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    FAQ/Move List by Yosha

    Version: 1.0 | Updated: 01/01/70 | Printable Version | Search This Guide

    KOF97 FAQ from Yosha v1.0
    The King Of Fighters '97
    (Player's guide)
    v. 1.0
    
    By Yosha ! and Iro 
    
    	Purpose
    
    First of all , hello to all the KOF fans around the world . We have 
    become addicts of this great series of game since the '94 version for 
    some and since the '95 for the rest of us . Playing any KOF , you 
    certainly have noticed that this game is exceptionally various , rich 
    and fun ... On the other hand , the game is complex and a beginner in 
    the KOF world may be disadvantaged , and expert players doubtless want 
    to know every killer combo and strong character ...
    So here is the purpose of this guide: explain you every detail useful to 
    increase your own gameplay , without changing your own style .
    
    
    	Codes & Tricks
    
    Unlike the older versions of the game , KOF'97 allow the player to play 
    six hidden characters that is to say: Kyo Kusanagi '94 , Riot of Blood 
    Iori Yagami , Riot of Blood Leona , Riot of Blood Nanakase Yashiro , 
    Riot of Blood Shermie , and at last Riot of Blood Chris. The following 
    codes work on the arcade machine .
    
    + Kyo'94 Code: Highlight Kyo and hold start then press either A or D
    
    + Riot of Blood Iori Code: hold start then press left , right , left , 
      right, left, right , and press A + C .
    
    + Riot of Blood Leona Code: hold start then press up , down , up , down,
      up , down , and press B + D .
    
    + Riot of Blood New Faces Team Code:  hold  start then  , up , left ,
      down ,right, up, down , and B + C
    
    + To fight Iori in Japan Team Ending : Use Kyo to defeat Orochi 
    
    + To choose the winning pose : hold A or B or C to select the pose
    
    + Special Endings in Team Edit :
    	- Kyo - Shingo - anybody else ( except Iori )
    	- Kyo - Chizuru - Iori
    	- Kyo - Terry - Ryo
    	- Mai - King - Yuri
    	- Kyo - Mai - Billy (japanese version only)
    	- Yamazaki -Choi - Chang (japanese version only)
    	- Terry -Mary - Joe (japanese version only)
    	- Kim - Benimaru - Joe
    	- Ralf -Clark - Athena
    
    
    	Game system (general)
    
    
    Basic movements and keys:
    	+ up= Up
    	+ dn= Down 
    	+ bk= Back
    	+ fw= Forward
    	+ air = perform while jumping or in air in general
    	+ A= A button; B= B button; C = C button; D = D button ( the basic 
                 attacks )
    	+ P = punch; K = kick 
    	+ A/B = A or B; AB = A+B; A'B = A then B
    	+ x2 = do movement twice 
    	+ QCF = quarter circle forward; QCB = quarter circle back
    	+ HCF = half circle forward; HCB = half circle back
    	+ DP = dragon punch; RDP = reverse dragon punch 
    	+ Close = must be close to the opponent
    	+ Hold = charge for at least two seconds
    	+ Tap = go on taping the button until the move comes out
    	+ Overhead = the attack will hit you if you are crouch blocking
    	+ Autoguard = means that you don't need to block. Generally term
              used for moves that breaks the opponent attack then hits (Kyo's
              wild bite , Terry's Rising Tackle ... ).	
    	+ Reversal = wait for an attack then counter with another attack,
              or a throw
    
    
    KOF '94 added the dodge and KOF '96 removed it in order to change the 
    game system , more offensive and including a roll .  In KOF' 97 , it 
    looks like SNK couldn't choose between those two modes and decided to 
    let the player make his mind . So , everybody is free to choose between 
    
    a KOF'95 like mode (Extra mode) and a KOF'96 like mode (Advanced Mode ), and 
    this set KOF'97 as a twice as more interesting game . The two 
    modes are really different at every point: guard break , desperation 
    move and POW using , jumps etc... Extra and Advanced specificities are 
    the following:
    
    Extra Mode (KOF '94 and '95 style - defensive mode )
    + Power Max allows you to increase damage of 50 %
    + Perform Desperation Moves when the lifebar flashes red
    + Dodge Using AB (note: don't works on command throw)
    + Power gauge charge using ABC
    + Hop ( à la '95 ) forward: fw , fw
    + Hop ( à la '95 ) backward: bk , bk
    + Normal Jump: up , or diagonally up or back
    + HyperJump: dn , then up 
    + Guard cancel: while blocking an attack , press AB or CD (note: MAX 
      will decrease )
    + Quick recovery: AB as you land on the ground
    + Assist Attack: Press ABC when character is dizzy or struggling ( see 
      smiley section )
    + Throw escape: tap any button  (note: during a normal throw , don't 
      work on command throw e.g. Clark Goro , Shermie...)
    +Taunt: press start 
    
    	The EXTRA mode , is a real defensive one . This mode allows your 
    to charge the power gauge , and consequenty to use CD or AB breakers 
    more often that if you're using the advanced system . Grabbers , are 
    really advantaged in this mode : the dodge helps to use command throws . 
    If the opponents passes in you back during the dodge , the command throw 
    will comes out whatever is the side you performed the grab move motion . 
    On the over side , the dodge must be used with care , : if your 
    character is dodging at the wrong time , he could easily be grabbed or 
    throwed . CD breaker could be used to knock down an opponent , and in 
    while he's getting up , you have the time to MAX you power gauge , up to 
    70-80 % . The lifebar also flashes red , so DM could be use more often 
    too . Dodge can be used to the infinite .
    
    Advanced mode ( KOF'96 style - aggressive mode )
    	+ Power Max allows you to increase your damages of 25%
    	+ The lifebar doesn't flashes red
    	+ Roll: fw + AB or bk + AB 
    + Power gauge charge when hit or attack
    + Store three crystals in the gauge , press ABC to MAX , then perform 
    Desperation Move (note: needs at least two crystals: this will empty the 
    first one , and the second is used for DM . It means two crystals for 
    Super Desperation Move ) .
    + Dash forward: fw , fw 
    + Run: fw , fw then hold fw
    + Dash backward: bk , bk
    + Hop: tap diagonally up or back
    + Hyper Hop dn , tap up (note: works diagonally too)
    + Normal jump: up , or diagonally up or back
    + Hyper jump: tap dn then up  (note: works diagonally too)
    + Guard cancel: while blocking an attack , press AB or CD (note: uses a 
      crystal stored)
    + Quick recovery: AB as you land on the ground
    + Throw escape: tap any button  (note: during a normal throw , don't 
      work on command throw e.g. Clark Goro , Shermie...)
    + Assist Attack: Press ABC when character is dizzy or struggling ( 
      depends of your team mate - see smiley section  for details )
    +Taunt: start 
    
    	ADVANCED is the perfect mode for people who like to ... attack ! 
    As you can't charge your meter , you always need to attack , if you 
    
    wants to use your DM/breakers . You also need to be careful with 
    breakers , because breaking use a crystal so , if you're breaking , it's 
    in order to trigger a combo or to perform an efficient string of attacks. 
    The hyper hop jump is also perfect to kill (mentaly ) your opponent 
    with pressing . Hyper hop really help in approaching the opponent , so 
    that you have more opportunities to combo . Rolling is a cool way to 
    approach the opponent , but you need to be very carefull using it , as 
    every rolling character can be hit , or grabbed/throwed . DM and crouch 
    lights seldom helps you understanding that rolling must be used with 
    care ...
    
    
    	Basic Gameplay
    
    	=> KOF '96/'97
    
    First you must notice that a lot of little changes allows KOF 97 to be a 
    really different of KOF 96 . 
    General basic moves are slower , especially CD attack , but still can be 
    cancelled into special moves . It's now hard to juggle in counter with a 
    CD attack . Taunt action is triggered off by start button , this also 
    means that the opponent power doesn't decrease no more .Chain combos 
    appeared and set KOF as a combo based game for a lot of charcters such 
    as Terry . And '95 command attacks are back !
    
    
    =>Priority
    
    Learn to use the priorities of your character . Anti air priority , and 
    air to air priority . Some special moves or basic attacks are stronger 
    than others . If you know that , you can attack or defend yourself , 
    with more care and efficiency . A little example : you're playing as 
    Yamazaki , and your opponent is King . King owns a very good low C , 
    with great anti air priority , BUT Yamazaki owns the advantage on the 
    King's low C . So if Yamazaki try a jumped C on King whereas she's 
    performing her low C , Yamazaki will hit King , but King WON'T hit 
    Yamazaki ! . You also have to notice that some kind of specials/(S)DM 
    moves are overprioritizing every others attacks : that's the case of the 
    command throws ( see the matching section ) .
    
    	=> Power MAX
    
    Power MAX property . When your power gauge reaches MAX point , you can 
    of course perform DM . But don't forget that MAX also increase your 
    strength a normal hit can damage up to 25-50% more (depending of the 
    mode ) . Thats the only reason why SDM exists and are so dangerous ! So 
    think about MAX-ing in your strategy ... This is also important in the 
    choice of your playing mode : the same combo , MAXed , will produce 
    different damages following EXTRA or ADVANCED mode ... More , the MAX 
    allow you to use breakers .
    
    	=> Breakers
    
    In KOF'97 there are two kinds of breakers , that you can perform 
    provided the power gauge is at MAX , or that you own a crystal stored . 
    If you use the breaker , the MAX decrease or the crystal is used . The 
    AB breakers allows to roll forward or backward during a blocked attack . 
    It is very interesting , especially because you can break an pass in the 
    opponent's back to attack him/her . This can be very useful on very long 
    attacks , such as Robert/Ryo'DM like : as it is a very important DM ( in 
    terms of hits , and of time ) it is easily possible to break . 
    The CD breaker knocks down the opponent . Again , the CD breaker must be 
    
    a strategic choice , or a desesperate attack , if your life meter is 
    very low . More, the damage involved is very low . Another way to use 
    the CD breaker is a counter combo , or to escape from pressings . If the 
    counter message appears as you're breaking with CD , you can try to 
    juggle witha special/DM : e.g. Benimaru can juggle with the QCFx2 + P DM 
    after his CD breaker .
    
    => Grabbs (Command throws) 
    
    In construction .
    
    => Desperation Moves / Super Desperation Moves
    
    	Like every special move , DM should be combo -ed to be really 
    usefull and to maximize damages . There are differents kinds of DM in 
    KOF , with differents properties :
    1) Projections of energy/projectiles like DM : this include for example 
    Kyo' Serpent Wave or Terry's Power Geyser and Haoh Sho Koh Ken  . About 
    Power Geyser like , an important feature is the anti air use of those 
    attacks . It is also possible to cancel others attacks of this sort such 
    as Haoh Sho Koh Ken and less powerfull projectiles . Finally , you can 
    most of times add it in juggle combos . 
    
    2) Multiple attacks like DM : including DM such as Ryo/Robert's once . 
    Very interesting for the block damage , if the opponent is actually in 
    guard . It might trigger a guard crush , and the other attacks following 
    the one who caused the crush will hence hit the opponent , so really 
    think about add this in your corner traps , and general pressing 
    strategy .  Unless the opponent is MAXed , you can enable the (S)DM to 
    finish him/her with the block damage tactic .
    
    3) Throws/Grab like DM : DM such as Goro/Clark . Generally , you must be 
    close to the opponent to throw/grab him . A very good point of those 
    grabs are that it owns huge priority on every other attack , like an 
    aspiration phenomenom . But some like Clark's Running Spree must be 
    performed at good range (he runs , then grabs ) . For further 
    information about command throws using , refer to the matching section .
    
    4) One hit like DM : such as Ralf's Galactica Phantom . On the whole 
    those are really hard to pull off and result in huge damage , especially 
    at the SDM state . Therefore there are two ways to success in with it . 
    First , combo it , if it is possible of course . Since it isn't possible, 
    it's only a question of pure stategy ( sorry ) : e.g , see the Ralf's 
    Galactica Phantom comment .
    
    5) DM wich the first attack must hit to be triggered  : Leona's V 
    Slasher . The comment is alike the one hit DM like : combo it if it's 
    possible , or be good , guy !
    
    Finally , the air guard won't block (S)DM : it cannot be blocked , if 
    you're in the air ...
    
    
    Smiley Section
    
    The following is only available in case of advanced mode ( except for 
    assist attack system ) .
    
    Something very important in KOF '97 is that the game include characters 
    relationship in the game system . For example , create the following 
    team: Terry Bogard; Blue Mary and Billy . Choose Terry as first fighter, 
    then push C and move the selector on Mary: a smiling smiley will 
    appear meaning that the relationship between the two characters are good 
    (they are in love ) . Then go on Billy : the smiley will have a «bad» 
    
    expression because the two characters are enemy ...
    
    So what? He he ... there is a real effect on the whole team:
    +J Good smiley: means that the relationship is good , hence , if the 
    member #1 loses , the second member of the team will be awarded by a 
    bonus crystal . e.g. Terry loses and owns 2 crystals , consequently if 
    Mary is the second team member , she will owns 3 crystals instead of 2 . 
    Bonus +1 
    
    +K Unexpressive smiley: no bonus crystals / no malus crystals . If the 
    member #1 loses the member #2 will keep his number of crystals . No 
    Bonus .
    
    +L Bad smiley: means that the relationship between the two characters is 
    bad , so subsequently , if the member #1 loses , he won't pass his 
    crystals to the member #2 . e.g. Terry loses and owns 3 crystals , if 
    Billy is the the following member he will start the round with any 
    crystals . Malus .
    
