hit); Hcf + C; df + A; jumping C.

 - cls C (1 hit); Hcf + C; df + A (1 hit); Qcb, Hcf + BD.
    * It is only possible with the MAX vesion.


***********************************************************************
Striker low combos:

 - cr B, call King; df + A; ; JP CD; call Kula; cr + C; 
   df + A (1 hit); Hcf + D (2 hits).
    * The cr C and Kula must hit the enemy at the same time, the rest
      goes when the enemy is on the air.

 - cr B, call Foxy; df + A (1 hit); db, fwd + A; , call Iori cr C,
   call Clark; df + A; ; cr C; df + A (1 hit); db, fwd + A, Qcf + A.
    * The usual stuff, call Foxy just as you are inputting the df + A;
      time Iori so the clr C leave the enemy standing and just after
      Clark hits, run foward and leave the enemy standing again.

 - cr B, df + A (1 hit), call Angel; db, fwd + A; ; cls B, call Xiang Fei;
   Qcb, Hcf + A; ; cls C; Qcb, Hcf + A.
    * The usual method of calling the striker with BC, Angle must be called
      before inputing the db, fwd + A.


***********************************************************************
Striker combos:

 - cls C, call Foxy; db, fwd + A; ; call Leona; cr C; df + A,
   call King; JP CD; df + A; JP C.
    * Is hard to call Leona and leave the enemy standing, even harder
      is to time your attack with the explosion, so the enemy is left
      standing; the df + A; JP C is hard to get also and it must hit
      after King finishes.

 - cr C, df + A (1 hit), call King; db, fwd + A; ; JP CD; call Foxy;
   df + A; ; Qcb, Hcf + D.
    * Similar to the combo before this, but much more easier.

 - cr C; df + A (1 hit), db, fwd + A, call Angel; cls C (1 hit), call
   Xiang Fei; Qcb + C; ; call K'; df + A; ; JP CD.
    * Call Angel while inputing the Zan ei ken; call Xiang Fei while
      inputing the Geki Hishou ken; and call K' before giving the df + A.

 - cls C (1 hit), call Leona; df + A, ; call Daimon; cr C; ; call
   Foxy; df + A; ; df + A (1 hit), Hcf + D (2 hits).
    * The cr C must leave the enemy standing after the bomb and as usual,
      time Foxy so she can hit twice.

 - cr C, call Leona; df + A (1 hit); db, fwd + A; ; CD, call Daimon;
   df + A; JP C.
    * Just be quick and be careful with the timming of the CD and Daimon.

 - cls C (1 hit), call King; Hcf + B (1 hit), JP D, call Seth; jp CD; ;
   JP D; df + A; JP D.
    * Input Hcf + BC for King, call Seth just as King gives her last
      attack, the other jp CD must be landed DEEP so you have time to
      jump again and hit the enemy between Seth first and seconf attack.


***********************************************************************
Corner combos:

 - cls C (1 hit); Hcf + B, call King; JP C; call Seth; Qcb, Hcf + B; ;
   Qcb, Hcf + D.
    * The JP C must hit before King finishes her attacks, call Seth
      before inputing the first DM.


-----------------------------------------------------------------------
Joe "Hurricane" Higashi: Move list
-----------------------------------------------------------------------
Command moves:

fwd + A:
 Interruptable kick; nothing special about it.

df + B:
 Sliding sweep, nothing special about it.


***********************************************************************
Special moves:

Hcf + A or C:
 Short distance proyectile, A version fires one while C version fires
two hurricanes.

Hcf + B or D:
 Joe rushes foward with a kick kick, B version is faster but D version
goes further.

Qcb + B or D:
 Joe hops foward with a multi-hitting kick, both version might hit up
to four times but that's really ackward, you will usually see two or
three hits, note that just as the previous move, B version is quicker
while D version goes further.

Upc + B or D:
 Standar uppercut, B version is safer while the D version has some
minimal invincibility time, supercancelable on the first hit.

Tap A or C:
 Multi-hitting punch; there it seems to be no difference between the
button you use, this move last a good amount of time, so is advisable
to cancel it before Joe finishes the move.

 Qcf + A:
  Follow up to the previous move, this is an overhead and a supercancel.

 Qcf + C:
  Follow up to the tapping A or C move, this move knocks down and might
 caught air bounced enemies.


**********************************************************************
Desperation moves:

Qcf x 2 + B or D:
 Low attack, can catch air bounced enemies and you can delay it by
holding down the button you used to perform it... there it seems to be
no benefict on delaying this move.

Qcf, Hcb + A or C:
 Similar to the Tap A or C move, but on this move all hits are ensured
if the first connect from close.

Qcf, uf + B or D:
 Super version of the Upc + B or D move; this move is supercancelable on
the first hit (YES, it's super cancelable) and for the record note that
this move secuence is the one from Fatal Fury 1 and the way he performs
the move is the same he did once then, even the special effect triggered
by the move is similar.

Qcf x 2 + A or C:
 Short range proyectile, might be performed as MAX, on where it becomes
a long range proyectile.
 

-----------------------------------------------------------------------
Joe "Hurricane" Higashi: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A, tap A (4 hits), Qcf + C.

 - cr B; cr A; Qcf x 2 + A.
    * Qcf x 2 + A may be either normal or Max version.

 - cr B; cr A; Qcf, Hcb + A.

 - cr B; cr A; cr A; Qcf, uf + D.

 - cr B; cr A; Qcf, uf + D; Qcf x 2 + C.
    + This is a super cancel combo.
    * The Qcf x 2 + C can be either normal or MAX version.

 - cr B; cr A; Upc + D.


***********************************************************************
Independent combos:

 - cls C; fwd + B; Qcb + B.

 - cls C; fwd + B; Hcf + D.

 - cls C; fwd + B; Qcf, Hcb + C.

 - cls D, Qcf x 2 + A.
    * Qcf x 2 + A may be either normal or Max version.


***********************************************************************
Striker low combos:

 - cr B; cr A; tap A, call King; call Kula; Qcb + B; call Xiang Fei;
   cls C; ; Qcb + D; far D. {NR}
    * Calling King is easy; call Kula and then give the Qcb + B, the
      result is that Kula will hit near the ground and the Qcb + B
      will leave the enemy standing (allowing you one active striker),
      but the Upc from Kula will send the enemy to the air; just as you
      finish the Qcb + B, call Xiang Fei; run behind the enemy and give
      the cls C (sending the enemy towards Xiang Fei); and allowing the
      Qcb + D to connect... pheww...

 - cr B; cr A, call Daimon; Upc + B; , call Andy; cls D; ; Qcb + D;
   far D.
    * Input Upc + BC to call Daimon and call Andy before you touch the
      ground.

 - cr B; cr A; tap A, call Iori, Qcf + A; ; call Daimon; far D; ;
   Qcf x 2 + D.
    * Time Iori so he hits just after the Qcf + A, the timming varies
      depending on your distance from the corner.


***********************************************************************
Striker combos:

 - cls C; fwd + B, call Mary; Qcf, uf + B; ; Qcf x 2 + D.
    * Perform Qcf, uf + BC, that will give the move and Mary; then
      give a back hop and do the other move. 

 - cls C; fwd + B, call Andy; Qcb + B, ; call Foxy, Qcb + D; ;
   Qcf x 2 + D.
    * Other active striker combo; but it is not necesary to give any
      BC shortcuts this time... the Qcb + D hits just after Andy does.

 - cls D, call Leona; fwd + B; ; Hcf + B, call Kula; Qcb + B (2 hits);
   JP CD.
    * Input fwd + B for Leona and Hcf + BC for Kula.

 - cls C, call Vanessa; fwd + B; ; tap C, call Xiang Fei; Qcf + A;
   fwd + B, call Daimon; Upc + B; ; tap A (6 hits), Qcf + C.
    * Input fwd + BC for Vanessa, the Qcf + A must hit before Xiang Fei
      finishes, input Upc + BC for Daimon.


***********************************************************************
Corner combos:

 - cls C; fwd + B, call Xiang Fei; Qcf, uf + B; ; tap C; call King;
   JP CD, call Kula; Qcb + D; Upc + D.
    * One of my favourites; input Qcf, uf + BC (or Qcf, uf N + BC) to
      call Xiang Fei; then when doing the TNT punch call King when you
      got like 3 or 4 hits; the TNT punch will give a lot of hits, too
      many to estimate; the give a back jumping CD and call Kula; if you
      do it with a neutral or foward JP Kula may apper behind the enemy
      and won't hit.

 - cls C; tap C (4 hits), call Seth, Qcf + A, Qcf, uf + D; ; Qcf x 2 + D.
    # Super cancel combo.
    * Call Seth before the fourth hit of the TNT punch.


-----------------------------------------------------------------------
Blue Mary Ryan: Move list
-----------------------------------------------------------------------
Command moves:

db + B:
 Neutral kick, launches the enemy and leaves them open.

fwd + B:
 Two hitting kick, first is a neutral one, then is a low one; this move
can be performed with bk + B.

fwd + A:
 Overhead punch, this move can be performed as bk + A.


***********************************************************************
Special moves:

Qcf + A or C:
 Jumping kick; this move is FINALLY an overhead.