    Smileys are a new way to build up a strong team , so you may chose your 
    characters with more care knowing the smiley effects . We then decided 
    to include smiley sections , showing the relations between the 
    characters in the game .
    
    Smileys also have an effect on the assist attack system : if your 
    character is dizzy/struggling  , the others characters of your team 
    won't help you if they don't like him/her ... For example , if Kyo is 
    dizzy , you can push as fast as you can ABC but Iori will never help him 
    ( they are enemies ) ...
    
    The combos
    
    The notation for the combos in this guide is the following :
    	* Desperation Combo : means that you need a power max/liferbar 
    flashes red  to perform the combo
    ** Super Desperation Combo : means that you need two power bar stored or 
    in case of extra : lifebar flashing red and power max  .
    ! Corner Combo : you need to be in the corner to perform this one ...
    
    Notation is ( !) (*) (**) when a basic scheme of combo is given . So you 
    may be in the corner , and may use a (S)DM 
    
    You may have noticed that this notation is the one used by Kensou ( 
    Kensou@aol.com ) . The reason is that some informations about KOF '97 
    are extracts of his own work , and more , his notation is simple and 
    good .
    
    How to trigger a combo . Well there really are a few ways to do it :
    + Simply : if your opponent is dizzy , or doesn't use the guard ...
    + When the opponent is crouched : some jumped attacks will hit him in 
    his/her back (crossup) : when you land , you should be abble to go on 
    combo-ing .
    + The hop jump of the Advanced mode is really terrible if you like a 
    pressing like play style : wait for the error of the other player and 
    start the combo .
    + In the opponent's back , after a AB breaker for example
    + After a dodge , in Extra mode : hit the opponent in his/her back
    + When the opponent is rolling 
    + Don't forget the chain combos : you could start with crouched light 
    attack to start hitting a standing opponent , and follow up by a strong 
    attack to combo with special and/or DM moves .
    + Counter/critical  message : when it appears as your opponent fall or 
    land , you may start a combo .
    
    About the first attack of a combo : most of time it's a jumped one : 
    beware to hit the opponent at the right moment : if you hit the opponent 
    
    too high , you may be blocked , or grabbed ( beware of command attacks ) 
    . Then , if you realize a successfull jumped attack ( even blocked ) , 
    dont stop attacking when you land , especially against Clark or Goro 
    like characters . So when you land you must have the right timing too or 
    the opponent will have the advantage .
    
    Take your time when you realise a combo : if you perform it too fast it 
    won't work . So be calm , and don't forget that even if you think that 
    the combo won't be successfull , speeding , and mashing the buttons 
    won't pull it off ! Stay calm and have the right timing to interrupt 
    attacks . If you don't manage to realize the combo , simplify it when 
    it's possible , and only after , try the complete one . 
    
    Most of the command attacks , ans some of the basic attacks , are 
    interruptable , refer to the section for every character . Sometimes 
    it's hard to interrupt some of those attacks so , there's a solution ...
    + People owning 2 hits close standing attacks should not be annoyed with 
    interrupting . It's the case of Terry , Mary , etc ... 
    
    + People such as Kyo or Shingo . No 2 hits close standing attack . In 
    this case , you may have problems to combos QCFx2 motions . My advice is 
    to use a crouching attack , instead of a standing one . For example with 
    Kyo , try the following : Jumping C/D , crouch C , QCF x2 + P . As the 
    direction is still down , it's less difficult to perform QCF x2 .
    
    + People with HCB x2 motions . An Hard to pull off one ! as Kensou 
    already wrote it :
    If the character don't have a HCB + motion , you should use the 
    following : jumping D , HCB + C , HCB + C ...
    If the character have a HCB + motion : try this : fw , dn fw , dn + C , 
    dn bk , bk , HCB + C . The tip is to push C when the joystick position 
    is down .. It's a little hard , but less difficult than C , HCB x2 + C
    
    + Simplification : example with Ryuji Yamazaki : dn fw + C , bk , HCB + P 
    
    Generally speaking , the controls of this version of KOF are very , very 
    sensitive . This means that you realy need to be precise while you 
    perform the motion . A good way to banish underisables motions is to 
    adopt a neutral stick position , when you perform complex motions such 
    as QCF x2 . So after the poke , and each motion , stick should be 
    neutral , and not from fw to dn , or the CPU may understand it as a QCB, HCF 
    motion ...
    
    
    	Simplification of few basic motions
    
    Taken from the Gamest Mook 86
    
    HCF motion :		dn bk , fw    			or   bk , dn , fw
    HCB motion : 	  	dn fw , dn bk , fw   		or   fw , dn bk , fw
                                                            or   dn fw , bk , fw
    fw , HCF motion : 	dn fw , dn bk , fw   		or   fw , dn bk , fw
    QCF x2 motion :	  	dn , dn fw , dn , dn fw , fw
    QCB , HCF motion : 	dn , dn bk , fw
    
    
    Pressing 
    
    
    A pressing is a string of attacks performed whereas the opponent is 
    blocking ( in guard ) . The goal is to work mentally your opponent , by 
    attacking him with various attacks , generally pokes ( jumped , crouched,
    standing , close , far , etc ...) but also special moves , owning good 
    recovery and coming out quickly . This will involve no life damage , but 
    
    huge psychological hurts ! Of course the pressing generally leads to a 
    guard crush , that will let you combo a special/(S)DM move ... A good 
    way to escape the pressing is the CD breaker .
    
    
    Screen displayed messages
    
    
    Apart from the Rush count ,  there are :
    
    => Guard Crush 
    
    	Guard crush appears when a character has blocked too much attacks 
    in guard . Every attack owns a value , in words of power . For example 
    the C value his often the highest of the basic attacks , and the A or B 
    value his very low . A special move also have a value : Mary have to hit 
    10 times her opponent with her close  standing D to crush his/her guard 
    ... but 4 D Vertical Arrow will have the same result .Generally speaking,
    when you are in guard and blocks 7 or 8 attacks , the guard is crushed. At 
    this moment , the right following attack after the one who create 
    the guard crush , will hit , provided that it is a special move , or a 
    (S)DM . So you can more or less calculate the guard crush time . In this 
    way , you must combo your attacks . An interesting strategy is to 
    anticipate and to trigger a Ryo/Robert DM like (provided the opponent 
    cannot break ) .A guard crush is often the normal result of a good 
    pressing .
    
    => Counter 
    
    	A counter occurs when a character hits his/her opponent whereas 
    this one is also attacking . If it happens , the one who realized the 
    counter could immediatly attack , most of time , with an air juggle . In 
    KOF'96 , CD attacks were really often used as a counter juggle , but in 
    the '97 version , CD attacks are too slower for this , hence you need to 
    use a special/(S)DM or a basic attack to juggle . A last word : when 
    your opponent is MAXed, if you hit him/her , the counter message will 
    appear , even if he/she isn't attacking . 
    
    => Critical Hit
    
    	A critical hit occurs when ... ? Well , it's absolutely random ... 
    You can attack right after the critical even if the opponent is not 
    falling , and taking the attack who caused the critical . It don't works 
    on a knocked down opponent . Beware : if your opponent is falling , and 
    the message is only critical , you can't juggle ( if the opponent is 
    still in the air , you need the counter message ) . Counter and 
    criticals are therefore two ways to continue an attack . So , if a 
    critical occurs , you might have time to link on another attack . Few 
    characters generate a lot of criticals , like Shingo Yabuki . Therefore, 
    criticals may be used to start a combo .
    
    
    Characters and gameplay
    
    
    
    ==> KYO KUSANAGI( Japan Strongest fighters Team )<==
    
    
    Throws:
    	+ Hatsu Gane: close bk/fw + C 
    	+ Issetsu Seoi Nage: close bk/fw + D
    
    Command attacks:
    	+ Axe kick: fw + B (overhead)
    	+ Double foot sweep: Crouch fw + D
    
    Comment : . Hit farther than dn + D . Very useful , especially against 
    grabbers , or dangerous characters using command throws , such as Daimon . 
    Hits twice .
    	
    + In air : dn + C
    	Comment : knock downs ... it's possible to chain a standing C 
    
    Special moves:
    	+ Hyaku Shiki: Oniyaki:  DP + P ( autoguard )
    Comment: like the '96 version , Kyo's DP breaks the opponent attack , 
    but most of times , there are no double impacts .  Beware of C version 
    
    that doesn't knock downs , unlike the A version . Very good anti air 
    priority , provided that it is used at the right time . As every DP , 
    vulnerable , when it lands . The basic gameplay with Kyo include to use 
    the A verion of DP when you recover from the ground , and as a opponent 
    is jumping towards you : as the DP have an autoguard , it's a safe move 
    . So , of course , never jump on a recovering Kyo ( or even Shingo ) 
    except if you have calculated the right range of the jump , to land 
    right in front of Kyo . You can also cause a double impact , if it is 
    good to you , this mean that you're not breaked by the autoguard , as 
    Chang with his Maxed air CD . A good way to cool excessive DP users , is 
    to use a crouched light , genneraly a B , followed up by a combo ...
    	
    + KuHyaku Shiki: Nue Tumi: QCB + P (reversal)
    Comment: could be used as a counter attack on pokes , if performed at 
    the right moment . An important feature is that it is the only reversal  
    really useful against chrouched light attacks , hence this move is very 
    interesting againt characters playing a pressing style , due to the fact 
    that you can block attack and the worst for Kyo is a double impact . 
    Also be used as a DP .
    
    	+ NiHyakuJuuNi Shiki: Koto Tsuki You:  HCB + K
    Comment : Kyo run faster than in KOF'96 , hence it is easily comboable. 
    Very good to him . B version ranges 2/3 of the screen , and D version 
    ranges all the screen .
    	
    + ShichiHyakuShichi Shiki KomaHoFuri: RDP + K 
    Comment : The D version of the move allows Kyo to hit very far and high 
    . It is possible for example to hit Athena , when she performs her air 
    DM . This knock downs , but the attack isn't an overhead , more even if 
    you're opponent isn't blocking while he's crouching , the hit won't 
    touch him ! The only real advantage of this attack is that the B version 
    is surprising ... and you can also use it in juggles ...B version ranges 
    1/2 of the screen and D 3/4
    	
    + ShichiJuuGo Shiki: Kai:  QCF K'K
    Comment : you can still juggle with this but this time , even with a 
    (S)DM . Comboable , but the problem is that the second kick will push 
    the opponent too far to hit , or to juggle , therefore it should be 
    combo-ed only with the corner condition . B version ranges 1/4 of the 
    screen ... D version more than 1/3 .
    	
    + HyakuJuuYon Shiki: AraGami: QCF + A ( autoguard ) then Ku no Kizu or 
    Ya no Sabi
    Comment:General : this kind of attack (Terry , rising Tackle etc...)  
    cancels  energy ball like Athena's Psycho Ball . Ranges 1/2 of the 
    screen .
    	
    + Ku no kizu: QCF + P then Nana Ne or Migiri Ugachi 
    	+ Ya no Sabi: HCB + P then Mirigi Ugashi
    	+ Nana Ne: K
    	+ Migiri Ugachi: P (overhead if done after Ku no kizu)
    Comment : in case of QCF + A , HCB + P , P . The last hit is a low 
    attack , but is also very low to come out , so , if you're not sure to 
    it with , it's better to don't use it .
    
    	+ HyakuJuuGo Shiki: DokuGami: QCF + C ( autoguard )then 
                                ShiHyakuJuuIchi Shiki: TomiYomi
    		Comment : ranges 3/4 of the screen
    
    + ShiHyakuJuuIchi Shiki: TomiYomi: HCB + P then ShiHyakuJuuNi Shiki: 
    BatsuYomi
    
    	+ ShiHyakuJuuNi Shiki: BatsuYomi: fw + P
    Comment : if your opponent is a grabber , never execute a full combo : 
    the throw will catch you , and extra mode users can dodge your attack .
    
    Desperation moves:
    	+ Ura Hyakuhachi Shiki: Orochinagi:  QCB , HCF + P 
    Comment: Hold the punch button used to delay the attack . You could keep 
    the fury for 3 seconds maximum , after this delay , Kyo will aumatically 
    attacks . Could be combo-ed or used in juggles , especially after  QCF 
    D'D ( no need to be in the corner ) . The SDM version hit the opponent 
    three times . If Kyo perform this DM with the A button : his body his 
    vulnerable to attacks but not his foots . If the DM is performed with 
    the C button , is body is invulnerable ( even to Haochokoken like ) , 
    but crouched weak attack could easily hit and stop him . Something 
    interesting his to use the SDM to counter : the flamme could do a juggle 
    counter after that an attacking opponent hit his burning body . If your 
    opponent is playing advanced mode and is a rolling guy , you can also 
    punish him/her easily with the SDM . A version ranges3/4 of the screen 
    and C version ranges the same
    
    	+ Saishiuuketsuken Ougi: QCF x2 + P
    Comment : Use Kusanagi no Ken with care especially versus command throws 
    users and don't forget that the SDM include the full wild bite combo and 
    a DP , so if you're not sure to hit.... Think about using the DM as DP 
    against flyers (weak anti air priority ) . Another interesting thing 
    about this move : if you have hitten enough your opponent whereas he was 
    holding his guard , a Guard Crush will occur , and kusanagi no ken combo 
    will hit the character ( very interesting for advanced mode players ) . 
    Could be combo-ed or used in juggles , especially after  QCF D'D ( no 
    need to be in the corner ) . Ranges 3/4 of the screen .
    
    + Desperation taunt : after any DM or SDM : tap C (only if DM/SDM hits)
    		Comment : it's so hot ! Only for the style ...
    
    Smiley Section :
    	( Shingo
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : AC 
    	Standing close : ABCD 
    	Crouching : ACD
    
    About Kyo...
    + Kyo sure is stronger . Full Wild Bite combo , is for example easy to 
    perform , and every QCF based combo too .
    + A big problem with Kyo is that a lot of his basic attacks own big lag 
    time but a descent range . The basic example is his far standing D 
    attack : to keep the opponent at safety range , it's better to use the 
    irritant far standing B , fast enough to this , with short lag time .
    + Crouched C has descent anti air priority .
    
    Combos Section
    	Still the same scheme that the '96 Kyo , but upgraded .
    
    	Basic scheme is the following : 
    
    	=>   ( !) (*) (**) Jumping C/D , Standing /Crouching C , then any 
    special or (S)DM
    
    	If the special move is QCF D'D you can juggle after it this way :
    
    =>   ! Jumping C/D , Standing /Crouching C , QCF D'D and juggle with
    -- QCF D'D ( if B'D then QCB HCF + P )
    -- DP + P 
    -- QCF + A , QCF + A , DP + A
    -- QCF + A , HCB + P , P
    -- RDP + B
    -- HCB + B 
    -- QCF + C , fw + P ( corner the opponent to drive it easy )
    		-- CD		
    
    	
    	=> ( !) */** Dn + B x2 , Dn + A , QCF x2 + P
    
    	=> Crossup C , Close Standing C , Fw+B (2hits) then 
    		-- HCB+D
    		-- QCB HCF+P
    
    =>   ! */**  Jumping C/D , Standing/Crouching C , QCF D'D , then juggle 
    with any (S)DM
    		Comment : if you juggle with QCF x2 + P , not all the hits 
    will connect . 
    
    	Infinite Combo
    	
    	=> !  QCF + D'D then dn + A whiffed into QCF + D'D , repeat ...
    		Comment : the dn + A mustn't hit
    
    
    ==> KYO KUSANAGI '94 STYLE <==
    
    
    
    Throws:
    	+ Hatsu Gane: close bk/fw + C 
    	+ Issetsu Seoi Nage: close bk/fw + D
    	
    Command attacks:
    	+ Axe kick: fw + D (overhead)
    	+ Double foot sweep: Crouch fw + D
    + in air : dn + C
    
    Special moves:
    	+ HyakuHachi Shiki: YamiBarai: QCF + P
    	+ Hyaku Shiki: OniYaki: DP + P( autoguard )
    	+ HyakuJuuIchi Shiki: OboroGuruma: RDP + K
    	
    Desperation moves:
    	+ Ura Hyakuhachi Shiki: Orochinagi:  QCB , HCF + P 
    Comment: Hold the punch button used to delay the attack . You could keep 
    the fury for 3 seconds maximum , after this delay , Kyo will aumatically 
    attacks .
    
    
    Combos Section
    
    	=> ( !) (*) (**) Jumpind C/D , Close Standing C/D -- DP +A
    		-- QCF +A
    
    	=> ( !) Jumping C , dn+B , Standing C , RDP + K
    
    	=> Crossup C , Close Standing C , Fw+B (2hits) then QCB HCF + P
    
    	=> ( !) (*) (**) Jumping C/D , Dn+B , Close Standing C then QCF+C 
               or RDP + D
    
    	=> ( !)  Dn+B x3 then :
    		-- DP+A
    		-- RDP + B
    
    	Kyo 94's Dizzy is :
    
    	=> QCF + A , Jump forward and punch the opponent with dn+C , 
    Standing C as you land, then QCF + A
    
    Chain Combos 
    
    	
    
    ==> BENIMARU NIKKAIDO(Japan Strongest fighters Team )<==
    
    
    Throws:
    	+ Catch And Shoot: close bk/fw  + C
    	+ Front Suplex: close bk/fw + D
    
    Command attacks:
    	+ Foot Drill: in air dn + D
    Comment : can be used to trigger a combo , especially on the big 
    characters : you can perform Raijiken /Raikouken as you land . Hits 5 
    times and can be used as a crossup
    
    	+ Hoping Kick: fw + B
    Comment : Not combo-able . Descent range :1/3 of the screen.
    
    Special Moves:
    	+ Raijiken ( Lighting Fist ): QCF + P 
    Comment: Raijiken can be used in air or on the ground . On the ground 
    the direction depends of the punch button: A is for front attack , C for 
    upper attack . Beware of air Raijiken : this move is very different of 
    the '96 version : Beni stop in the air to do it . Raijiken is Benimaru's 
    weapon : good damage , high anti air priority (can be used as a DP ) and 
    high priority , generally speaking . Ranges 1/3 of the screen .
    	
    + Shinkuu Katategoma ( Vaccumm Spinning Kick ): QCB + P
    Comment : a cheezing one ... a basic apply of this move ifs of course to 
    involve block damage . At the end , Benimaru performs a back hop . Be 
    carefull because Benimaru is vulnerable to air attacks when he does the 
    Shinkuu Katategoma . Ranges more or less half of the screen .
    
    	+ Super Lighting Kick: DP + K
    		Comment : very good anti air priority .
    	
    + Iaido Kick: QCF + K 
    Comment : not very useful , except after crouched light kicks , since 
    you can't add the Hando San Dan Geri .
    
    	+ Hando San Dan Geri HCB + K
    Comment: now do combo , like the '95 version : if the opponent get the 
    first hit , he'll also eat the following 3 kicks . Benimaru performs a 
    
    final back hop , and is a little bit safer ... Ranges 2/3 of the screen 
    .
    	
    + Benimaru Koreda: close: HCB , fw + P
    		Comment : no more HCF ... too easy ! Bad range , you really 
    need to be very vlose to the opponent 
    
    Desperation moves:
    	+ Raikouken ( Lighting Fist ): QCF x2 + P
    Comment: same as Raijiken , A button for ground attack , C for jumped 
    attack . In fact if you're not sure that the opponent will jump , you 
    can nethertheless perform the A version , that will hit a jumping 
    character too , due to the size of the electro ball . Be carefull 
    jumping above is hard , but not impossible .... In fact this version of 
    the Raijiken , is close to the '95 one : understand that it don't pushes 
    the opponent away , but keep him/her , that's why it is the most 
    dangerous weapon of Benimaru . Ranges half of the screen and do great 
    damage.
    	
    	+ Electro Trigger: close HCB x2 + P
    		Comment : bad range ...
    
    About Benimaru...
    + Due to his various and complete panoply of moves , he's one of the 
    stronger characters of the Game : a beginner player can easily involve 
    important damages . Understand that Beni is a good turtle ... because of 
    Raijiken and far standing D .
    	+ Benimaru is a very fast and thin character : you easily escape 
    and counter
    + Standing D is a very useful fast and strong kick , especially to stay 
    away , and with good priority . 
    	+ Fw + B is really easy to combo and is useful to involve more 
    damage in a combo .
    	
    
    Smiley Section :
    ( Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : ABCD
    	Air : CD /C+D
    		Comment : air standing C+D isn't interruptable .
    
    Combo Section:
    	Lots of his combos are based on the same basic scheme :
    	
    	=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , then any 
                    special/(S)DM .
    	
    	=> ( !) Jumping D , dn+B x2 , HCB + P
    	
    	=> ( !) */** Hit an opponent in the air with dn+D drill kick , 
                         then QCFx2 + P as you land
    
    	CD breaker combo 
    
    	=> ( !) */** CD breaker , then QCFx2 +P (S)DM
    		Comment : counter condition required
    
    
    ==> GORO DAIMON(Japan Strongest fighters Team )  <==
    
    
    Throws: 
    	+ Juji Shime: close bk/fw + C
    	+ Tsukami Tataki Tsuke: close to the opponent but not right next 
               to him: bk/fw + C
    	+ Tsukami Tataki Tsuke: close bk/fw + D
    
    Command attacks :
    	+ crouch fw + C
    Comment : could be used as a DP , and if Goro hit the opponent in the 
    air with his elbow , he's then able to catch him with HCF+A .
    
    	+ fw + A ( overhead )
    		Comment : pick the opponent off the ground with the HCF + C
    
    Special Moves:
    	+ Ji Rai Shin: DP + P
    Comment: C button to hit and A button to fake . The result of the A 
    version is an earthquake , that knocks down the opponent if he/she's not 
    crouched .
    	
    	+ Foot Flicker: HCF + K (reversal)
    Comment: B button for ? ? ?attack , D button for ? ? ?attack . Humm 
    actually there seems to be no differences : both are usefull against 
    standing pokes and some crounching pokes , like Terry Low C , but no 
    against sweepts 
    
    	+ Chou Ukemi: QCB + K
    Comment: passes through some attacks . B version ranges 1/3 of the 
    
    screen whereas D version ranges half of the screen .
    
    	+ Kumo Tsukami Nage: HCF + P
    Comment: A button catches air attack , C button ground attack . C 
    version is also very interesting because you can catch a lied opponent . 
    If you knock downs your opponent using CD , down + D , fw+A ... ( but 
    not with a command throw ), you can catch him right on the ground . If 
    you hit a jumping opponent with the dn fw + C , you can catch him with 
    HCF+A .
    
    	+ ? ? ? DP + K
    + Tenchikaeshi: close HCB , fw + P
    + Uranage: HCB , fw + K
    	Comment : beware : can be hit , and will let Goro vulnerable 
    ...but ranges all the screen !
    
    Desperation moves:
    	+ Jigoku Gukuraku Otoshi: close HCB x2 + P
    	+ Kaze No Yama: close HCFx2 + K , then HCF + K  ,then DP + K
    Comment : after the HCF + K , you can either use the DP + K (normal DM 
    mutipart) or a HCF + C , to pick him off the ground (this will involve 
    more damage) .
    
    About Daimon...
    	+ DA MAN is more dangerous , due to  his news blocks . This means 
    no more far D against him ...
    
    Smiley Section :
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : ABC /C+D
    	Standing close : ABCD
    	Crouching : AD
    
    Combo Section:
    
    	=> ( !) (*) (**) Jumping C/D , Close Standing C/D , then 
    		-- any special move , except the DP + P and QCB + K . HCF + 
    A , only on tall characters ...
    -- any (S)DM . In case of HCF x2 + K , you can finish using the HCF + C 
    instead of the last part : DP + K
    
    	=> ( !) CD or Crouching D or Fw+A then HCF + C to pick off the 
    ground
    
    	=> ( !) Dn fw +C , juggle with HCF+A
    		Comment : Dn Fw +C must hit a jumping opponent
    
    	=> ( !) (*) (**) Jumping C/D , Dn fw + C , then HCF + A or HCB Fw 
    + P , or HCB x2 + P
    
    	=> ( !) (*) (**) Jumping C , Close standing C/D , Dn fw + C , then 
    -- HCB fw + C 
    -- HCB x2 + P
    -- HCF x2 +K , HCF + K , DP + K or HCF +C
    
    
    
    ==> TERRY BOGARD ( Fatal Fury Team ) <==
    
    Throws:
    	+ Grasping Upper : close , fw/bk + C
    	+ Buster Throw : close , fw/bk + D
    
    Command attacks :
    	+ Spinning elbow smash : fw + A
    Comment : rather use this one , after a close standing C in the corner , 
    if you want to combo something after it . In fact it is possible to add 
    fw + A after Standing C in the middle of the screen but you need to hit 
    your opponent in his/her back ... unless Power Charge won't connect . 
    Good range : 1/3 of the screen and descent recovery .
    	
    + Crouching uppercut : crouch fw + C
    		Comment : can be used as an anti air , or linked into a 
    HCF+K for maximum damage...
    
    Special moves : 
    	+ Power Wave : QCF + P
    Comment : interesting attack , because it is fast enough and owns a good 
    range , to keep the opponent away , and may calm too excessive jump 
    users , especially the advanced hop . But High jumped attack s could 
    will hit Terry ... The A version ranges half of the screen and the C 
    version covers 3/4 of  the screen .
    
    	+ Burn Knuckle : QCB + P
    		Comment : A version ranges 1/3 of the screen , C ranges all 
    the screen 
    
    	+ Crack Shoot : QCB + K
    		Comment : B version ranges 1/3 of the screen and D , covers 
    2/3 of the screen .
    
    	+ Rising Tackle : DP + P ( autoguard )
    Comment: Good anti air priority . But owns reversal properties of a 
    
    traditional DP , this means that Terry is vulnerable on his body , 
    especially legs , so it may be use to stop hopers , but used wit care 
    against high jumped attacks .
    	
    + Power Dunk : DP + K 
    	+ Power Charge : HCF + K
    Comment : this is THE move that set Terry as a very strong and 
    interesting character . You can combo the Power charge and even hit 
    after it with any special move : e.g : Power charge and power geyser . 
    The timing is a little bit different for each special move . In the 
    corner : you're the king ! Rather  use the B version . B ranges 1/3 of 
    the screen and D is about half of the screen .
    
    Desperation Moves :
    	+ Power Geyser : QCB , HCF + P
    Comment : can be used as a DP . You can of course use the Geyser in your 
    Power Charge juggles , but beware of the corner : if your Terry is very 
    close to the corner , the Geyser won't hit the opponent . So in this 
    situation , you should think about the fw + A command attack . After the 
    2 hits C , the fw + A will push Terry back enough , so both Power Charge 
    and the Geyser , can be connected with success . SDM version is a triple 
    geyser that hit three times (sometimes) , but one more time , to be used 
    with great care . A version ranges half of the screen , C version covers 
    all the screen .
    