 Qcf + A or C:
  Follow up than can be performed only if the first move hits the enemy
 while they are on the ground.

Upc + B or D:
 Uppercut kick.

 Upc + B or D:
  Uppercut follow up, this move can be supercanceled.

bk. fwd + B or D:
 Sliding attack, this move can be super canceled.

 Qcf + B or D:
  Throw follow up to the prior move, this move can only be performed
 if the first move connected while the enemy is standing.

Qcb + A or C:
 Dodge move, there is a small opening when this move is finishing.

 Hcf + A or C:
  Throw follow up to the previous move.

 Hcf + B or D:
  Another throw follow up to the first move.

Qcb + B:
 High counter attack, it also counter attack special moves.

Qcb + D:
 Front counter attack, upon successful use this move launches the enemy.


***********************************************************************
Desperation moves:

Qcf, Hcb + A or C:
 Blue Mary will run towards the enemy, upon successful contact she will
bash the enemy with a serie of running attacks, when blocked this move
leaves you behind the enemy, but not totally safe; also note that this
move can be super canceled with the other desperation move.

A~A~fwd~B~C:
 This move is a uppercut, if after the uppercut the enemy is launched close
to Mary she will add a damaging throw; to perform this move as its MAX
version you must replace fwd by bk.


-----------------------------------------------------------------------
Blue Mary Ryan: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; Upc + B, Upc + D.


***********************************************************************
Normal combos:

 - cls C (1 hit); bk + B; bk. fwd + B, Qcf + D.

 - cls D; bk + B; Qcf, Hcb + A.

 - cls C (1 hit); fwd + A; Upc + D; Upc + D.

 - cls D; fwd + B; Qcf, Hcb + A, A, A, fwd, B, C.
    # Super cancel combo, yes, you cancel her DM; cancel the fist hit
      of her Uppercut finisher.
    * To perform as MAX replace the fwd for a bk.

 - cls C (1 hit), fwd + A; A, A, fwd, B, C.
    * To perform as MAX replace the fwd for a bk.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 None at the moment.


-----------------------------------------------------------------------
"Invincible Dragon" Ryo Sakazaki: Move list
-----------------------------------------------------------------------
IMPORTANT NOTE: Ryo Sakazaki is capable of interrupting his CD attack
                with any of his command moves.


***********************************************************************
Command Moves:

fwd + A:
 Slow overhead move; this may not be interrupted even if you combo into
it, unlike many others overhead command moves.

fwd + B:
 This move is meant to autoguard high attacks; this move can not be
interrupted, unless you manage to guard and attack with it and then
you interrupt it, the drag is that this move is thought to stop high
and mid attacks.

df + B:
 Just as the previous move; this one is a quick autoguard interruptable
when you successfully guard and attack; the difference lies in that
this move is thought to guard low attacks.
 

***********************************************************************
Special Moves:

Qcf + A:
 Standar short range fireball, not any special properties that you
should know of.

Upc + A or C:
 Standar "shoto" uppercut; A version is safer and always knock downs the
enemy, hitting twice on counter... C version is more riskier, usually
hits twice and it doesn't knock down the enemy; the adventage it has is
that it posses more priority, both versions are supercancelable.

Qcf + B or D:
 Overhead move; a small jump on B version and a big jump with the D
version followed after a chop; as far as I can tell this move might be
used to punish an enemy throwing a fireball.

Hcb + B or D:
 Jumping kick, B version may hit up to 2 times while the D version
might hit up to 3 times.

Qcb + A or C:
 Slow move, hits twice and stun the enemy, does good damage and deals
a LOT more on counter hit, supercancelable and you can follow up with
some moves.

fwd, bk, fwd + A or C:
 Multi-hitting punch, A version is a critical wire attack and can't hit
air bounced enemies, C version is not a critical wire attack and might
hit air bounced enemies.


***********************************************************************
Desperation moves:

fwd, Hcf + A or C:
 Flying proyectile, may dispel many -if not all- normals proyectiles,
A version comes out faster, C version TRAVELS faster.

Qcf x 2 + A or C:
 Somewhat slow punch, while the damage it deals it might seem miserable
it deals for about four times it's regular damage on counter hit.

Qcf, Hcb + A or C:
 Multi-hitting desperation move; this move can not hit air bounced
enemies and there is almost no diference between A or C version
except the distance they travel, being C version the one that reachs
further and being the A version slightly faster.

Qcf + C, A:
 Max only Desperation move, it is a improved version of the previous
move; three important notes about this move is that there it must be
some delay from when you input the Qcf + C to when you press the A button;
thus being only possible from the cls C (far C is not interruptable),
other note is that this move can be done as Qcf + CD, A (so you can
perform it from far) and the final note is that this move CAN caught air
bounced enemies; a final note will be that both of these moves goes
through high projectiles.


-----------------------------------------------------------------------
"Invincible Dragon" Ryo Sakazaki: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; far A; Hcb + B (1 hit).

 - cr B; cr A; Upc + A.

 - cr B; cr A; Qcf x 2 + A.

 - cr B; cr C; Qcf + C.

 - cr B; cls C; Qcf, Hcb + A.


***********************************************************************
Normal combos:

 - cls D; fwd, bk, fwd + C.

 - cls C; Hcb + D.

 - Qcb + C; Qcf + A.

 - Qcb + C; Hcb + D.

 - cls C; fwd, Hcf + A.

 - cls D; Qcf, Hcb + A.

 - Qcf + C, A.
    * The Desperation Move secuence will combo from close.

 - cls C; fwd, bk, fwd + A; fwd, bk, fwd + C.


***********************************************************************
Striker low combos:

 - cr B; cls B, call Athena; Upc + C (1 hit); ; call Andy; Hcb + B; ;
   fwd, bk, fwd + C.
    * Tested near the center of the screen, call Andy before the Upc
      finishes.

 - cr B, call Iori; cr C; fwd + A; ; call Kula; Qcb + C; Hcb + D (2 hits).
    * Also tested near the center of the screen; to give cr C; fwd + A use
      db + C; fwd + A, the Qcb + C must leave the enemy standing after Kula
      slides, but Kula will still launch with her last hit.

 - cr B, call K9999; cr C; fwd + A; ; call Hinako; cls C; Upc + A (2 hits).
     * More ones tested on the center, more of the same.

 

***********************************************************************
Striker combos:

 - cls C, call Vanessa; Upc + C (1 hit); ; call Xiang Fei; Qcb + C;
   ; cls C, call K'; fwd + A; ; Hcb + D (1 hit).
    * To call Vanessa input Upc + BC; while you are in the air call
      Xiang Fei; when you touch the ground give the Qcb + C; and Xiang
      Fei will stil be hitting after you are done.

 - jp C, Xiang; cls C, Upc + A; ; jp C, King, cr B, cr B; ; Upc + A;
   fwd, bk, fwd + C.
    * Nothing extraordinary here.

 - jp C, call Angel; cr C; fwd + A; ; cls C; Qcf + A, call Kula; Hcb + D.
    * Calling Kula is tricky; input the Qcf + A and press BC before the
      move comes out, remember to time the Hcb + D for it to hit three
      times.

 - cls C, call King; fwd + A; ; far A; cr C; call Xiang Fei; cls C;
   fwd + A; ; call Yuri; cls C; Upc + A; ; fwd, bk, fwd + C.
    * The far A; cr C is hard, it must hit before King finishes; then
      the cls C; fwd + A; must hit before Xiang Fei finishes, so the
      cls C; Upc + A can hit; call Yuri when the fwd + A is about to
      finish.

 - cls C, Upc + C (1 hit), call Kyo; call Daimon; Upc + A (2 hits); ;
   fwd, bk, fwd + C.
    * Input Upc + BC, input cr BC to call Daimon and the Upc + A and
      Daimon must hit at the same time.


***********************************************************************
Corner combos:

 - cls D; fwd + A, call Daimon; call Seth; far B; Upc + A; ; Upc + A;
   fwd, bk, fwd + C.
    * The far B must hit just after Daimon gives his second hit, in that
      case Daimon will hit with a thrid move that usually misses; the
      Upc + A must hit just after Daimon launches with his third hit;
      the other Upc + A must ONLY HIT ONCE and just after Seth first hit.

 - jp C, call Xiang Fei; cr C; Qcf + A; ; jp C, call Heidern; cr C, call
   Iori; Hcb + B; Iori ; CD; ; Heidern ; fwd, bk, fwd + C.
    * Xiang Fei will usually hit once, call Heidern in the air and with
      Iori unput Hcb + BC.


-----------------------------------------------------------------------
"Raging Tiger" Robert Garcia: Move list
-----------------------------------------------------------------------
Command moves:

bk + A:
 Backfist, this move launches the enemy.

fwd + A:
 Jumping overhead kick.

fwd + B:
 This move can also be performed as bk + B, has no special properties
and just as the overrated KoF'98 you can hit the enemy again with an
special move if you catch an air bounced enemy with it.

df + B:
 Robert will give a two hitting kick, when canceled into it you can
interrupt the first kick.

df + B or D:
 This move is only to be performed while Robert is on the air, this is
a diving kick and the strenght of the button determinates the angle.


***********************************************************************
Special moves:

Qcf + A or C:
 Long range proyectile, A version travels slowly while C version travels
faster.

Upc + A or C:
 Standar "shoto" uppercut; A version is safer and always knock downs the
enemy, hitting twice on counter... C version is more riskier, OFTENLY
hits twice and it does knock down the enemy, but only on the second hit;
the adventage it has is that it posses more priority and will ALWAYS
score two hits on air bounced enemies when timed right, both versions
are supercancelable.

Hcf + B or D:
 Robert own version of Ryo's Hcb + B or D; this move can hit up to
three times on the B version while the D version can hit up to four
times.

Hcb + B or D:
 This move is meant to be performed only from close, the last hit of
this move produces "Guard Crush" and can be supercanceled.

fwd, bk, fwd + B or D:
 Multi-hitting kick, similar to the C version of the similar move with
Ryo.... Will be because they practice the same style?? ;P


***********************************************************************
Desperation moves:

Qcf x 2 + A or C:
 Robert will give a back fist to later add a spinning uppercut, nothing
special about it.

fwd, Hcf + A or C:
 Flying proyectile, may dispel many -if not all- normals proyectiles,
A version comes out faster, C version TRAVELS faster, if you put this
move next to the one that Ryo performs you will realize that this move
is slower to come out.
 
Qcf, Hcb + A or C:
 Multi-hitting desperation move; this move can not hit air bounced
enemies and there is almost no diference between A or C version
except the distance they travel, being C version the one that reachs
further and being the A version slightly faster, this move can be
performed as MAX version and if you put this move next to the one that
is performed by Ryo you will realize that this move is a little more
faster.


-----------------------------------------------------------------------
"Raging Tiger" Robert Garcia: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; bk + B; Hcf + D (3 hits).

 - cr B; cr A; bk + B; Upc + A.

 - cls B; df + B (1 hit); Qcf + C.

 - cls B; df + B (1 hit); Upc + C.

 - cr B; df + B (1 hit); Qcf, Hcb + A.
    * The desperation move can be performed as MAX.

 - cls B; df + B (1 hit); Hcb + B; fwd + B; Qcf x 2 + C.
    * Remember to land deep the fwd + B; or the Qcf x 2 + C might miss.


***********************************************************************
Idependent combos:

 - cls C; fwd + B; Upc + A.

 - cls C; fwd + B; Hcf + D.

 - cls C; Hcb + B; fwd, bk, fwd + D.

 - cls D (1 hit); df + B (1 hit); Qcf, Hcb + A.
    * The Qcf, Hcb + A can be either normal or MAX version.

 - bk + A; fwd + B; Qcf x 2 + C.
    * Land deep the fwd + B.

 - cls D (1 hit); df + B (1 hit); Hcb + D; fwd + B; Upc + C.
    * Land deep the fwd + B.


***********************************************************************
Striker low combos:

 - cls B; bk + B, call Iori; Hcf + B; ; call Seth; cls C; ; fwd + B;
   Upc + C.
    * Call Seth before the kicks finishes, then go behind the enemy and
      give the rest; so they'll fall in top of Seth.

 - cls B; fwd + B, call Angel; Qcf + C; ; cr C; df + B (1 hit), call
   Foxy; Qcf + C; ; bk + B, call Kula; Qcf + A; ; fwd + B; Qcf + C.
    * For the first two strikers, input Qcf + C or Qcf N + C; call Kula
      with bk + BC, the Qcf + A should hit along the slide of Kula...
      Fireball madness.

 - cls B; df + B (1 hit), call Lin; Qcf + C; ; call Kyo; Upc + C (1 hit);
   fwd, bk, fwd + B.
    The Lin striker is df + BC, Kyo is Upc N + BC.


***********************************************************************
Striker combos:

 - cls C; bk + B, call Kula; Qcf + C; ; call Iori; jp C; cls C; call K';
   cls C; Hcb + B; bk + B; Upc + C.
    * After Iori the jp C must leave the enemy standing, and after K' the
      Hcb + B must leave standing.

 - cls C; bk + B, call Iori; Hcf + B; ; call Hinako; bk + B; ; Qcf + C.
    * Call Hinako before the Hcf + B finishes; she must hit after the
      bk + B.

 - cls C, call Mary; bk + B; Hcf + B; ; bk + B, call Iori; Qcf + C; ;
   fwd + B; Upc + C.
    * Advisable to have Mary behind and perform bk + B, N + BC; Hcf + B
      very quickly; then give bk + BC to call Iori, or Iori can be the
      bk + B, N BC; Qcf + C, either way it takes cold blood.

 - cls D (1 hit); df + B, call Daimon; Qcf + C; ; bk + B, call Mary;
   Hcb + B (2 hits); ; bk + B, call Daimon; Upc + A; ; bk + B;
   Upc + C. {NR}
    * Input df + BC to get the first Daimon; Mary must leave the enemy
      standing and the rest must leave them "stunned" long enough for
      Mary to grab.

 - cls C; bk + B, call Athena; Hcf + B (2 hits); ; call Kim, bk + B;
   ; bk + B; Upc + C.
    * Kim must hit right after the bk + B.


***********************************************************************
Corner combos:

 - fwd + A; cls B; bk + B, call Iori; Hcf + B, call Seth; Iori ;
   bk + B; Upc + C; Seth ; far A; fwd + B; Qcf x 2 + C.
    * The far A must hit between the first and second hit of Seth,
      the usual stuff.

 - cls C; bk + B, call Xiang Fei; Hcf + B; ; cls B, call Heidern; fwd + B;
   Upc + C, call Iori; cls C; Heidern ; fwd + B; fwd, bk, fwd + B.
    * Iori hits just after the Upc + C, Heidern does the same after the
      cls C.


-----------------------------------------------------------------------
Yuri Sakazaki: Move List
-----------------------------------------------------------------------
Command Moves:

fwd + B:
 Hits Twice, can be super canceled without the use of an extra bar;
besides that nothig.

 fwd + B:
  Hits once, follow up to the prior move, can be super canceled without
 the use of an extra bar.

fwd + A:
 Overhead.


***********************************************************************
Special Moves:

Qcf + A or C:
 Short distance projectile; hold the button you used to perform it an it
will become the Haoh Shou Koh Ken; when held it leaves the enemy open for
more attacks.

Qcb + A or C:
 Distance move, it can be held in order to power it up; when held it can
it and dispel projectiles.

Qcb + B or D:
 Jumping Spinning kick, typical move.

Upc + A or C:
 Standard Uppercut, A version comes out fast and C version is slower, always
hits twice and can be followed up with another uppercut.

 Upc + A or C:
  Follow up to the C version of the prior move, standard uppercut.

Qcf + B or D:
 Yuri will jump and throw an air fireball.


***********************************************************************
Desperation Moves:

Qcf, Hcb + B or D:
 Running attack, can work with an air bounced enemy; "drags in" the enemy
upon impact, might be performed as MAX version.

Qcf x 2 + B or D:
 Improved uppercut move, Damage is a bitch; but it does less to none damage
to air bounced enemies.

A~A~fwd~B~C:
 Running throw, sometimes this attack does twice its damage upon a random
chance.


-----------------------------------------------------------------------
Yuri Sakazaki: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; Upc + A.

 - cr B; cls B; Qcb + B.

 - cr B; cr A; Qcb + A.

 - cr B; cls A; Qcf x 2 + D.

 - cr B; cr A; Qcf, Hcb + B.
    * Qcf, Hcb + B may be either normal or MAX version.

 - cr B; cr C; Qcf, Hcb + B.
    * Qcf, Hcb + B may be either normal or MAX version.

 - cr B; cls C; Upc + C (1 hit), Qcf, Hcb + D.
    + Super Cancel Combo.
    * Qcf, Hcb + D may be either normal or MAX version.


***********************************************************************
Independent combos:

 - cr C; Qcb + D.

 - cls D; Upc + C, Upc + C.

 - cr C; Qcf x 2 + B.

 - cls C; fwd + B (1 hit); Qcf x 2 + B.

 - cr C, Qcf, Hcb + B.
    * Qcf, Hcb + B may be either normal or MAX version. *

 - cr C; fwd + B; A~A~fwd~B~C.


***********************************************************************
Striker low combos:

 None at the moment.


***********************************************************************
Striker combos:

 - cls C, call King; fwd + B; King ; JP D; call Xiang Fei; cls D,
   call Hinako; fwd + B, fwd + B; cr B; cls B; Qcf x 2 + D.
    * Xiang Fei must be timmed so she can leave the enemy standing from
      the air, the usual stuff.


***********************************************************************
Corner combos:

 None at the moment:


-----------------------------------------------------------------------
"Mr. Karate" Takuma Sakazaki: Move list
-----------------------------------------------------------------------
Command moves:

fwd + A:
 Knock down attack, doesn't knock down when chained into it and can be
interrupted either way.

df + B:
 Low attack, add on; interruptable if cancelable.

fwd + B:
 Overhead attack; can be interrupted if chained into it.

bk + A:
 Dispels projectiles.


***********************************************************************
Special moves:

Qcf + A or C:
 Long range fireball.

Hcb + B or D:
 Running throw; might go through low attacks.

fwd, bk, fwd + A or C:
 Multi hitting punches.