    	+ High Angle Geyser : QCF x2 + K
    Comment : a DM that needs to be combo-ed to be really useful . Beware of 
    the Corner : the first elbow hit will hit , as the DP , but not the 
    geyser . Has descent ground priority , and bad anti air priority ... You 
    can do it after a Power Charge , but the elbow won't hit : only the DP 
    and the geyser . Ranges all the screen .
    
    About Terry ...
    + The strong Terry is back ! Unlike '96 Terry is know able to perform 
    great combos , and own lots of advantages .
    + Terry's chain combos are easy to perform and very various , e.g. 
    standing C , fw + A etc.. 
    + Standing C hits twice , so , you can really take your time to perform 
    your combos
    + Don't forget to use the strong Power Charge to involve a maximum 
    damage in your combos .
    + Far standing D has a descent range but is a little slow , with weak 
    priority .
    + Same for his standing CD .
    
    Smiley Section : 
    	( Andy , Joe ,Blue Mary
    	( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    		Comment : Standing C is a 2 hits . An be interrupted on 
    either hit
    Crouching : ACD
    
    
    Combos section :
    	Terry's nickname should be combo-man is this '97 version . Most of 
    his combos deal with this scheme :
    
    	( !) (*) (**) Jumping C/D , Standing C (2 hits ) , then any 
    Special or (S)DM
    		Comment : after the first hit of standing C , you can chain 
    into crouch fw + C . The same for fw + A 		, but this one often 
    pushes the opponent too far , so rather use this one in the corner , or 
    in the 			opponent's back . So :
    
    	! (*) (**) Jumping C/D , Standing C ( 2 hits ) , fw + A then any 
    Special or (S)DM
    
    	If the special move used after the standing C is the Power Charge 
    : you can juggle again . So the scheme is 	the following :
    
    	( !) (*) (**)Jumping C/D , Standing C , HCF + B then any basic 
    attack , Special or (S)DM except Power 	Charge again .
    
    Comment : The timing is a little beat different , for each attack . Use 
    QCF x2 +K but alls the hits won't connect ( as the triple geyser , or 
    seldom the normal geyser in the corner ) . If the special move is a B 
    crackshoot , it is also possible to juggle after it with A Rising 
    Tackle.
    
    	The TODs
    
    => !  Jumping D , Close Standing D , fw + A (2 hits ) , HCF + D , juggle 
    with QCB + B , juggle again with DP + A 
    
    	=> !  Jumping D , Close standing D , HCF + B , juggle with QCB + D 
    , then juggle again with QCB + B
    
    => !  Jumping D , Close Standing C (2 hits) , Dn Fw + C , HCF + B , 
    juggle with QCB + B , juggle again with DP + A
    
    	Terry's infinite combo
    
    	=> HCF + B then dn+A/C/D whiffed into HCF + B , repeat ...
    
    
    
    ==>ANDY BOGARD ( Fatal Fury Team ) <==
    
    Throws :
    	+ Gourin Kai : close fw/bk + C
    	+ Kakaekomi : close fw/bk + K
    
    Command attacks :
    	+ Leaping Fall Kick : fw+B
    		Comment : can be used to juggle after the dance	
    
    Special Moves :
    	+ Hisho Ken : QCB + P
    	+ Sho Ryu Dan : DP +P
    	+ Kuuhadan : HCF + K
    	+ Geki Heki Hai Sui Sho : close , HCF + P
    	+ Zan Ei Ken : Dn bk , fw +P then Gadankoh :
    	+ Gadankoh : QCF + P
    	+ Genei Shiranui : in air : QCF + K or QCF , up fw + K then Genei 
    Shiranui Shimo Agito or Uwa Agito
    	+ Genei Shiranui Shimo Agito : fw + P
    	+ Genei Shiranui Uwa Agito : fw + K
    
    Desperation Moves :
    	+ Cho Reppadan : QCB , HCF + K
    	+ Hisho Rysei Ken : QCF x2 + P
    		Comment : must be combo -ed ... but it is combo-able only at 
    the SDM level .
    
    About Andy...
    
    Smiley Section :
    	( Terry , Joe ,Mai 
    ( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABC
    		Comment : standing C is a 2 hits .
    Crouching : ABC
    
    Combos section :
    
    	=> ( !) Jumping D , Close Standing C (2 hits ) then 
    		-- QCB + P or HCF + B or db fw + P , QCF + C
    	
    	You can also use Andy's dance : HCF + P
    
    	=> ( !) Jumping D ,  Close Standing C (1 hit ) HCF + C , juggle 
    with
    		-- Jumping CD
    		-- !  fw+B then then DP + P
    -- HCF + B 
    		-- db fw + P , QCF + C	
    		-- dash forward , DP + P
    		-- ! ** QCB HCF + K
    
    	=> ( !) ** Close Standing C (1 hit) QCF x2 + P
    
    
    
    ==>JOE HIGASHI ( Fatal Fury Team ) <==
    	
    Throws :
    	+ Hiza Jigoku : close , fw/bk + C
    	+ Leg toss : close , fw/bk + D
    
    Command attacks :
    	+ Leg Slide : crouch fw + B
    		Comment : Joe's slide knock downs ranges less than half of 
    the screen .
    
    	+ fw + B
    Comment : a hard to chain attack . You need to have the correct timing 
    to combo a special move .
    
    Special Moves :
    	+ Hurricane Upper : HCF + P
    Comment : the hurricane is a good weapon ! The A vesion doesn't knock 
    downs and ranges half of the screen : very stressing when your opponent 
    uses it again and again . More , the Advanced hop is useless and the 
    tornado can hence be used as an anti air ... The C version covers 2/3 of 
    the screen and Joe does two tornados , the second knock downs even if 
    the opponent isn't hit by the first one . Can easily be used in corner 
    trap . 
    
    	+ Tiger Kick : DP + K
    		Comment : B version knock downs .
    
    	+ Slash Kick : HCF + K
    		Comment : B version ranges 2/3 of the screen whereas D 
    covers 3/4 . But both knock downs .
    
    
    	+ Ohgon No Kakato : QCB + K
    Comment : Allows Joe to pass over some characters . Can also be used to 
    finish , after the Screw Upper .Provided you catch opponent in the air , 
    juggle with Slash Kick or with the same move in the corner for an 
    infinite combo (until the opponent is dizzyed) . This move doesn't knock 
    downs , B version ranges half of the screen ans D covers 3/4 .
    
    	+ Bakuretsu Ken : Tap P then Bakuratsu Ken Finisher
    	+ Bakuretsu Ken Finiser : QCF + P
    
    Desperation Moves :
    	+ Screw Upper : QCF x2 + P
    Comment : you can juggle with QCB  + K after it . The SDM covers all the 
    screen and is really lethal ! 
    	
    + Bakuretsu Shippu Kokakato : QCF , HCB + P
    
    About Joe ...
    
    Smiley Section :
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : AB
    	Standing close : ABC
    	Crouching : ACD
    
    Combos section :
    
    	=> ( !) Jumping D , Close Standing C the any special move except 
    HCB + K
    
    	=> ( !) (*) (**) Jumping D , Close Standing C , fw + B then
    		-- HCF + B ( then QCF HCB + P DM in the corner) 
    		-- any (S)DM
    
    	=> * QCF x2 + P , then juggle with 
    		-- QCB + K or DP + K
    
    	=> ( !) */** Dn+B x3 , Standing A , QCF HCB + P
    
    	=> !  Jumping D , Close Standing C , HCF + A , dn+C , fw+B , HCF + 
    K
    		Comment : Works vs Chang ... this will dizzy
    
    	=> ! */** Jumping D , Close Standing C , fw+B , QCB + K , QCF HCB 
    + P
    Comment : Works vs Chang ... this will dizzy
    
    	=> Hit opponent in the air with QCB + B , then juggle with
    		-- ! QCB + B , the fourth one will dizzy 
    		-- HCF + K		
    		-- QCF HCB + P
    
    
    ==>RYO SAKAZAKI ( Kyokugen Ryu Karate Team ) <==
    	
    Throws :
    	+ Tani Otoshi : close bk/fw + C
    	+ Tomoe Nage : close bk/fw + D
    
    Command attacks :
    	+ Overhead Smash : fw + A
    	
    Special Moves :
    	+ Koh Ken : QCF + P
    	+ Koho : DP + P
    		Comment : still the same , with great priority .
    	
    + Mo Ho Raijin Ko : QCB + P ( autoguard )
    		Comment : don't forget that it is possible to add a DP 
    during this move .
    	
    + Mo Ho Raijin Satsujin : QCF + K (overhead)
    Comment : The B version covers half of the screen , and D version 3/4 . 
    It will hit a jumping opponent too .
    
    	+ Hien Shippu Kyaku : HCB + K ( autoguard )
    		Comment : Hien Shippu Kyaku can also pass over some 
    projectiles . D version now hits 3 times
    	
    + Kyokugen Ryu Ranbuken : close , HCF + C
    		Comment : it's now hard to juggle after this move , you must 
    calculate the height of the fall .
    	
    Desperation Moves :
    	+ Haoh Sho Koh Ken : fw , HCF + P
    Comment : C version is a real missile . Generally speaking , the Haoh 
    Sho Koh Ken eats smaller projectiles ( this is also true for Robert and 
    Yuri ) .
    	
    	+ Ryuko Ranbu : QCF , HCB + P
    	+Tenchi Haoh Ken : QCF x2 + P
    Comment : the SDM knock downs the opponent , who is then dizzy. See the 
    combo section to learn how to use it as an infinite ...
    
    About Ryo...
    
    Smiley Section :
    	( Yuri , King
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : ACD
    
    Combo section :
    	
    	=> ( !) (*) (**) Jumping C/D , Close Standing C/D , then any 
    special move or (S)DM except QCF + K
    
    
    	If the special move is the dance :
    
    	=> ( !) (*) (**) Jumping C/D , Close Standing C/D , HCF + P juggle 
    with
    		-- Jumping CD
    		-- DP + P
    		-- QCB + P , into DP + P
    -- QCF x2 + P only vs Kyo , Benimaru , Goro , Mary , Billy and Shingo
    	(cannot be done in the corner)	
    
    	=> ( !) in the opponent 's back : Close standing C , QCB + P , 
    DP+C
    		Comment : will knock downs
    
    Oh my god ! This guy owns a terrible easy to drive TOD !
    	Conditions : Be MAXed out and owning 2 crystals stored ( or red 
    bar flashing )
    
    	=> ** Jumping D , Standing C , QCF x2 + P 
    Comment : this won't kill your opponent . But the SDM will dizzy the 
    opponent so trigger a QCF , HCB + P as fast as you can ,and he's dead . 
    If you cannot finish the opponent with a DM , use a combo such as 
    Jumping D , Close C , HCB + D .
    
    	Infinite combo : only in case of EXTRA mode :
    
    	QCF x2 + P SDM then charge to the MAX and repeat QCF x2 + P SDM , 
    repeat ...
    Comment : in EXTRA mode , if you hit the opponent with this SDM when 
    he's dizzy , the result will be a re-dizzy and hence ... an infinite . 
    But this is very tricky , because if you're in the « bad » corner , your 
    opponent can attempt an assist attack , and in the middle of the screen 
    , he can struggle to recover ...
    
    
    ==> ROBERT GARCIA ( Kyokugen Ryu Karate Team ) <==
    
    Throws :
    	+ Ryuchouu Kyaku : close , fw/bk + C
    	+ Kubikiri Nage : close , fw/bk + D
    
    Command attacks :
    	+ Mule Kick : fw + B
    Comment : good ! Can be interrupted after a standing/crouching C . Good 
    anti air priority , and ranges as a far standing C . Combo it to cancel 
    the ending lag time .
    
    Special Moves :
    	+ Ryu Geki Ken : QCF + P
    Comment : as the energy blast is remaining , it can be used for is anti 
    air priority , and to protect Robert from some projectile . This even 
    Cancel double projectiles such as King's Double Strike and Joe's 
    Hurricane Upeer ( C version ) . More , it is very difficult to roll 
    trough it . 
    
    	+ Ryuga	: DP + P
    Comment : Robert's DP is now very stronger , don't hesitate to use it , 
    ase often as Ryo's one . Good range and general priority . The 
    trajectory is not straight vertical , as Ryo's one , but it looks like 
    Ken's DP in the SF series ( since the SF2' )
    
    	+ Hien Shippu Kyaku : HCB + K
    Comment : The B version knocks down the opponent after the second hit , 
    but is long to comes out , and huge lag time . Be carefull when you use 
    this move : the opponent can jump and hit you , or roll through it . 
    Weak lag time for D , so can be used in a pressing strategy .
    
    	+ Kyokugen Ryu Ranbu Kyaku : close , HCF + K
    Comment : the kick dance still could be amorced by a close standing B . 
    Juggle with air CD or a DP P/K . You can also try the HSK : the 2 hits 
    of the B version will hit , but not all the hits of the D HSK . The Muen 
    Shippuu Jyuu Dan Kyaku  (S)DM will also juggle , but not all will hit 
    ... 
    
    	+ Ryzan Sho : DP + K
    Comment : a strange flip kick , that need to be combo-ed . The D version 
    is interesting againt Yamazaki' Sado Maso . Generally speaking , be 
    careful with this DP and combo it , or use it , after a kick dance . A 
    good point is that if Robert is blocked , he will hop backward .
    
    
    	+ Hien Ryujin Kyaku : in air : QCB + K
    Comment : no more knock down with this move . But might be used to start 
    a Combo , when triggered close to the ground .
    