Qcb + A or C:
 First auto-guard; then a punch, this is a super cancel but it's useless
since nothing can connect after it.

db. fwd + B or D:
 "Jumping kick", the D version juggles the enemy.


***********************************************************************
Desperation moves:

fwd, Hcf + A or C:
 Kyokugen Ryuu's trademark flying super projectile; it can be held to
increase the strenght of the attack; strenght of the button determinates
the speed of the projectile.

Qcf x 2 + A or C:
 Close only Desperation move; it can not be blocked.

Qcf, Hcb + A or C:
 The same as his pupil's, multi hitting desperation move; it can be
performed as MAX.


-----------------------------------------------------------------------
"Mr. Karate" Takuma Sakazaki: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; fwd + A; Qcf + C.

 - cr B; cr A; fwd + A; Fwd, Hcf + C.

 - cr B; Qcf x 2 + A.

 - cr B; cls B; fwd + B; Qcf, Hcb + A.
    * Qcf, Hcb + A may be either normal or Max version.


**********************************************************************
Independent combos:

 - cls C; fwd + A; Qcf + C.

 - cr C; db. fwd + D; fwd + A; df + B.

 - cr C; db. fwd + D; fwd, bk, fwd + C.

 - cr C; db. fwd + D; fwd, Hcf + A.

 - cls C; fwd + B; fwd, Hcf + C.

 - cls C; fwd + A; Qcf, Hcb + A.
    * Qcf, Hcb + A may be either normal or Max version.

 - cls A; cls C; fwd + A; Qcf, Hcb + A.
    * Qcf, Hcb + A may be either normal or Max version.


***********************************************************************
Striker low combos:

 - cr B; cr A; fwd + A, call Angel; Qcf + C; ; jp C; call King; cls C;
   ; JP CD; call Xiang Fei; cr C; db. fwd + D; fwd + A; df + B.
    * The short jump part is hard, but it is just timming; Xiang Fei
      doesn't need to leave the enemy standing.


***********************************************************************
Striker combos:

 - cls C; fwd + A, call Kula; Qcf + C; ; call Daimon; cls C; ; fwd + A;
   fwd, bk, fwd + A.
    * Complicated, just as Kula hits run and jump behind the enemy; when
      doing so call Daimon and Daimon must hit just after the cls C; the
      fwd + A must hit just after the second hit of Daimon and the enemy
      should land on a thrid hit.

 - cls C; fwd + A; call Kula; fwd, Hcf + C; ; f, Hcf + A.
    * Easier version of the previous combo.

 - cls B; call Xiang Fei; Qcf x 2 + A; ; fwd, bk, fwd + A.
    * Input Qcf + B; Qcf + BC, easy.


***********************************************************************
Corner combos:

 None at the moment.


-----------------------------------------------------------------------
King: Move list.
-----------------------------------------------------------------------
Command moves:

fwd + B:
 Jumping Kick, Overhead.

df + D:
 Sliding sweep.


***********************************************************************
Special Moves:

Qcf + B or D:
 Projectile, B throws one, D throws two... There is no benefict in
throwing just one, except the quicker recovery time.

Hcb + A or C:
 King rushes foward giving 4 attacks, super cancelable on first,
thrid or second hit.

Hcb + B or D:
 KoF 94' Tornado Kick; B hits once, D hits twice, as usual.

Upc + B or D:
 Multi hitting kick.


***********************************************************************
Deperation Moves:

bk, fwd, df, dn + B or D:
 Her AoF 2 Desperation Move, the "surprise rose"; multi hitting attack,
this move can catch air bounced enemies.

Qcf, Hcb + B or D:
 MAX able; multi hitting DM, supreme invencibility time, but not as quick
as some might wish, this move can catch air bounced enemies.


-----------------------------------------------------------------------
King: Combos.
-----------------------------------------------------------------------
Idependent low combos:

 - cr B; cr A; Hcb + B.


***********************************************************************
Normal combos:

 - cls D (1 hit); Upc + D.

 - cls C; Hcb + C.

 - cls D (1 hit); bk, fwd, df, df + D.

 - cls D; Hcb + D.

 - cls D; Hcb + C (3 hits), bk, fwd, df, dn + B or D.
    + Super Cancel combo.

 - cls D; Hcb + A (1 hit), Qcf, Hcb + D.
    + Super Cancel combo.
    * The Desperation move can be performed as MAX.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cls D, call Xiang Fei; Hcb + C, call Whip; cls D; fwd + B; Whip ;
   cls D; bk, fwd, df, dn + D.
    * The usual stuff, input Hcb + BC to call Xiang Fei and call Whip
      in the last hit of the same move.


************************************************************************
Corner combos:

 None at the moment:


------------------------------------------------------------------------
Mai Shiranui: Move list
------------------------------------------------------------------------
IMPORTANT NOTE: THIS CHARACTER CAN DO A TRIANGLE JUMP.


***********************************************************************
Command moves:

fwd + B:
 Jumping kick, overhead.

df + B:
 Sliding kick, sweep; first hit can be interrupted if you chain into it.

dn + D:
 Move available only while in mid air; Mai will launch herself further
foward attacking with.... Er, you'll know it when you see it, high
priority, unlike many other air moves this attack requires you to be at
certain hight (just like Whip's air Qcb + Punch).

dn + B:
 Another air only move; with this Mai will do a small second jump and
will go straight down, since that jump goes foward a little bit this
move is excellent for cross up purposes.

dn + A:
 "Downwards punch" if that evers fits a description; the original move
from where Kyo got is air dn + C, you can also use it for the
'bk, bk; dn + A' escape manouver that most character with air moves
has.


************************************************************************
Special moves:

Qcf + A or C:
 Standard proyectile.

Hcf + B or D:
 Mai will go foward with a two hit attack, watch the lag time.

Qcb + A or C:
 Fire attack; C version hits twice A version hits once... I remember that
this was the key to slay all of those slappy Daimon's users so long ago;
if you use the C version the first hit will be super cancelable.

Qcb + B or D:
 Close range fan attack; B version is quick thus can be comboed.

 Qcb + A or C:
  This move shares the same properties if it's original version; with the
 difference that the fire knocks down the enemy and can't be super canceled.

Qcb + A or C:
 Another air only move, Mai will do a little pause and then lauch herself
downward with great speed.

dn. up + A or C:
 Mai will bounce in the wall, and then jump foward, that foward jump can
increase or decrease speed & rage if you direct it holding back or foward;
of course that you can do all of air moves during the jump; if you hold down
the button used to perform the move Mai will not jump foward but instead she
will use the Qcb + A or B on the air just as she hits the wall.


************************************************************************
Desperation moves:

Qcb, Hcf + B or D:
 It's a more damaging version of the Hcf + B or D; hits five times and
has a minimal invincibility (and as many running attacks it has good
chances to dodge low attacks at the right distance); can be done as MAX
an in that case it has major invincibility, this move can catch air
bounced enemies, but unless you use it as MAX is hard to do so.

Qcf x 2 + A or C:
 Mai will 'run' foward and upon contact with the enemy she will uppercut
them with her fan; this move can catch air enemies, but it's way easier
doing so with this DM than the other one.


------------------------------------------------------------------------
Mai Shiranui: combos
------------------------------------------------------------------------
Independent low combos:

 - cr B; cls B; Qcb + C.

 - cr B; cls A; df + D (1 hit); Qcb + D, Qcb + C.

 - cr B; cls A; df + B (1 hit); Qcb, Hcf + B.
    * Qcb, Hcf + B may be either normal or MAX version.

 - cr B; cls A; df + B (1 hit); Qcb + C (1 hit), Qcb, Hcf + B.
    + Super cancel combo.
    * Qcb, Hcf + B may be either normal or MAX version.


************************************************************************
Independent combos:

 - cls C; df + B (1 hit); Qcb + D, Qcf + C.

 - cls C; df + B (1 hit); Hcf + B.

 - cls D; df + B (1 hit); Qcb, Hcf + B.
    * Qcb, Hcf + B may be either normal or MAX version.

 - cls D; df + B (1 hit); Qcb + C (1 hit), Qcb, Hcf + B.
    + Super cancel combo.
    * Qcb, Hcf + B may be either normal or MAX version.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cls D; df + B (1 hit), call Andy; Qcb + B; Qcb + C, Andy ; Qcf x 2 + C.
    * Input df + BC, basic stuff.

 - cls D; df + B (1 hit), call Xiang Fei; Qcb + B, Qcb + C, Xianf Fei ;
   cls C; df + B (1 hit), call King; Qcb + C (1 hit), King ; JP D;
   Qcf x 2 + C.
    * Put Xiang foward & King on the middle; input df + BC on both striker
      call, it's hard to time the Qcf x 2 + C correctly.


************************************************************************
Corner combos:

 None at the moment.


------------------------------------------------------------------------
Hinako Shijoh: Move list
------------------------------------------------------------------------
Command moves:

df + A:
 Neutral; hits twice & cancelable on either hit.

df + D:
 Hits low, cancelable.


************************************************************************
Special moves:

Tap A or C:
 Her former Qcf + A or C attack; now it has a "finisher"; it's a multi-
hitting attack.

Qcb + A or C:
 Two hits attack, first hit posses auto-guard; second hit knocks down.