    Desperation Moves :
    	+ Haoh Sho Koh Ken : fw , HCF + P
    	+ Kyokugenru Ryo Ranbu Kyaku : QCF , HCB + P
    Comment : as all DM or this kind : can be used to involve block damage 
    or to get the right guard crush . Beware of breakers/combos users .
    
    	+ Muen Shippuu Jyuu Dan Kyaku : QCF x2 + K
    Comment : a DM that needs to be combo-ed to be really useful . Strange 
    as if it hits a standing opponent , the first attacks are unblockable , 
    whereas the other IS blockable .
    
    About Robert...
    	+ Robert is now stronger , with a great and invincible DP .
    	+ Standing D should be used as Beni's one .
    	
    
    Smiley Section :
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : none
    	Standing close : BC
    	Crouching : ABCD
    
    
    Combo section :
    	Classic basic scheme :
    
    	=>   ( !) (*) (**) Jumping C/D , Standing/Crouching C , any 
    special/(S)DM
    		Comment : rather use the standing B to compo HCF + K and DP 
    + K but more dangerous ...
    
    	The command attack fw + B is also very usefull :
    
    	=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , fw + B , HCB 
    + K or QCF , HCB + P
    
    	Finally don't forget to juggle after the kick dance (HCF + K) :
    
    => ( !) (*) (**) Jumping C/D , Standing/Crouching C or close standing B 
    , HCF + K then air CD or DP + P/K or HCB + K or QCFx2 + K
    
    Robert's  aestethic combo :
    
    =>( !) Jumping C/D , Close Standing C , HCF + K , jump and in air QCB + 
    B and juggle with DP + A as you land or a far standing C
    
    	Super Robert :
    
    	=> Connect the kick dance : close HCF + K , then dn + A/D/Standing 
    C whiffed into QCF HCB + P
    
    
    ==>YURI SAKAZAKI ( Kyokugen Ryu Karate Team ) <==
    
    Throws : 
    	+ Oniharite : close , fw/bk + C
    	+ Sairento Nage : close fw/bk + K
    	+ Tsubame Otoshi : in air , close fw/bk/dn + P/K
    
    Basic attack variations :
    	+ Oshiri Attack : fw+B
    	
    Special Moves :
    	+ Ko Oh Ken : QCF + P
    	+ Rai Koh Ken : QCF + K (overhead)
    		Comment : Can passes over projectiles or opponent .
    
    	+ Yuri Cho Upper : DP + P then double Yuri Cho Upper
    	+ Double Yuri Cho Upper : DP + P ( only if Yuri Cho Upper if 
    performed with C )
    	+ Yuri Cho Knuckle : QCB + P
    		Comment : Yuri cannot be hit at the beggining of this move 
    
    	+ Yuri Cho Mawashi Geri : QCB + K
    	+ Hyakuretsu Binat Attack : HCB + P
    
    Desperation Moves :
    	+ Haoh Sho Koh Ken : fw , HCF + P
    	+ Hien Houou Kyaku : QCF , HCB + K
    	+ Hien Rekkou : QCF x2 + P
    
    About Yuri...
    
    Smiley Section :
    	( Benimaru , Ryo , Robert , Mai , King
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    	Crouching : ACD
    
    
    Combo section :
    
    	=> Jumping C/D , Standing C/D then :
    		-- QCF + A
    		-- QCB + K
    		-- DP + C , DP + C
    		-- */** QCF HCB + P
    
    
    ==> LEONA ( New Ikari Team ) <==
    
    Throws :
    	+ Killer Bite : close fw/bk + C
    	+ Orient Buckler : close fw/bk + D
    	+ Heidern Inferno : in air , close fw/bk/dn + C/D
    		Comment : huge air to air priority .
    
    Special moves : 
    	+ Moon Slasher : hold dn , up + P
    		Comment : a good anti air priority .
    
    
    	+ X - Caliber : hold dn , up + K
    Comment : can go over projectiles , but Leona is vulnerable if the 
    attack is blocked , due to a bad big lag time .
    
    	+ Grand Saber : hold bk , fw + K then Sonic Kick Finisher
    Comment : the corner condition allows to juggle after this move . The 
    Gravity Storm , and Rebel Spark both connect after it .
    
    	+ Sonic Kick Finisher : fw + D
    	+ Voltaic Launcher : hold bk , fw + P
    	+ I - Slasher : QCB + P
    Comment : Leona remains immobile until the boomerang is back to her . 
    This means that the opponent can roll through the boomerang and attack 
    her , or wait for it to be back , jump/run ( advanced ) and attack Leona 
    . This move is very long to come out and have a bad lag time .
    
    Desperation Moves :
    	+ V - Slasher : in air : QCF , HCB + P
    		Comment : the angle of this attack is different for A and C 
    button .
    
    	+ Gravity Storm : QCF x2 + P
    		Comment : pretty , but bad range .
    
    	+ Rebel Spark : QCB , HCF + K
    		Comment : a very fast attack ...
    
    About Leona...
    	+ No more Standing C after a successfull grand Saber .
    
    Smiley Section :
    	( Benimaru , Ralf , Clark
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    Comment : standing C is a 2 hits that must be interrupted on the first 
    hit . Standing D is a 2 hits that can be interrupted on either hit .
    Crouching : AC
    
    
    Combo section :
    	
    	=> ( !) Jumping D , Crouching C then hold dn , up + C
    
    => ( !) (*) (**) Jumping D , Close Standing D (2 hits ) , then 
    -- QCB , HCF + K 
    -- Hold bk , fw + D and juggle with fw + D or hold dn , up + C 
    
    	=> */** Jumping C , Close Standing D (1 hits ) , then QCFx2 + P
    
    	=> ( !) (*) (**) Hold bk , fw + P then 
    -- air CD 
    -- air QCF HCB + C
    
    	=> */** Jumping D , V Slasher
    
    	=> ! */** Hold bk , fw + K , then any (S)DM except V Slasher ; or 
    hold dn , up + P
    		Comment : Here , the corner condition allows Leona to juggle 
    after the Grand Saber .
    
    
    
    ==> RALF JONES ( New Ikari Team ) <==
    
    Throws : 
    	+ Dynamite headbutt : close  fw/bk + C
    	+ Northern Light Bomb : close fw/bk + D
    
    Special Moves : 
    	+ Vulcan Punch : tap P 
    		Comment : you can move forward or backward during the Vulcan 
    Punch .
    
    	+ Gatling Attack : hold bk , fw + P
    		Comment : HUGE lag time after the C version : so you already 
    guessed : combo is the word .
    
    	+ Diving Bomb Punch : hold dn , up + P or in air  QCF + P
    Comment : can be used to finish the opponent . Low lag time ( not to say 
    no lag time ...) , as he land , but Ralf cannot be hit when he's landed 
    , and have priority  ...
    
    	+ Ralf Kick : hold bk , fw + K
    Comment : it is possible to juggle after the Ralf kick , if it connects 
    . To perform it , you rather use the B version of the Ralf Kick . Then 
    you can juggle ( without 
    coun********************************************************************
    **********************
    
    ***********************************************
    *
    *******************
    ***************************************
    ************************************************************************
    ************************************************************************
    ************************************************************************
    
    ************************************************************************
    ********************** ... bye bye !
    
    + Mount Position Vulcan Punch : QCF , HCB + K
    Comment : Fast but easy to block . could be used after a successful Ralf 
    Kick . Catch opponents in the air . 
    
    + Galactica Phantom : QCF x2 + P
    Comment : a strange DM . If it hits , damage is great ( up to 80 % , for 
    the SDM ) but Galactica Phantom is easy to counter . Use it with care or 
    non against master players . Something interesting should be using it 
    against opponent with DM such as Robert or Kim : break with AB on the 
    first hit : you're in his back , the immediatly , trigger a Galactica 
    Phantom . Another stategy is to interrupt a standing move , or to konock 
    down the opponent , and during the time he/she is on the ground , 
    trigger the Galactica Phantom .
    In fact , to have chances to be successfull , a Galactica Phantom , must 
    be done at good range . If you trigger it very close to the opponent , 
    he/she'll pass in your back , hit you , or grab/throw you . So at good 
    range , the opponent will wonders what he/she would do : attack , or 
    escape backwards : during this time of wondering , the Galactica Phantom 
    may hit .
    Finally , if the opponent is MAXed and runs , and generally with the 
    counter condition , the Galactica Phantom is ...a 100% damage .
    
    About Ralf...
    	+ Has barelly changed .
    
    Smiley Section :
    	(  Clark
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : BC
    	Crouching : AC
    
    
    Combo section :
    	Basic scheme :
    
    => ( !) (*) (**) Jumping C/D , Close Standing/Crouching C , then 
    -- any Special move except the Ralf Kick 
    -- any (S)DM except the Galactica Phantom 
    
    => (*) (**)  Hold bk , fw + K then juggle with 
    -- QCB HCF + K
    -- hold bk , fw + P
    -- standing C
    
    		Comment : to land the juggle you must hit the opponent as 
    late as possible ...
    
    	Ralf's dizzy combo :
    
    	=> !  Jumping D , Croucning C , hold bk , fw + C
    		Comment : all the 3 hits of the gattling attack MUST hit 
    (Rush 5)
    
    
    ==> CLARK STEEL ( New Ikari Team ) <==
    
    Throws : 
    	+ Pyramid Driver EX : close fw/bk + C
    	+ Fisherman Buster : close fw/bk + D
    	+ Death Lake Dive : in air , close fw/bk/dn + C/D
    
    Command attacks : 
    	+ Arc Kick : fw + B
    
    Special Moves :
    	+ Vulcan Punch : tap C
    	+ Napalm Stretch : DP + P then Flashing Elbow
    	+ Frankeinsteiner : close , DP + K then Flashing Elbow
    	+ Super Argentine Back Breaker : close , HCF + D then Flashing 
    Elbow
    	+ Rolling Cradler : HCF + P then Flashing Elbow
    	+ Flashing Elbow : QCF + P
    
    Desperation Moves :
    	+ Ultra Argentine Back Breaker : close HCB x2 + P
    	+ Running Spree : HCF x2 + K
    		Comment : use it with care , the opponent can stop it easily 
    . 
    
    About Clark...
    	+ The guy is still strong , but less powerfull .
    
    Smiley Section :
    	( Ralf 
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : A
    	Standing close : ABC
    		Comment : standing C is a 2 hits that must be interrupted on 
    the first hit 
    	Crouching : A
    
    
    Combo section :
    	Don't forget to finish , after every command throw , except (S)DM 
    .
    
    
    	=> ( !) (*) (**) Jumping D , Standing C ( 1 hit ) then 
    -- any Special Move except Napalm Stretch or Rolling Cradler
    -- HCB x 2 + P
    
    	=> ( !) (*) (**) Standing C ( 1 hit ) , fw + B then 
    -- HCF + D 
    -- HCB x2 + P
    
    
    
    ==> ATHENA ASAMIYA ( Psycho soldiers team ) <==	
    
    Throws :
    	+ Bit Throw : close , fw/bk + C
    	+ Psychic Throw : close , fw/bk + D
    
    Command attacks :
    	+ Hopping Double Kick : fw + B ( autoguard )
    	+ Butt Attack : in air , dn + B
    
    Special Moves :
    	+ Psycho Ball Attack : QCB + P
    	+ Phoenix Arrow : in air , QCB + P
    		Comment : A version to don't add the final kick hit .
    
    	+ Psycho Sword : DP + P
    		Comment : can also be performed in air .
    
    	+ Psycho Reflector : HCB + K 
    		Comment : could reflect projectiles
    
    	+ Super Psycho throw : close , HCF + P
    		Comment : an interesting throw , since you can juggle with a 
    lots of attacks , even DM .
    	
    Desperation Moves : 
    + Shining Crystal bit : bk , HCB + P then Crystal shoot
    Comment : can be performed in air . ABCD to cancel . This DM wins 
    against Chin's Gouran En Poh .
    
    + Crystal shoot : QCB + P
    Comment : must be performed during Shining crystal bit . You can hold 
    the P button to delay the attack .
    
    	+ Phoenix Fang Arrow : in air QCF + P
    		Comment : eat the crouch guard of the opponent .
    
    About Athena ...
    	+ Most of her skills now are linked to her command throw .
    
    Smiley Section :
    	( Benimaru , Chin , Kensou
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : ABCD
    
    
    Combo section :
    
    	=> Standing C , DP + P
    
    => ( !) (*) (**) Jumping D , Close Standing C , HCF + P then juggle with 
    any spevial or (S) DM or air CD/dn + B
    
    	=> ( !) Jumping C , DP + P
    
    	=> ! */** Jumping D , Close Standing C , HCF + P , juggle with HCB 
    + B then juggle with Bk , HCB + A
    
    
    
    ==> KENSOU SIE ( Psycho soldiers team ) <==
    
    Throws : 
    	+ Hakei : close fw/bk + C
    	+ Tomo Nage : close fw/bk + D
    
    Command attacks :
    	+ 2 handed overhead smash : fw + A
    	+ Leaning spin kick : fw + B
    
    Special moves : 
    	+ Cho Kyu Dan : QCB + P
    	+ Ryu So Geki : in air , QCF + P
    	+ Ryu Ren Ga : close , DP + P
    		Comment : tap P to increase the number of hits . Up to 12 
    (More ?) .
    
    	+ Ryu Ren Ga Ten Ryu : HCF + C
    	+ Ryu Gaku Sai : RDP + K
    	
    Desperation Moves :
    	+ Shinryu Tenbu Kyaku : QCF , HCB + B
    	+ Senki Hagin : close , QCF x2 + P
    		Comment : Unblockable . 
    