Hcb, fwd + B or D:
 Special throw, as any "typical" throw it only grabs from close.

Hcf + B or D:
 Close Range attack, quick; can be blocked.

Upc + B or D:
 First Hinako will dodge, then she will use a standard throw, useful; it
is my understanding the this move also dodge special throws (like Goro's
Upc + B or D throw in 98').

Hcb, fwd + A or C:
 Running throw; you must input a follow up quickly or the move won't work
(the enemy escapes automatically if you do nothing); if you do follow up
the move is inescapable. You can not only use the unique follow ups that
the move has but also you can use every other special move as well... I
recall having used normal throws from this move as well, but I can't seem
to get it again (it was the D throw).

 fwd, df, dn + A or C:
  "Slap", critical wire attack.

 bk, db, dn + B or D:
  Low kick; nothing special, it seems.


************************************************************************
Desperation moves:

Qcf x 2 + A or C:
 Milti-hitting attack; can be blocked, this move can catch air bounced
enemies.

Hcf x 2 + B or D:
 Hinako jumps foward grabbing the enemy, can be blocked; this move can
be performed as MAX, this move can catch air bounced enemies.


------------------------------------------------------------------------
Hinako Shijoh: Combos
------------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; df + A; Hcf + D.

 - cr B; cr A; df + D; Hcf + D.
 
 - df + D; Hcb, fwd + D.

 - cr B; cr A; df + D; Qcf x 2 + A.

 - df + D; Hcf x 2 + B.
    * Hcf x 2 + B may be either normal or MAX version.


************************************************************************
Independent combos:

 - cls C; df + A (1 hit); Qcb + C.

 - cls C; df + A (1 hit); Tap C.

 - cr C; df + A; Qcf x 2 + C.

 - cls D; df + A; Hcb x 2 + D.
    * Hcf x 2 + B may be wither normal or MAX version


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cr C, call Xiang Fei; df + A (1 hit); Qcb + B; ; cls B, call Iori;
   Qcb + A or C; ; Qcf x 2 + A.
    * A little bit difficult since you got to call Xiang Fei while inputing
      the cr C and after that do the df + A; I suggest putting Iori on the
      back so you can input Qcb + BC, if you do thing as the should, that's
      not tapping wildly then this should be easy.


************************************************************************
Corner combos:

 None at the moment.


------------------------------------------------------------------------
Li Xiang Fei: Move list
------------------------------------------------------------------------
Command moves:

fwd + A:
 Overhead move, if you chain into it it will become cancelable.

fwd + B:
 Sweep, the fact that it uses the same start up frames of the fwd + A it
does help to get some mind games; if you chain into this move it does
become cancelable.

df + D:
 Quick sweep.


************************************************************************
Special moves:

Qcf + A or C:
 Short range fireball, leaves the enemy open to input more attacks; but
such openning can only used if the enemy is on the corner.

Upc + B or D:
 Standard uppercut move, first hit is super cancelable; if you use B
version the first hit of the move will knock down, otherwise it will
leave the enemy standing.

Qcf + B or D:
 Xiang Fei will roll foward, after that she will use a grab; D version is
a headbutt & B version is an elbow attack that can be followed up with the
same secuence.

 Qcb + B:
  Follow up to the Qcf + B move, only with B.

Hcb, fwd + A or C:
 Close range throw; leaves the enemy standing & vulnerable.

 Qcb + C:
  Possible follow up to the prior move; this move can be super canceled,
 note that the Qcb + C must be inputted to where Xiang Fei is looking, and
 that will be the opposite direction; timming is kind off tough, input this
 before the first move ends.

up + A or C; dn + A or C or fwd + A or C:
 To be honest I have only gotten this move by accident trying to perform her
close range throw; thus I suppose it follows the same logic that it did on
FFRB2; press the dirrections simultaneosly to the button plus the move will
only be performed if there is an attack of the opposition; aside that the
direction must match where the attack is headed, down for low attacks; foward
for mids attack or up for forehead attacks... Since I have gotten this by
accident I can't truly say how does it work.


************************************************************************
Desperation moves:

A + C:
 This is the first input to her old RB2 'hidden' deperation move.

 Hcf + A + C:
  This is the second input.

  Rup + A + C:
   This is the third and last input, it's a critical wire attack.

Qcf, Hcb + B or C:
 Rushing attack, this move can be performed as MAX.

Hcb x 2 + B or D:
 Can be 'MAXed', standard throw; if the throw misses it will become a
low damage attack, when MAXed out this move sometimes increases it's
damage scoring 2001 hits instead of the usual 103, this is random.


------------------------------------------------------------------------
Li Xiang Fei: Combos
------------------------------------------------------------------------

 - cr B; cls A; df + D.

 - cr B; cls B; A + C, Hcf + C, Rup + AC; Upc + D.


************************************************************************
Independent combos:

 - cls C; Qcf + A.

 - cls A; fwd + A; Qcf + A.

 - cls C; Upc + D, Hcb x 2 + D.
    # Super cancel combo.
    * The Hcb x 2 + D can be performed as MAX.

 - cls C; Upc + D, Qcf, Hcb + B + D.
    * MAX only combo.

 - cls C; Upc + D, A + C, Hcf + A + C, Rup + A + C; Upc + B; Qcf, Hcb + D.
    # This combo uses a Critical Wire attack.
    + This combo uses supercancel, twice.
    * A pain in the ass; depeding on the distace the enemy has until the
      corner you must run, retreat or stay put to manage the first hit
      if the Upc + D, that -of course- must be landed deep.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 None at the moment.


************************************************************************
Corner combos:

 None at the moment.


-----------------------------------------------------------------------
'Anti-K' Kula Diamond: Move list
-----------------------------------------------------------------------
Command moves:

fwd + A:
 Same as K's one inch command attack; counter wire attack.

df + B:
 Sweep, nothing more to it.

df + C:
 Kula will stretch a pile of ice foward, hits three times and the last
hit is a critical wire attack.


************************************************************************
Special Moves:

Qcf + A or C:
 Short range projectile, A version is quick an knocks down; but still
leaves the enemy open, C version is slower to come out but leave the
enemy standing giving you the chance to run in with a combo or other
attacks.

Qcb + C:
 Counter Wire attack move, this move is meant to reflect projectiles;
despite that his a great priority.

Upc + C:
 Standard uppercut move; can be super canceled.

Qcb + B or D:
 Jumping spinning kick, similar to Candy's striker action from last year;
this move is an add on (and that's the great fault of this game).

 fwd + B:
  Follow up to the prior move; Kula 'fires' an ice projectile; hits twice
 from close and is also an add on; leaves the enemy open for further damage;
 but such openning can only be put in advantage while in the corner.

 fwd + D: 
  Sliding kick, also and add on and this move also leaves the enemy open,
 but such openning can be put to good use anywhere; follow up to the Qcb + B.


************************************************************************
Desperation moves:

Qcb x 2 + A or C:
 This move acts like a "Power Geyser"; this move can be MAXed out.

Hcb x 2 + A + C:
 MAX only super, Kula will summon Diana who will send the enemy away to
finish them with on a Freeze Excution.


-----------------------------------------------------------------------
'Anti-K' Kula Diamond: Combos
-----------------------------------------------------------------------
Independent low combos:

 - cr B; Qcb + C.

 - cr B; cr A; Upc + C.

 - cr B; cr B; cr A; Upc + C (1 hit), Qcf x 2 + A.
    + Super Cancel Combo.
    * The Qcf x 2 + A can be performed as MAX.


************************************************************************
Independent combos:

 - cls C; fwd + A; Upc + C.

 - cls C (1 hit); fwd + A; Qcf + A.

 - cls C (1 hit); fwd + A; Qcf x 2 + A.
    * Qcf x 2 + A may be either normal or MAX version.

 - cls C; fwd + A; Hcb x 2 + A + C.
    * MAX only combo.

 - cls C (1 hit); fwd + A; Qcb + B, fwd + D; Upc + C.
    * Land the Upc + C deep to ensure the two hits.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cls C (1 hit); fwd + A, call Angel; Qcb + B; ; call Foxy; far C;
   Qcf + A; ; Qcf x 2 + A; Qcb + D.
    * Easy, as usual try to put Angel on the back.


************************************************************************
Corner combos:

 - cls C (1 hit); fwd + A; Qcf x 2 + A; Qcb + D; fwd + B; Upc + A.
    * Easy, a little variation from her boring infinite.


------------------------------------------------------------------------
Foxy: Move list
------------------------------------------------------------------------
IMPORTANT NOTES: Foxy's CD attack is a counter wire attack, either it
                 might be jumping or standing.


************************************************************************
Command moves:

fwd + A:
 Sword attack, nothing to brag about.

df + A:
 Sword attack, nothing to brag about aside the fact that can be chained
from the previous move.

fwd + B:
 This move is meant to auto-guard enemy's high attacks allowing you to
interrupt it; just like Ryo Sakazaki this move might be only interrupted
if it does block an attack.

df B:
 This move has the same properties than the previous one, but this is
meant to block low attacks.


************************************************************************
Special moves:

Upc + A or C:
 Uppercut move, this move can be super canceled on the first hit.

Qcf + B or D:
 Sliding attack, it's a sweep thus hits low.

 fwd + A or C:
  This move will cancel the prior move, this move has to be performed
 before the previous one connects; this move is an overhead.

Qcf + A or C:
 Foxy will take her time; then she will throw her nails that will freeze
the enemy for some time upon impact, enough time for you to run foward
and connect a combo; if you do naught or you take too long the enemy will
be knocked down and will recieve no damage.

Upc + B or D:
 Foxy will teleport foward; this move can be interrupted with any other
special move or with a desperation move, this super cancels wastes no
extra stock and this teleport has upper body invincibility.

Hcb + A or C:
 Foxy will give a quick slash.

 A or C:
  Follow up to the prior move, leaves the enemy open yet such openning
 can only be put to good use on the corner.


************************************************************************
Desperation moves:

Qcf x 2 + A or C:
 Foxy will rush foward, upon impact she will detonate several attacks on
her foe, this move can catch air bounced enemies.

 dn + B or D:
  Cancel for the previous move, sweeping attack; note that the second hit
 can be interrupted on any normal move.

 fwd + A or C:
  Overhead move, cancel for the initial move, leaves the enemy open for more
 attacks.

Qcf x 2 + A + C:
 MAX only move, also air only move; Foxy will first stab with her sword,
than after that a 'wave' will come 'opposite direction' that will sweep the
enemy; the first stab can hit, but the move will work without the succesful
impact of the initial stab.

Qcf x 4 + B + D:
 MAX only move, this is a suicide DM; this move can catch air bounced enemies,
can go through proyectiles, but if miss Foxy is dead, if it is blocked Foxy is
dead, if it hits Foxy is dead; but if the move connects the enemy will also
go to the neither lands; I guess that you should aim for this move when you
are on critical condition, when there is no chance of winning.


------------------------------------------------------------------------
Foxy: Combos
------------------------------------------------------------------------
Independent low combos:

 - cr B; df + A; Upc + C.

 - cr B; cr B; cr B; df + A; Qcf x 2 + A.


************************************************************************
Independent combos:

 - cls A; fwd + A; df + A; Hcb + C, C.

 - cls C; fwd + A; Upc + C.

 - cr C; df + A; Qcf x 2 + C.

 - JP D; Qcf x 2 + C.

 - cls C; fwd + A; Upc + C (1 hit), Qcf x 2 + C.
    + This combo uses the Super Cancel Feature.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cls C, call Angel; fwd + A; ; cls C; Hcb + C, call Kula, C;
   Qcf x 2 + C.
    * The first striker must be called during the cls C; the another
      one uses the usual BC buffering method, input the move with the
      BC input.

 - cls C, call King; fwd + A; ; JP C; call Xiang Fei; cls A; cls C;
   fwd + A; Qcf x 2 + C.
    * The "universal" striker combo with Xiang Fei & King, but this
      time around you actually have to call the strikers.


************************************************************************
Corner combos:

 - cls C; fwd + A; df + A; Hcb + C, C; Upc + A (1 hit), Qcf x 2 + C.
    + This combo uses the super cancel feature.
    * Input must be quick or the combo won't work.



------------------------------------------------------------------------
K9999 (pronunce K49): Move list
------------------------------------------------------------------------
IMPORTANT NOTE: His cls D is an add on, hits grounded enemies, it's also
                an overhead move.


***********************************************************************
Command moves:

fwd + A:
 K49 moves foward giving several attacks; 6 hits in total, the first
three hit can be supercanceled; quick enough to combo from light attacks;
please do note that just like Maxima's Mongolian this super cancel does
not require an extra stock.


************************************************************************
Special Moves:

Upc + A or C:
 Both vesions are super cancelable; A version is quick and hits once;
C version is slower and hits twice; C version juggles the enemy; but if
it hits a standing enemy you won't have many options, if it hits an air
bone enemy you can do better things.

Qcf + A or C:
 Short range proyectile it's hard to say how much hits does this move
gives but most of the time it will be 4 or more; this move can be super
canceled, dunno on what hits, I just do it _; the trick is to cancel
a succesful hit.


************************************************************************
Desperation moves:

db, Hcb, df + A or C:
 Defensive move, dispels projectiles and comes out insanely fast; enough
to punish even the fastest light attack; note that this move was also
executed on the Akira movie; as a side note I must say that if this move
hits on its "best high" it would leave the enemy open, namely to another
one of these; 'best high' is when the 'Moon' covers totally K49; please
do note that such effect happens only with the A version.

db, Hcb, df + B or D:
 The character creates a gun from his arm and shots the enemy; sometimes
hits five times, sometimes hits 9 times; distance perhaps? -> distance
it is.

dn, fwd, df + A + B + C + D:
 MAX only DM, also performed on the Akira movie, this move is an Add on;
this move dispels proyectiles.


------------------------------------------------------------------------
K9999 (pronunce K49): Combos
------------------------------------------------------------------------
Independent low combos:

 - cls B; cr D.

 - cls B; Upc + A.

 - cr B; cls A; db, Hcb, df + A.
    * Performed easily as db + B; Hcb + A; df + A... But we, the real
      men of the sea perform it without any buffering methods, I mean;
      is possible.

 - cr B; cr A; fwd + A; dn, fwd, df + A + B + C + D. {R}
    * This combo is not a super cancel; but you catch the enemy on the
      air due to the add on properties of the MAX desperation move.


************************************************************************
Independent combos:

 - cls C; db, Hcf, df + A.
    * Performed easily of you do db, N; C; Hcb, df + A.

 - cls C; fwd + A.

 - cls C; Qcf + A; 

 - cls C; dn, fwd, df + A + B + C + D.
    * MAX only combo.

 - cls C; fwd + A (3 hits), dn, fwd, df + A + B + C + D.
    + This combo uses the super cancel feature.
    * MAX only combo, this combo is ratherly easy as you can input the
      MAX DM before the fwd + A can come out.

 - cls D; cls D.

 - D throw; dn, fwd, df + A + B + C + D.
    * MAX only combo, do it quick, insanely quick.


************************************************************************
Striker low combos:

 - cls B, call Angel; cr D; ; call Foxy; cr D; ; db, Hcf, df + A;
   db, Hcb, df + A.


************************************************************************
Striker combos:

 - cls C, call Foxy; Qcf + A; ; call Daimon; db, Hcb, df + A;
   db, Hcb, df + A. {NR}
    * Call Foxy during the cls C; run next to the enemy to summon Daimon.


************************************************************************
Corner combos:

 - cls C, call Kula; db, Hcb, df + A; ; db, Hcb, df + A; db, Hcb, df + A.
    * Remember to use the db, N, C, Hcb, df + BC method; the other two DMs
      require precise timming.

 - cls B; cls B, call Angel; cr D; ; cls C, call Kula; db, Hcb, df + A; ;
   Upc + C (1 hit); db, Hcb, df + A.
    * Same as the previous one; remember to input the usual buffering method
      with db, N, C, Hcb, df + BC, of course that if Kula is in the middle
      you 'ought' to perform db, N, C, Hcb, df, N + BC; if Kula is in the back
      I don't think this is possible.

 - JP C, call Seth; cls C; dn, fwd, df + A + B + C + D; ;
   db, Hcb, df + B (4 hits).
    * It would be ideal for the jump to hit 3 times and call Seth in the second
      hit; also in the right deepness the 'gun' DM can hit four times, but don't
      feel bad if it hits one, two or three times; if you have guts you can do
      db, Hcb, df, fwd, + B to run with the DM and it will score 8 hits.


---------------------------------------------------------------------------
Angel (pronunce Annhell): Move List
---------------------------------------------------------------------------
IMPORTANT NOTE: Her cr C juggles the enemy.
                Her jumping C is meant for cross ups.
                I couldn't figure out an effective way of organazing this
                blasphemy; if you can't get it you better check my Angel
                FAQ for further inquiring, as most of it is just copy/paste
                from it, but more organized.


************************************************************************
IMPORTANT NOTE: CHAIN CIRCLE RULES:

==> I:

 This rule applies on the "Chain Circle Moves"; and it is only applied
if you DO want to extend the chains you are performing; in order to
enhance the posible combinations you can do, the rule itself points:

 " You MAY NOT cancel a punch move with another punch move or cancel
a kick move with another kick move; you MUST cancel a punch move with
a kick move and vice-versa"


==> II:

 Also applied to the "Chain Circle Moves", it's consist on:
   You can't input a Chain Circle Finisher after a Chain Circle Move 
that needs to press 'up', like the Bye-bye Rogue (up + P) or Shelter 
From The Storm (up + K). 
 You'll need to use at least another Chain Circle Move to have the 
possibility to use a Chain Circle Finisher. Although, you can use a 
Chain Circle Finisher right after all the others Chain Circle Moves 
(except those with the 'up' motion, as mentioned) that are: dn + P, 
dn + K, fwd + P or fwd + K.


==> Concluding:
   You can cancel an 'up' Chain Circle Move into a 'fwd' or 'dn' Chain 
Circle Move; yet, a 'fwd' into a 'dn' or 'up'; still, a 'dn' into a 
'fwd' or 'up' Chain Circle Move. If you use up + K, you can do fwd + P
or dn + P; so, if you choose to do fwd + P, after you can do d + K. Then, 
you can repeat this proccess to add more hits and confuse the enemy 
with the 'high-low game', but the next motion (in this exemple) must 
be an up + P, followed by fwd + K, followed by dn + P!!!