    	+ Mighty Bun : QCB x2 + P
    Comment : A button , for life recover , and C for a fake . If Kensou is 
    hit , he will sometimes counter . You can manually counter , by pressing 
    QCF x2 + P . Use it with care , it's easy to hit Kensou when he perform 
    this 
    
    About Kensou...
    
    
    Smiley Section :
    	( Athena , Chin
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : AC
    		Comment : standing C is a 2 hits that must be interrupted on 
    the second hit
    	Standing close : ABCD
    	Crouching : ACD
    
    
    Combo section :
    
    	=> ( !) (*) (**) Jumping D , Standing C/D then 
    -- HCF + A 
    -- QCF HCB + B
    
    	=> ( !) Jumping D , Crouching A , then HCF + C
    
    	=> ( !) Standing C , then 
    -- RDP + B 
    -- DP + P , then Standing B or HCF +A or QCF HCB + B 
    
    
    	=> ( !) (*) (**) Jumping D , Close standing D 
    		-- QCF x2 +P
    		-- DP + P (12 hits) standing B
    
    	=> */** QCB + A , Jump forward and kick the opponent with D , then 
    D as you land , QCF x2 + A
    
    	=> ( !) ** Standing C , QCF x2 + P
    
    
    
    ==> CHIN GENZAI ( Psycho soldiers team ) <==
    
    Throws : 
    	+ Alcoholic Forcing : close fw/bk + C
    	+ Sakakyaku Nage : close fw/bk + D
    
    Command attacks :
    	+ fw + A
    
    Special Moves : 
    	+ Hyotan Geki : QCB + P
    		Comment : can cancel some projectiles .
    
    	+ Ryurin Hourai : DP + P ( autoguard )
    	+ Kaiten Teki Karatokken : HCF + K
    	+ Suikankanoh : QCF + P then Cho Shu Riku Gyo or or Kaiten Teki 
    Kuu Totsu Ken
    		Comment : ABCD to cancel 
    
    	+ Cho Shu Riku Gyo : fw + P or QCF + P ( hold )
    + Bou Getsu Sui : QCB + K then Kaiten Teki Karatokken or Kaiten Teki Kuu 
    Totsu Ken or Ro Ja Hannoh or Rigyo Hanhoh
    Comment : you can move forward or backward . ABCD to cancel . When he's 
    lied , Chin is vulnerable to Grab/Command Throws and Ryo/Robert running 
    (S)DM
    
    	+ Kaiten Teki Kuu Totsu Ken : fw + K
    	+ Ro Ja Hannoh : up + B
    	+ Rigyo Hanhoh : up + D
    
    Desperation Moves : 
    	+ Gouran En Poh : QCF x2 + P
    		Comment : choose direction of the attack with A ( front ) or 
    C ( air )
    
    	+ Gourai En Poh : QCF , HCB + P
    
    About Chin...
    
    Smiley Section :
    	(  Athena , Kensou
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : ABC
    	Standing close : ABCD
    		Comment : standing D is a 2 hits that can be interrupted on 
    either hit .
    	Crouching : AC
    
    
    Combo section :
    
    	=> ( !) (*) Jumping C (2 hits) , Close standing C , then :
    		-- QCB + P
    		-- DP + C
    		-- QCF x2 + P
    		-- QCF HCB + P
    
    
    ==> CHIZURU KAGURA  ( Girls Team ) <==
    
    Throws : 
    	+ Reigetsu : close , fw/bk + C
    	+ Kaiten : close , fw/bk + D
    
    Special Moves : 
    	+ Hyakukatsu Tenshin No Kotowari : DP + P
    	+ Nihyaku Jyuunikatsu Shinsoku No Nokori : HCB +A/B/C/D then 
    Tenzui 
    	+ Tenzui : QCB + A/B/C/D
    		Comment : use the same button than Nihyaku Jyuunikatsu 
    Shinsoku No Nokori 
    
    	+ Nihyaku Jyuunikatsu Choumon No Ishhin : QCF + A/B/C/D
    	+ Hyakuhachikatsu Tamayura No Shitsune : HCF + P
    		Comment : reflect projectiles 
    
    Desperation Moves :
    	+ Rimenichikatsu Sanrai No Fujin : QCB , HCF + P
    Comment : involves no damages , but the opponent is unable to perform 
    specials or desperations moves . 
    
    	+ Rimenichijugokatsu Reigi No Ishizue : QCF x2 + K
    
    About Chizuru ...
    
    Smiley Section :
    	( Benimaru , Mai , King
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : ACD
    
    
    Combo section :
    
    	=> ( !) (*) (**) Jumping D , Close Standing C/D then 
    -- HCF + A 
    -- DP + P 
    -- QCF x2 + K
    
    	=> Jumping D , Close standing C , QCB + D then 
    		-- QCB + B
    		-- DP + P
    
    	A TOD 
    
    	=> ** Jumping D , Close standing C , QCFx2 +K , C , C , D , D
    		Comment : will dizzy . 23 hits combo
    
    
    ==> MAI SHIRANUI (Girls team ) <==
    
    Throws :
    	+ Shiranui Gourin : close , fw/bk + C
    	+ Kazukurumabonsi : close , fw/bk + D
    	+ Yume sakura : in air : close fw/bk/dn + C/D
    
    Command attacks :
    	+ Sliding Kick : crouch fw + B
    
    Special moves :
    	+ Kacho Sen : QCF + P
    	+ Ryu En Bu : QCB + P
    
    	+ Hisho Ryu En Jin : DP + K
    	+ Musasabi No Mai : hold dn , up + P or in air , QCF + P
    	+ Hissatsu Shinobibachi : HCF + K
    	+ Shiroi Tsuru No Mai : DP + P
    		Comment : good block damage , good range recovery , good 
    allll ! ! ! Terrible !	
    
    Desperation Moves :
    	+ Cho Hissatsu Shinobibachi : QCB , HCF + K
    	+ Houou Ryu Sei : QCB x2 + P
    	+ Sui Chou No Mai : QCF x 2 + P
    
    About Mai ...
    
    Smiley Section :
    	(  Benimaru , Andy , Yuri , Chizuru , King
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    	Crouching : C
    
    
    Combo section :
    
    	=> ( !) (*) Jumping D , Standing/Crouching C then 
    		-- QCB + P
    		-- DP + K
    		-- DP + P
    		-- HCF + K
    		-- QCB HCF + K
    
    	=> ( !) (*) Jumping QCB + P then 
    -- QCF x2 + P 
    -- QCB HCF + K
    		-- DP + K
    		-- DP + P
    		-- HCF + P
    
    
    ==> KING ( Girls Team ) <==
    
    Throws : 
    	+ Hold Rush : close fw/bk + C
    	+ Hook Buster : close fw/bk + D
    
    Command attacks : 
    	+ Slide Kick : crouch fw + D
    		Comment : good range but huge lag time if blocked .
    
    Special moves :
    	+ Venom Strike : QCF + K
    	+ Double Strike : QCF x2 + K
    	+ Tornado Kick : HCB + K
    	+ Mirage Kick : HCF + K
    	+ Surprise Rose : DP + P
    		Comment : juggle with the Tornado Kick in the corner .
    
    	+ Trap Shot : DP + K
    
    Desperation Moves :
    	+ Illusion Dance : QCF , HCB + K
    	+ Silent Flash : QCB x2 + K
    		Comment : very bad range . Better use it as an anti air move 
    .
    
    About King ...
    	+ Low C has a great anti air priority .
    	+ Jumping D has descent air to ground priority , low air to air 
    priority but acts as an overhead .
    
    Smiley Section :
    	( Benimaru , Ryo , Yuri , Chizuru , Yuri
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    		Comment : standing D is a 2 hits that can be interrupted on 
    either hit .
    	Crouching : AC
    
    
    Combo section :
    	
    	=> Jumping D , Standing D (2 hits) then 
    		-- QCF + D
    		-- HCF + K
    	-- DP + K
    
    => Jumping D , Standing D (1 hit ) then
    	-- QCFx2 +K
    	-- DP + C
    	-- HCB + D
    
    => ** Jumping D , Close Standing D (1 hit) QCB x2 + K , juggle with HCB 
    + K	
    
    King has a TOD , and dizzies her opponent
    	Conditions : corner
    
    	=> ! Jumping D , close standing D (1 hit) , DP + C , HCB + D
    
    	Infinite Combo
    
    	=> ! DP + A , crouching A whiffed into DP + A , repeat ...
    
    
    ==> KIM KAP HWAN ( Korea' strangest team ) <==
    
    Throws : 
    	+ Kubi Kwame Otoshi : close fw/bk + C
    	+ Sakkyaku Nage : close fw/bk + D
    
    Command attacks :
    	+ Nelio Tchagui : fw + B
    	+ fw + A
    
    Special Moves : 
    	+ Hien Zan : hold dn , up + K , then dn , after D Hien Zan 
    	+ Ku Sa Jin : Hold dn , up + P
    	+ Hangetu Zan : QCB + K
    	+ Hishokyaku : in air , QCF + K
    	+ Ryusei Raku : hold bk , fw + K
    
    Desperation Moves :
    	+ Houou Kyaku : QCB , HCF + K
    	+ Houou Ten Buken : in air QCF , HCB + K
    
    About Kim ...
    	+ No more air A , QCF + K .
    	+ Basic moves are now hard to interupt .
    	+ Air D now hits only one time .
    
    Smiley Section :
    	( Choi , Chang , Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : none
    	Standing close : ABC
    		Comment : standing C is a 2 hits that must be interrupted on 
    the first hit .
    
    	Crouching : AC
    
    
    Combo section :
    
    	=> ( !) Jumping D , Close Standing C (1 hit) then 
    -- QCB + K 
    -- Hold dn , fw + K
    
    	=> ( !) Crouching B x3 , Crouching A , then hold dn , up + P/K
    
    	=> ( !) */** Jumping D , Close C (1hit) , fw + A , QCB , HCF + K 
    (in air )
    
    	=> ! In air (as the opponent is in air) QCF + B , then as you land 
    : QCB + B , then dn , up + K
    
    	=>( !)  In air (as the opponent is in air) QCF + B , then as you 
    land dn up + P
    
    
    ==> CHANG KOEHAN ( Korea' strangest team ) <==
    
    Throws : 
    	+ Hagane Geki : close fw/bk + C
    	+ Kusari Jime : close fw/bk + D
    
    Command attacks :
    	+ Sliding iron ball : crouch fw + A
    		Comment : surprising , as it comes out quickly ... sometimes 
    , can be used as a DP .
    
    Special Moves :
    	+ Tekkyu Dai Kaiten : tap C ( autoguard )
    Comment : ABCD to cancel . You can move forward or backward .
    	+ Tekkyu Funsai Geki : hold bk , fw + P ( autoguard )
    	+ Tekkyu Hien Zan : hold dn , up + K
    	+ Dai Hakai Nage : close , HCB , fw + C
    
    Desperation Moves :
    	+ Tekkyu Daiboso : QCF , HCB + P
    		Comment : there are 6 differents endings .
    
    	+ Tekkyu Dai Satsujin : QCF x2 + P
    Comment : when Chang hits the ground , the effect is the same that 
    Goro's Ji Rai Shin( DP + C ) . As Chang falls on the opponent , this 
    attack is hard to block in the middle of the screen , but in the corner 
    you must be first standing blocking , then crouching blocking .
    
    About Chang ...
    
    Smiley Section :
    	(  Choi
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : B
    	Standing close : ABD
    	Crouching : ABCD
    
    
    Combo section :
    
    	=> ( !) Jumping D , Close Standing D , then 
    -- Tap C 
    -- HCB fw + C
    
    	=> Jumping C/D , Crouching C hold dn , up + K
    
    	=> ( !) Jumping D , Crouching B , Crouching A then hold dn , up + 
    K
    
    	=> Jumping D/A , Standing/Crouching A , QCF x2 + P
    		Comment : will let Chang vulnerable 
    
    	=> ( !) (*) (**) In the opponent's back : dn+C , QCF HCB + P
    
    
    ==> CHOI BOUNGE ( Korea' strangest team ) <==
    
    Throws :
    	+ Zujo Sashi : close , fw/bk + C
    	+ Tatsumaki Shippu Zan : hold dn , up + P
    Comment : dangerous , for Choi ! If the opponent performs the recovery 
    roll , he could hit Choi , as he lands 
    
    	+ Hishokuretsu Zan : hold dn , up + K
    		Comment : hold K to continue attack .
    
    	+ Senpu Hien Shitotsu : hold bk , fw + K then Hokoten Kan 
    		Comment : juggle with QCF HCB + K	
    
    + Hokoten Kan : any direction + button x3
    	+ Kaiten Hienzan : hold bk , fw + P
    		Comment : with C , it means press C to attack .
    
    	+ Hisho Kyaku : in air , QCF + K
    
    Desperation Moves :
    	+ Shin ! Chozetsu Tatsumaki Shinku Zan : HCB x2 + P
    Comment : you can move forward or backward . The tornado boundaries will 
    cancel projectiles , but is not invulnerable at the DM begining ...
    
    	+ Houou Kyaku : QCF , HCB + K
    
    About Choi ...
    