 * Please do check the move list further bellow to fully understand what
does this mean.


***********************************************************************
Command moves:

f + B
 Annhell will perform a two hit kick, nothing special about it as
far as I know, cancelable on both hits..


d + D 
 Air only move, this woman will attack with her knees while she is on the
air; this move can be comboed after a jumping A; making two hits on the
air; please do note that Angel can use the good old trick to run away,
to retreat faster than usal using a back step (bk, bk) and then this move
(thus using bk, bk; dn + D).


***********************************************************************
Special moves:

Hcb + B or D:
 Angel will run foward; if the enemy is not blocking she will 
perform a throw on them; this move can be blocked, has good 
recovery time, is quick as hell, can hit on the air but it does 
small damage. I like to use this move to go under my enemy when
he is jumping.

Rup + B or D:
 Standard throw; Annhell will hold the enemy and then kick them on the
air; you may attack afterwards; as far as I have noticed, this throw
comes out a little bit slow, similar to Xiang Fei's Hcb, Fwd + A or C.

df + B:
 Angel will perform a kick that must be blocked low; this move
may be followed with "Chain Circle Start Moves"; this move is
quick enough to combo from a C or D; but not as quick to combo
from a A or B.

 (CHAIN CIRCLE STARTER) A or C:
  On this Annhell will perform a quick punch; note that this move 
 does combo after the df + B; this move can be followed up with
 any Chain Circle moves.

 (CHAIN CIRCLE STARTER) B or D:
  Using this Annhell will perform an axe kick on the foe; note that
 this move is not quick enough to combo after the df + B; but it
 is an overhead; this attack can be followed up with any Chain Cicle
 moves.

(CHAIN CIRCLE STARTER) Qcb + A or C:
 This move will make this sweety to give a powerful blow on the
enemy stomach; this move has small range and is a little slow; yet
it's C version produces "Guard Crush" and can be followed with any 
of the "Chain Circle Moves", yummy. The C version leave the enemy
standing and the A version will knock them down; yet the next moves
have the posibility to hit because the enemy is left vulnerable.

(CHAIN CIRCLE STARTER) Hcf + B or D:
 This move will force Angel to teleport foward at not so great speed; 
the thing is that this teleport may be followed with any of the
"Chain Circle Moves".... Here is how the move works: while Angel
is running perform and "Chain Circle Moves"; and she will do it 
while she is running... If you do naught or input to late the "Chain
Circle Moves" this move will act like Rock's Howard Qcb + D; both of
these cases happens upon performing the move with the D version.
 
    Now if you do Hcf + B, then just before she teleports near her 
    opponent do one of the "Chain Circle Moves", as it was said; if
    done with the B version one of two things will happen:
 
    1. If your opponent blocks... Angel will not teleport behind, but 
       instead hit the opponent with something that looks like a 
       teleport, then she will do the chain circle move that was input;
       this only happens if you use the B version of the move.
 
    2. If your opponent does not block, Angel will "hit" the opponent 
       with the teleport and will appear behind the opponent, then she 
       will do the chain circle move that was input, as it was said,
       done with B version, I cannot emphatize this one enough.

(CHAIN CIRCLE MOVE) up + A or C:
    Annhell will give a quick hook... this move is quick enough to
   combo a funny thing of this move is that after it you can access
   any move that doesn't use the same direction but not any Chain
   Circle Finisher.

(CHAIN CIRCLE MOVE) up + B or D:
    Angel gives a quick standing kick; this move is quick enough to
   combo; after this move you can access any move that doesn't use
   the same direction but not any Chain Circle Finisher.

(CHAIN CIRCLE MOVE) dn + A or C:
    Angel will throw a quick low punch; this move is not only
   quick enough to combo; but it is a sweep, after this move
   you can access any move that doesn't use the same direction
   as well as any Chain Circle Finisher.
 
(CHAIN CIRCLE MOVE) dn + B or D:
    Angel hops forward a bit and does a low kick...must be blocked 
   low and doesn't combo, after this move you can access any move that
   doesn't use the same direction as well as any Chain Circle Finisher;
   this move is an add on.

(CHAIN CIRCLE MOVE) fwd + A or C:
    Annhell will use a standing punch; though this move is not quick
   enough to combo, hits twice and it is an Overhead, after this move
   you can access any move that doesn't use the same direction as well as any
   Chain Circle Finisher.

(CHAIN CIRCLE MOVE) fwd + B or D:
    Angel will leap foward with a kick; this move it is not quick
   enough to combo and this move is an overhead; after this move you can
   access any move that doesn't use the same direction as well as any Chain
   Circle Finisher.

(CHAIN CIRCLE FINISHER) fwd ,fwd + A or C:
   This move will make Annhell send the enemy to the sky; allowing many
  others follow ups; such as Hcb + K; this move is quick enough to
  combo.

(CHAIN CIRCLE FINISHER) fwd, fwd + B or D:
   This will make Annhell Spin while she gives a tree hit kick; this 
  move is an Overhead, I need to check out this; this move is not 
  quick enough to combo.

(CHAIN CIRCLE FINISHER) Qcb + A or C:
   Angel leaps back and does a REALLY big punch... this move hurts if
  it connects; it is kind of slow thus it is not quick enough to
  combo; but the tasty thing is that this move can not be blocked.

(CHAIN CIRCLE FINISHER) Hcf + B or D:
   Anhell teleports foward and hops on the opponent's back; she snap
  their neck; or so do it seems. A fact to take in consideration is
  that the enemy can avoid this even if the previous hit of the Chain
  successfuly connected; but the most important value for this move
  is that it leaves you behind the enemy.

(CHAIN CIRCLE FINISHER) Hcb + B or D:
 * This is the exact Hcb + B or D: that it you have without a chain.

(CHAIN CIRCLE FINISHER) bk, dn, db + B or D:
   This will make Annhell grab the enemy with a very stylish throw; I
  have yet to check how this works; if the enemy must block the 
  previous attack; if the enemy must recibe the previous attack but 
  can not escape; of the enemy must recibe the previous attack and has
  the chance to escape... further inquiring is required; the problem 
  is that Annhell will give a "back hop" before using the throw; 
  making it hard to land; yet somewhat effective to run away,
  considerting the special nature of the move I have only managed to
  grab an enemy when Angel is cornered.


************************************************************************
Desperation moves:

bk, Upc + B or D:
 This DM is a counter attack; as far as I know; it will react 
differently if it caught an air attack or an standing attack.

 - Standing attack: Anhell will perform a quick chain that will end
   up with the enemy on the air ready to recibe more attacks, if
   you conuter an attack at it's maximum range chances are that
   the enemy has chances to block the chain.

 - Air attack: Anhell will give tree powerful attacks on the 
   helpless victim... It is odd; but the last attack can miss.

(CHAIN CIRCLE FINISHER) bk, Upc + A or C:
    This move is a "Chain Circle Finishing Move"; so it must be 
   performed after any "Chain Circle Moves"...  this attack can be 
   blocked and is can be described as a "Ryuuko Ranbu"; and that, 
   if you do not know; is Ryo Sakazaki Multi hitting DM... Obviously; 
   this move is quick enough to combo from a successful hit of any
   "Chain Circle Moves"; this move can be done as MAX.


---------------------------------------------------------------------------
Angel (pronunce Annhell): Move List
---------------------------------------------------------------------------
Independent low combos:

 - df + B, C, up + B, dn + C, Hcb + D.

 - cr B; cr A; Rup + D; far C.
    * I have done it one bloody time; needs short distance + lightning
      fingers.


************************************************************************
Independent combos:

 - cls C; fwd + B; Hcb + D.

 - cls C; Rup + B; [Qcb + A], dn + B.
    * Since the enemy can't roll recovery from the throw the combo is
      valid.

 - cls C; df + D, C, dn + C, fwd, fwd + C; Hcb + D.

 - cls D, df + B, A, up + B, dn + A, bk, Upc + A.
    * bk, Upc + A may be either normal or MAX version.

 - cls C; fwd + B (1 hit); df + D, C, up + A, dn + C, fwd, fwd + C; cls D.

 - cr C; [df + B], B, dn + B, bk, Upc + C. {R}

 - cls C; fwd + B (1 hit); df + B, C, up + D, dn + A, fwd, fwd + C; CD;
   [Qcb + A], dn + D; bk, Upc + A. {R}
    * The DM may be either normal or MAX version; I am not sure if
      the enemy can roll recover to avoid the combo.


************************************************************************
Striker low combos:

 None at the Moment.


************************************************************************
Striker combos:

 - cls D; fwd + B (1 hit); df + D, C, up + D, call King, dn + C; King hits;
   Qcb + C; CD; [Qcb + C], dn + D, bk, Upc + C. {R}
    * The CD hits and the Qcb + C is canceled in the d + K; that must
      leave the enemy standing.

 - cls C; fwd + B (1 hit); df + B, A, up + B, dn + C, call Vanessa, fwd + B,
   call Ryo, up + C, call Ralf; Ryo hits, dn + B; Ralf hit; [Qcb + A],
   dn + B, bk, Upc + C.
    * Thanks to Chupiler for this one; though it is untested, I can tell
      it is a very long chain of the Chain Circle Moves aided by the
      strikers.