    Smiley Section :
    	(  Chang
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    
    Interruptables :
    	Standing far : BC
    	Standing close : ABC
    	Crouching : AC
    
    
    Combo section :
    
    	=> Jumping C , Crouching B , Crouching A , then 
    		-- Hold dn , up + C
    		-- QCF HCB + K
    
    	=> Jumping C , Crouching C then 
    		-- Hold dn , up + C
    		-- QCF HCB + K
    
    
    	=> */** Crossup C (1 hit)  , dn+B , dn+A , Standing A , QCF HCB + 
    K
    
    	=> */** Crossup C (2hits) , dn+C , fw+B , standing A , QCF HCB + K
    
    	=> ( !) */** Close standing C , fw+B , QCF HCB + K
    
    	=> ( !) */** Hold Bk , Fw + K  then QCF HCB + K
    
    	100 % Combo ...
    
    	=> ( !)** bk fw + B , fw+ B x2 (two forward drills) , dn fw+ B 
    (another drill) , dn+C , QCF HCB +K
    
    
    ==> YASHIRO NANAKASE ( New Faces Team ) <== 
    
    Throws :
    	+  close fw/bk + C
    	+ close fw/bk + D
    
    Command attacks :
    	+  Forward Poke Kick : fw + B
    
    Special Moves :
    	+ Duel Upper : DP + P (autoguard)
    Comment : As this is not a real DP , and Yashiro punches the opponent 
    first . It owns an autoguard property , so if someone jump and attack , 
    use it . The A version has a better recovery time but the C version will 
    result as a 2 hits .
    
    	+ Sledge Hammer : QCB + P
    Comment : a good move , if you use it to surprise your opponent . Owns 
    an overhead property , and can consequently be used in vicious traps ... 
    The A version has a 1/3 screen reach , and the C version a 1/2 reach . 
    The recovery time ise also a little bit important for the C version , so 
    in all cases , don't use this close to the opponent . A last problem 
    with this move is that the motion , matches with the Mighty Missile Bash 
    , so be very precise if you don't want it to comes out . Interrupt a CD 
    or a dn+D for a full surprising effect ...
    	
    + Mighty Missile Bash : HCB + P
    Comment : a sequence of punches , with a very bad range and recovery 
    time . The only way to use it is to combo it , unless you're sure to be 
    punished ...
    
    	+ Jet Counter : HCF + P
    Comment : a very fast and surprising punch : its range is very limited , 
    but it can be used to keep the pressure . If your opponent is not awake 
    , he'll eat the punch ... Try to onterrupt a low D with for full effect 
    .
    
    Desperation Moves :
    	+ Million Bash Stream : QCB , HCF + P
    Comment : same as the Mighty Missile Bash . Really need to be combo-ed , 
    unless the last punch let Yashiro very vulnerable .
    
    	+ Final Impact : QCF x2 + P 
    Comment : hold P to power up the attack , after 3 seconds , Yashiro will 
    release the attack . The 3 second attack is unblockable , the others 
    make the guard be crush , hence , Yashiro is not as vulnerable as after 
    the Million Bash Stream .
    
    About Yashiro ...
    + Yashiro owns a very interesting D . First you can use far D as Beni or 
    Robert . More , close standing D breaks the opponent low guard , that 
    mean you can easily combo a DM after hit , due to the slowness of the 
    hit .
    + Yashiro own a very good crouched 
    ************************************************************************
    ******************
    ************************************************************************
    **************
    *************************************
    ************************************************************************
    **********************
    
    ****************
    *********************************
    ***********
    *
    ****************
    *****************
    ********************
    ****************
    **************************************************************n the 
    first hit 
    
    	
    
    Combo Section :
    Yashiro has a limited number of combos due to his pressing style . 
    Playing Yashiro is dealing with works mentally your opponent and always 
    keep the pressure . He really could let the opponent at good range and 
    surprise him by traps and lighting attacks . So try to experiment this : 
    
    => ( !) Jumping D , Standing C/D , then 
    -- HCF + A 
    -- HCB + A
    -- fw + B
    
    => ( !) */**  Jumping D , Standing C/D , QCB  HCF + A
    
    
    
    ==> SHERMIE ( New Faces Team ) <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Command attacks :
    	+ fw + B
    
    Special Moves :
    	+ Shermie Whip : close , DP + K
    Comment : even if it doesn't look like a DP , it can be used as a real 
    DP ( that is to say , for anti air using )
    
    	+ Axel Spin Kick : QCB + K
    	+ Shermie Shoot : HCF + K
    	+ Shermie Spiral : close , HCF + P
    
    Desperation Moves :
    	+ Shermie Flash : close , HCB x2 + P
    	+ Shermie Carnival : close , HCF x2 + P
    		Comment : the opponent can escape from this grab by shaking 
    controller and tapping the buttons
    
    About Shermie ...
    	+ Strange basic attacks . Rather use the close B to combo her 
    comnand throws ( even if it possible with C ) .
    	+ Standing CD have a good range ( as Robert's one ) , and very 
    useful against sweeps 
    + Standig D ( far ) has a good range and anti air priority , but must be 
    used at the right time , as it's a really slow move .
    + Crouched C is also a terrible anti air ....
    + Standing B ( far ) can also be used as an anti air attack , but is 
    more useful as an overhead , if your opponent is at roll range .
    + Air D have huge priority
    
    Smiley Section :
    	( Chang , Choi , Yashiro , Chris
    	( Benimaru
    	
    Interruptables :
    	Standing far : B
    	Standing close : ABC
    		Comment : standing B is a 2 hits that must be interrupted on 
    the first hit 
    	Crouching : AC
    
    
    Combo section :
    	Few combos based on the same scheme :
    	
    	=> ( !) (*) (**) Jumping D , Close Standing/Crouching C , then HCF 
    + P or any (S)DM 
    
    
    
    ==> CHRIS ( New Faces Team ) <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Command attacks :
    	+ fw + A
    
    Special Moves :
    	+ Slide Touch : QCF + P
    		Comment : C is the image of Chris . A for actual Chris .
    
    	+ Gliding Stomp : in air , QCF + K
    	+ Shooting Dancer Thrust : HCB + P
    		Comment : hits standing blocking opponent .
    
    	+ Shooting Dancer Step : HCB + K  (overhead)
    	+ Huting Air Blast : DP + K
    	
    Desperation Moves :
    	+ Chain Slide Touch : QCF x2 + P
    	+ Twister Drive : QCB x2 + K
    
    About Chris ...
    
    Smiley Section :
    	( Chang , Choi , Yashiro , Shermie
    	( Others
    
    Interruptables :
    	Standing far : AC
    		Comment : standing C is a 2 hits that must be interrupted on 
    the first hit 
    	Standing close : ABCD
    	Crouching : AC
    
    
    Combo section :
    
    	=> ( !) (*) (**)  Jumping C/D , Standing/Crouching C , then
    		-- fw+A , QCF + A
    		-- fw +A , DP + K
    		-- QCF x2 + P
    		-- fw+A , QCB x2 + K
    
    	=> ( !) Jumping D , dn+A , dn+C , fw+A , HCB+C
    
    	=> ( !) */** Jumping D , dn+A , fw+A , QCFx2 + P
    
    	=> ( !) ** Jumping D , Far Standing C , fw+A , QCFx2 + P
    
    	=> Crouching B x2 , Crouching A , Fw + A then QCF + A or QCB x2 + 
    K
    
    
    ==> RYUJI YAMAZAKI ( '97 Special Team ) <==
    
    
    Throws : 
    + Bun Nage : close fw/bk + C
    + close fw/bk + D
    
    Command attacks :
    	+ Bussashi : fw + A
    
    Special Moves :
    	+ Hebi Tsukai : QCB + A/B/C
    Comment : A is for jumped attack , B for front attacks , C hits low on 
    the ground . You can hold the button to delay the attack and D can be 
    used to cancel ( hence it could be used to charge your power gauge , in 
    advanced mode ) . B and C can be combo-ed , but you shouldn't combo the 
    A version .
    
    	+ Sabaki No Shichikubi : DP + P
    		Comment : Very good range .
    
    	+ Baikaeshi : QCF + P
    		Comment : C button to reflect projectiles . 
    
    	+ Suna Kake : DP + K
    		Comment : after this attack , there is a little time 
    meanwhile the opponent cannot attack .
    
    	+ Budan Bachiki : close , HCF + C
    	+ Sado Maso : HCF + K
    Comment : Yamazaki wait to be attacked then hits . Beware of command 
    throws users ... It is possible to juggle with the QCB + A/B  provided 
    the counter message appears . When Yamazaki is hit in his back , he'll 
    still counter , but the move is not safe , if the opponent is combo-ing 
    ...
    
    Desperation Moves :
    	+ La Guillotine : QCF x2 + P
    		Comment : can pass over projectiles and attacks . Catches 
    opponents in the air .
    
    	+ La Drill : close , HCB x2 + P , tap C
    Comment : there are 8 differents endings (4 for the DM and 4 for the 
    SDM) . Tap C+A for better effect .
    
    About Ryuji ...
    	+ A very good far standing D , as Beni and Robert .
    	+ Air C wins against King's crouch C
    	+ A good command throw .
    
    Smiley Section :
    	( Chang , Choi
    	( Terry , Andy , Kim , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    		Comment : standing D is a 2 hits that must be interrupted on 
    the first hit .
    	Crouching : AC
    
    
    Combo section :
    	Ryuji's combos are :
    
    	=> ( !) Jumping D , Close Standing/Crouching C , then
    -- QCB + B/C (A version only vs tll characters)
    -- DP + P , then QCB + B/C
    -- HCF + P 
    
    	=> ( !) Close Standing/Crouching C then DP + B , then QCB + B/C
    
    	=> ( !) Jumping C/D , close standing C , fw+A , QCB + B/C
    
    	=> ( !) (*) (**)Close Standing/Crouching C the any (S)DM
    		Comment : for this one , it's better to use the 2 hits close 
    standing D .
    
    	Yamazaki can also do a very hard to pull off infinite :
    
    	=> Crouched A then DP + D canceled into QCB + C , canceled by D 
    button , repeat ...
    
    
    
    ==> BLUE MARY (Mary Ryan) ( '97 Special Team ) <==
    
    Throws :
    	+ Axle Hold : close fw/bk + C
    	+ close bk/fw + D
    
    Command attacks :
    	+ Low Swipe Punch : fw + A
    		Comment : very useful in a combo , after a 2 hits standing C 
    , for example .
    
    	+ Handstand : crouch fw + B
    		Comment : Mary's anti air poke .
    
    Special moves :
    	+ M. Spider : QCF + P
    		Comment : try to include this move in your pressing . Such 
    as this : C , fw + A , QCF + P .
    
    	+¨Spin Fall : QCF + K
    	+ Straight Slider : hold bk , fw + K then M. Crab Clutch
    		Comment : goes under projectiles ( not Iori or Terry like , 
    that is to say , really on the ground ) .
    
    	+ M. Crab Clutch : QCF + K
    	+ Vertical Arrow : DP + K , then M. Snatcher		
    	+ M. Snatcher : DP + K
    Comment : Mary Snatcher owns a huge anti air priority . Most Mary user 
    try to use the Vertical Arrow to counter jumped attacks , but in fact , 
    
    you increase your chance using the Snatcher instead of the Arrow . This 
    means that you have to perform the second DP , right after the first one 
    : the Snatcher is a real air grab with great range , and is certainly 
    one of the best anti air in the whole game , because as it is a grab , 
    it's an overprioritized move .... First you may think that the vertical 
    arrow is a problem , because , you're vulnerable ... but it could be 
    used to fake , and tease the opponent , he will try to attack with a 
    crossup or a jump . And the Snatcher will grab him/her . ...You can 
    seldom finish the opponent with it , like after M. Typhoon , the 
    Backdrop Real or any jumped attack , provided you land before him/her . 
    Works also with crouched D .
    
    	+ M. Head Buster : QCB + B (reversal)
    		Comment : blocks specials attacks , some (S)DM , and jumped 
    attacks .
    
    	+ Stungun Smasher : QCB + D (reversal)
    Comment : blocks ground pokes . Throw opponent in the air , hence , you 
    can juggle after it , with the M. Splash Rose or M. Dynamite Swing .
    
    	+ Backdrop Real : close , HCF + C
    		Comment : finish with M.Snatcher , only in the corner ( or 
    close to ) .
    
    Desperation Moves : 
    	+ M. Typhoon : close , HCB x2 + P
    	+ M. Splash Rose : QCF , HCB + P
    Comment : this move has a huge anti air priority , and can be used as a 
    DP . Juggle with M. Snatcher , but the opponent can roll with AB ... so 
    be sure to grab him
    
    	+ M. Dynamite Swing : QCF x2 + K
    Comment : Juggle with M. Snatcher
    
    About Mary ...
    	+ She's in ! a real combo character , at least as Terry is .
    + Her chain combos are easy to perform , and her 2 hits C allows to take 
    time , performing combos . You can really combo easily her DM ( at leat 
    M. Typhoon and M. Dynamite Swing ) .
    + Her crouch D goes under some projectiles ( Kensou , Athena ... )
    + Mary is an powerfull character because she owns every advantages of 
    each kind of fighting style . She has a command throw ans is then 
    dangerous at close range . She's really good in combo-ing and owns a 
    deadly 100 % . Reversals and various good panoply of basic attack , can 
    allows her to turtle ... The M.Snatcher is the best move in the game to 
    counter air attacks so ... I think we can say that she's overpowered . 
    