 - cls D, fwd + B (1 hit), call Andy; df + B; ; cls D; fwd + B (1 hit);
   df + B, up + B, dn + A, call Vanessa; fwd, fwd + A; ; cls D, call Iori;
   [Qcb + A], dn + B; fwd, fwd + C; ; cls D; df + B, up + B, dn + C,
   bk, Upc + A. {NR}
    * I advise putting Andy foward & Vanessa on the middle (thus, Iori is
      back); to call Andy press fwd + BC; to call Vanessa press dn + BC
      during the Chain Circle; to call Iori input Qcb + BC.


************************************************************************
Corner combos:

 - cls D, df + B, A, up + B, dn + A, fwd, fwd + A, [Qcb + A],up + A,
   fwd + B, fwd, fwd + A.
    * If you muster skill this can be an infinite.

 - cr C, [df + B], B, fwd + A, dn + B; Bk, Upc + A. 
    *  The Desperation move may be either normal or MAX version.


------------------------------------------------------------------------
Athena Asamiya: Move list
------------------------------------------------------------------------
IMPORTANT NOTE: This character can do a Triangle jump, that's the usual
                "jump off a wall"


************************************************************************
Command moves:

fwd + B:
 Neutral kick, hits twice, cancelable on second hit.

dn + D:
 Air only move, this move can be canceled, but it won't leave the enemy
open; upon impact Athena will bounce away to safety... almost.


************************************************************************
Special moves:

Qcb + A or C:
 Athena will shoot a proyectile, slow to come out, quick to recover.

Upc + A or C:
 Standard uppercut, can be peformed on air; C version gives more hits but
A version has more range; Super cancelable from hits two to five.

Qcf + B or D:
 Teleport move, the button determinates the lenght of the move.

Qcb + B or D:
 Air only move, this move is super cancelable if performed with the D
version and in the second hit.

Qcb + B or D:
 Proyectile reflector; B version comes out quick and hits once, D version
is slower and hits three times.


************************************************************************
Desperation moves:

Qcf x 2 + B or D:
 Air only move, DM version of the Qcb + B or D:

Hcb x 2 + A or C:
 Defensive move, can be performed as MAX; can be done in air; those who
have played Psycho Soldier might recognize this move; normal version can
hit up to two hits while the MAX version might give up to three hits.

 A + B + C + D:
  This secuence will put an halt to the prior move.

 Qcb + A or C:
  Using this Athena will 'use' the energy created from the prior move
 to shoot a fireball; A version travels in rect line, C version travels
 first in rect line to later go up to the sky.

Hcb, fwd + A + C:
 Inspired in the mythical 'Deadly Rave' from the man itself, Geese Howard
Athena will launch herself foward, upon impact she will do an attack, note
that this secuence needs to be continued manually.

 A, B, C, A, B, C, D:
  Button input to follow up the prior move, messing up with the secuence
 will leave Athena open for damage.

  Qcf + A or C:
   One of the possibles finisher that this DM has, this move is a Critical
  Wire attack.

  Upc + A or C:
   Uppercut finisher to the chain; this also leaves the enemy open.

  Hcb + B or D:
   Fire Sword finisher, this does not leave the enemy open.


------------------------------------------------------------------------
Athena Asamiya: Combos
------------------------------------------------------------------------
Independent low combos:

 - cr B; cr A; Upc + C.

 - cr B; fwd + B; Upc + A.


Independent combos:

 - cls C; fwd + B; Upc + C.

 - jumping C; Qcf x 2 + D.

 - cls C; Hcb, fwd + A + C, A, B, C, A, B, C, D, Upc + C; Upc + C.
    *MAX only combo.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 None at the moment.


************************************************************************
Corner combos:

 None at the moment.


------------------------------------------------------------------------
Sie Kensou: Move list
------------------------------------------------------------------------
Command moves:

fwd + A:
 Overhead move; this move can be interrupted if you chain into it.

fwd + B:
 Neutral, this move is interruptable.


************************************************************************
Special moves:

Qcf + B or D:
 First auto-guard, then a two hitting kick that does juggle the enemy for
you to pound him with damage.

Qcb + A or C:
 Standard pojectile.

Hcf + A or C:
 A version make Kensou move in the ground with a three hit combo; C version
makes him soar the sky with a similar three hit combo.

Rup + B or D:
 Uppercut motion; B version knocks down on any hit; D version knocks down
on any hit; they are super cancelable on the first or second hit.

Qcb + A or C:
 Air only move, Kensou will dive foward with a punch, hitting several times.


************************************************************************
Desperation moves:

Qcf, Hcb + B or D:
 Kensou will use a three hit kick; then he will use his Rup move to continue
the bashing; B version moves around floor and the second hit is an overhead;
D version flies towards the horizont.

Qcf x 2 + A + C:
 Must be done only from close, this move is inblockable; this move can only
be performed as MAX.


------------------------------------------------------------------------
Sie Kensou: Move list
------------------------------------------------------------------------
Independent low combos:

 - cr B; far A; Hcf + C.

 - cr B; cr A; Qcf x 2 + A + C.
    * MAX only combo.


************************************************************************
Independent combos:

 - cls D; Hcf + A.

 - cls A; Rup + D (2 hits), Qcf, Hcb + B.
    + Super cancel combo.

 - cr C; Qcf x 2 + A + C.
    * MAX only combo.

 - far C; Qcf, Hcb + B.


************************************************************************
Striker low combos:

 None at the moment.


************************************************************************
Striker combos:

 - cls D, call Kula; Hcf + A; ; cr C, call Daimon; Rup + D.
    * To give the cr C run behind the enemy.

 - cls C; Hcf + A, call Vanessa; cls B, call Daimon; cls D; Hcf + C.
    * Similar combo to the one above, I can only think of simple ones
      like this, so bear with me.


************************************************************************
Corner combos:

 - far C; fwd + B, call Xiang Fei; Qcf x 2 + A + C; ; far C; Hcf + A,
   call Ryo.
    * Performed at the right distance the MAX DM will actually combo and
      thus can not being escaped.


------------------------------------------------------------------------
Chin Gentsai: Move list
------------------------------------------------------------------------
Command moves:

fwd + A:
 Overhead, this move can always be interrupted, but it will never count
as a combo even if you chain into it.


**************************************************************************
Special moves:

Qcb + A or C:
 His 94' classic move; with A version Chin will "toss" his bottle foward
making good damage; with C version Chin will "toss" both of his bottles;
one at the time.

dn, dn + B or D:
 This particular secuence will make Chin law down on the floor; you can
move around while he is laying down; during this "stance" you have three
following options:

 up + D:
  Chin will retreat with a spinning kick.

 up + B:
  Chin will jump foward with a two hitting kick.

 A + B + C + D:
  This will cancel the "stance".

Qcf + A or C:
 Just like Virtua Fighter Chung, Chin can access new moves once you make
him drink; unlike the VF character Chin needs to drink only once in
order to use these new options.

Qcf + A or C:
 Chin will spit fire foward; A version spits one flame and B version will
spit three flames; just like the moves that will follow this will be only
available when "you are drunk".

Hcf + B or D:
 Just like the old days Chin will slide foward attempting to dodge low
attacks and then will punch the enemy; this move not only can be accessed
after drinking but can also be super canceled.

Upc + A or C:
 Chin trademark uppercut; with A version he will jump foward with several
attacks; C version will make him spin in his own place and after a while
he will jump foward just as the A version; while he spins in his place he
has autoguard, of course this move can only be used after drinking and
in both cases the first hit can be super canceled.


************************************************************************
Desperation moves:

Qcf x 2 + A or C:
 This will force this character to spit fire foward; A version will spit
the fire in a "high range" angle mainly thought for stopping jumping
enemies, but it's hard to hit standing enemies with it; C version will
toss the fire foward making it more fleasible to hit standing enemies;
this move can be performed as MAX.

Qcf, Hcb + A or C:
 Slow yet damanging combo; in the good old days this move have a very good
invincible window; I down know about now though; watch for the lag time if
you fail to connect it.


------------------------------------------------------------------------
Chin Gentsai: Combos
------------------------------------------------------------------------
Independent low combos:

 None at the moment


************************************************************************
Independent combos:

 - cls C; Qcf + A.
    * The Qcf + A is the fire, so you have to drink previously.

 - far C; Qcb + A.
    * The good old "nightmare poke" that can held Chin at distance.

 - cls C; Qcf x 2 + C.
    * The usual DM combo; the sad part is that characters like Goro or Iori
      you are vulnerable to damage if you use this; so be careful; of course
      this combo can also be done with the MAX version of the move.


*************************************************************************
Striker low combos:

 None at the moment.


*************************************************************************
Striker combos:

 None at the moment.


**************************************************************************
Corner combos:

 - cls C, call Goro; Qcf x 2 + C.
    * The Fire should hit two or three times; you recover fast enough to be
      safe but not fast enough to continue the combo.


--------------------------------------------------------------------------
Bao: Move list
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Bao: Combos
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Kim Kaphwan: Move list
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Kim Kaphwan: Combos
--------------------------------------------------------------------------