    Smiley Section :
    	( Benimaru , Terry 
    	( Yamazaki , Iori
    
    Interruptables :
    	Standing far : none
    	Standing close : ABCD
    		Comment : standing C is a 2 hits that can be interrupted on 
    either hit
    	Crouching : AC
    
    
    Combo section :
    	Basic classic scheme
    
    	=> ( !) (*) (**) Jumping D Close Standing C (2 hits) any special 
    or (S)DM excet QCF + P/K
    	
    	But Mary can also add fw + A after the close C :
    
    	=> ( !) (*) (**) Jumping D Close Standing C (2 hits ) fw + A , 
    then 
    -- HCF + C 
    -- QCF , HCB + P (M.Splash Rose) 
    		-- QCF x2 + P
    
    	Don't forget that the corner allows to juggle with the M.Snatcher 
    after the M.Head Buster
    
    	=> ( !) */** dn+B , dn+A x2 , HCBx2 + K
    
    	She can also juggle after her reversal D with :
    		-- 1 hit standing C , DP + K , DP + K
    		-- QCF , HCB + P
    		-- QCF x2 + K ( need to take the opponent very late )
    
    Mary hence owns a deadly 100 % :
    	Conditions : MAXed , one crystal stored or life bar flashing red
    
    
    	=> ** Jumping D , Close C (2 hits) , fw + A , QCF HCB + P , DP + K 
    DP + K
    		Comment : the Vertical Arrow won't hit but the Snatcher will 
    grab .
    
    
    
    ==> BILLY KANE ( '97 Special Team ) <==
    
    Throws : 
    	+ Fish Toss : close fw/bk + C
    	
    Command attacks :
    	+ Mid thrust : fw + A
    	+ Hell Drop : fw + B
    
    Special moves : 
    	+ Senpuu Kon : Tap A
    		Comment : cancels projectiles 
    
    	+ Jyou Ten Reha Kon : Tap C
    	+ Senen Sa Kon : DP + P then Kaen Sansetsu Kon 
    	+ Kaen Sansetsu Kon : HCF + P then QCF + P
    	+ Kyoretsu Hisho Kon : DP + K
    		Comment : you can move forward or backward .
    
    	+ Ka Ryu Tsuigeki Kon : QCB + B (reversal)
    		Comment : blocks ground pokes
    
    	+ Sui Ryu Tsuigeki Kon : QCB + D (reversal)
    		Comment : air attacks block and sweeps
    
    Desperation Moves :
    	+ Cho Kaen Senpuu Kon : QCF , HCB + P
    		Comment : cancels projectiles . In the corner , you can 
    juggle with the DP + A .
    
    	+ Tai Senpuu Kon : QCF x2 + P
    
    About Billy ...
    
    Smiley Section :
    	( Terry , Andy , Yamazaki , Iori 
    	( Others
    	
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : C
    
    
    Combo section :
    	Billy is a limited combo character :
    
    	=> ( !) Jumping D , Crouching C , HCF + P , QCF + P
    
    	=> ( !) (**) Crouching C then 
    -- DP + P 
    -- Tap A/C 
    -- QCF x2 + P
    
    	=> ( !) Dn + B , Standing B , DP +C  
    
    	Billy can dizzies his opponent with the following :
    
    	=> DP + K (3 hits) , Dn+C , HCF + A , QCF + A
    
    
    ==> IORI YAGAMI ( Solo Entry ) <==
    
    Throws :
    	+ Saka Hagi : close , fw/bk + C
    	+ Saka Saka Hagi : close , fw/bk + D
    
    Command attacks :
    	+ Double Knuckle Smash : fw + A'A
    	+ Double Overhead Kick : fw + B (overhead)
    	+ Reverse Kick : in air , bk + B
    		Comment : a crossup kick .
    
    Special Moves : 
    	+ 108 Yami Barai : QCF + P
    	+ 207 Aoi Hana : QCB + P ( x3 )
    	+ 100 Shiki Oniyaki : DP + P
    		Comment : the A version doesn't knock down no more .
    
    	+ 212 Shiki Kototuki In : HCB + K
    		Comment : slower than the '96 version ...
    
    	+ Kuzu Kaze : close , HCF + P
    Comment : after this move , Iori can hit his opponent with a Standing C 
    and follow up with a DM or another attack ... In the corner , he can use 
    this grab another time after the standing C
    
    Desperation Moves :
    	+ Kin 1211 Shiki Yaotome : QCF , HCB + P
    Comment : Goes under some projectiles , such as Kensou/Athena's and owns 
    a great priority , generally speaking ...
    
    	+ Ura 108 Yattsu Sakazuki : QCB HCF + P
    Comment : Doesn't damage but freeze the opponent for a short time . Iori 
    could do whatever he wants ... This is NOT combo-able . There is a way 
    to delay this attack (à la Kyo) : just do it using B+C or C+D
    
    
    About Iori ...
    
    Smiley Section :
    	( Chang , Choi
    	( Chizuru , Yashiro , Shermie , Chris
    	
    Interruptables :
    	Standing far : C
    	Standing close : ABC
    	Crouching : ABC
    
    
    Combo section :
    	Scheme :
    
    	=> ( !) (*) (**) Jumping D , Close Standing C , any special move , 
    or QCF  HCB + P (S)DM
    
    The HCF + P in the corner allow to juggle with C and QCB x2 + P , then C 
    again etc ... but not to do the old '96 infinite . Don't forget to combo 
    after the QCF x2 (S)DM
    
    	=> ! (*) (**) QCB + A , QCB + A then DP + A or QCF HCB + P
    		Comment : only the second QCB + A have to hit . Hard to pull 
    
    off .
    
    	=> Crossup bk + B , Close Standing B , Fw + A'A , QCB + P x3
    
    	Corner scum gale
    
    => ! (*) (**) connect HCF + P then QCB + A , QCB + A , Close Standing C 
    , QCB + A , QCB + A Close    Standing C QCF , HCB + P
    
    	Another Corner scum gale , who dizzies 
    
    	=> !  Crossup bk+B , Close Standing C , HCF+C , Close standing C , 
    HCF + C , QCB + C x3
    
    
    ==> SHINGO YABUKI ( Solo Entry ) <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Command attacks :
    	+ Axe Kick : fw + B
    		Comment : same as Kyo's one , but not an overhead .
    
    Special Moves :
    	+ Mikansei Ara Kami : QCF + A
    		Comment : better use this one in the corner ...
    
    	+ Mikansei Doku Kami : QCF + C
    		Comment : knock downs the opponent 
    
    	+ Mikansei Oniyaki : DP + P
    		Comment : same as Kyo , with no fire , but owns an autoguard 
    .
    
    	+ 101 Privations : QCB + K
    Comment : the D version need to be combo -ed in the corner ( like 
    Shingo' specials , in general ) , hence , all the three kicks , will hit 
    . Can be used as an anti air .
    
    	+ Shingo Kick : HCF + K (overhead)
    Comment : a good range , and good recovery , allowing Shingo to use this 
    , in a pressing sequence . The Shingo Kick owns a special overhead 
    property : if the first point of contact of the kick hits , he will 
    knock downs crouched opponent , but not if the second point of impact 
    hits .
    
    Desperation Moves :
    	+ Cho Kototuki You : QCF x2 + P
    Comment : really need to be comboed ! You can juggle after it , 
    especially in the corner , with a standing D , or a DP . Be carefull , 
    this move as really low priority . On the other side , it is really 
    powerfull ... And allows to perform a guard crush with the SDM , so if 
    you have another bar stored , you can combo another one right after the 
    crush !
    
    	+ Burning Shingo : QCB , HCF + P
    
    About Shingo...
    	+ Standing C break the opponent's low guard
    	+ Standing D has a descent anti air priority , and his far enough 
    to be used in a pressing .
    	+ Shingo generate a lots of criticals hits : immediatly attack , 
    if you're at good range .
    
    Smiley Section :
    	( Yashiro , Shermie , Chris , Yamazaki , Iori
    	( Others
    
    Interruptables :
    	Standing far : A
    	Standing close : ABCD
    	Crouching : ACD
    
    
    Combo section :
    	Scheme :
    
    	=> ( !) (*) (**)  Jumping D , Close Standing/Crouch C , any 
    special move/(S)DM
    		Comment : you need the corner condition to combo the 3 hits 
    of the D version of 101 Privations . 
    
    	=> ( !) ** QCF x2 + P , when the opponent is blocking then :
    		-- QCF x2 + P
    		-- any special/(S)DM
    
    	=> ( !) ** dn + B , dn +C , QCB HCF + P
    
    Shingo owns a 100 %
    	Conditions : MAXed and 2 crystals stored or life bar flashing red
    
    	=> ! ** Jumping C , Crouch C , QCF x2 + P , HCB + D
    		Comment : in fact you can use the Standing D , the DP + P or 
    the HCB + K to end this combo ...
    
    
    
    ==> OROCHI YASHIRO <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Special moves : 
    	+ Slam attack : close , HCF + P
    	+ Grab attack : close , HCB , fw + P
    	+ Running Grab : HCF + K
    	+ Leaping Stunner : QCB + P
    Comment : This move doesn't damage the opponent lifebar and works like 
    Iori's HCF + P . After this , you're in the opponent back , therefore , 
    think about using another grab , even (S)DM . An interesting tactic 
    
    could be : crouch D , interrupted , then QCB + A .
    
    Desperation moves : 
    	+ Super Grab : close : HCB x2 + P
    	+ QCF x2 + P
    		Comment : tap P to power up
    
    	+ Super Grab Two : close : HCF x2 + P
    
    About Orochi Yashiro ...
    
    Combo section :
    	O.Yashiro has also a limited number of combos :
    
    	=> ( !) (*) (**) Jumping D , Close standing C/D then HCF+P or HCB 
    fw + P or HCB x2/HCF x2 + P
    
    
    
    ==> OROCHI SHERMIE <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Special moves :
    	+ Electric Kiss : HCF + A/B/C/D
    Comment : set the distance with the right button . Interesting because 
    you can use the kiss as Leona's ball , this mean that as the opponent is 
    caught by the kiss , you can attack him . With combo of course , and 
    even with the An Ko Ku Raikoken (S)DM ...
    
    	+ Electric Slash : QCB + P
    	+ Electric Drill Kick : QCB + K
    	+ Electic Flip : in air , QCF + K
    
    Desperation moves :
    	+ Dark Lighting Fist ( An Ko Ku Raikoken ) QCF x2 + P
    		Comment : same as Benimaru .
    
    	+ Super Drill Kick Style : QCF , HCB + K
    
    About Orochi Shermie ...
    
    Combos section :
    	Few combos .... 
    
    	=> */**  Jumping D , Close Standing C , QCF x2 + P or QCB x2 + P . 
    Also HCF + A
    .
    	If you are close to the opponent :
    
    	=> */** HCF + B  then
    		-- dn+C , QCF x2 + K
    		-- Close Standing C , fw+B , QCF x2 + P
    
    	=> Crossup C , dn+C , fw+B , QCB + P
    
    
    ==> OROCHI CHRIS <==
    
    Throws :
    	+ close bk/fw + C
    	+ close bk/fw + D
    
    Special moves :
    	+ Fire Clouds : QCF + P
    	+ Leap : QCB + P
    	+ Special throw : close , HCF + P
    	+ Uppercut : DP + P
    	
    Desperation moves :
    	+ Kyo Like Super : QCB , HCF + P
    	+ Purple Cloud Super : QCF x2 + P
    
    About Orochi Chris ...
    
    Combos section :
    
    	=>( !) (*) (**) Jumping C/D , Standing C , Fw+A then DP + P or HCF 
    + P . If HCF + P , follow with 
    		-- DP + A
    		-- Standing CD
    		-- any DM
    
    	=> ( !) (*) (**) dn+B , dn+A , fw+A , HCF+C , any dance juggle
    
    	=> */** QCF + P , dash forward , fw+A ; QCB HCF + P
    
    => ( !) (*) (**) dn + D , then as the opponent recovers : dash forward , 
    QCB + P , fw+A , HCB + P , any dance juggle
    
    	=> ! (*) (**) QCB + P , dn+B , dn+A , fw+A , HCF + C , any dance 
    juggle 
    
    	O.Chris owns a 100% combo :
    
    	=> ! ** QCF + P , QCB + P , Close standing C , fw+A , HCF + C , 
    QCF x2 + P	
    
    
    ==> OROCHI IORI <==
    
    About this ?# !*£$ ...
    
    Smile***********
    *
    ***
    ***
    
    ****************
    
    ********************************************************************
    
    *******************************
    
    **********
    
    ************************************************************************
    *******************
    
    
    ********************
    
    **********************
    
    ****************
    *
    ***************
    *********
    
    ***************
    
    ************************************************************************
    *********************
    
    **********************************************************bk , fw + K 
    then 
    		-- dn , up + P
    		-- jump , QCF HCB + A 
    
    	=> ( !) */**  Jumping C , Jumping D , QCF HCB + A
    
    
    
    	Credits and KOF references
    
    * The King of fighters mailling list : kof-ml@umich.edu
    	Where you can find a looooottt of information from a looottt of 
    KOF addicts ... Thanx to all of U !
    
    
    * Olivier : fj891558@er.uquam.ca
    For his master spirit ;) , lots of stupids ideas :p , criticy this faq 
    preview , testing few things and correcting a lot of errors/mistakes !
    
    * Matt Hall aka Sie Kensou : Kensou@aol.com
    	To allow me to include some info from his combo faq . A reallyyy 
    ggoooood work ! Yes !
    		http://www.geocities.com/TimesSquare/Arcade/9873/		
    
    * mOOnrun : moonrun@pacific.net.sg
    Note that the whiff infinite combos basis is from him ! check his web 
    page here :
    		http://home2.pacific.net.sg/~moonrun/index.html
    
    * Sheila aka YuriMai : YuRiMai@netcom.ca
    	RER !One of the best KOF référence. Check the Queen of Fighter 
    garbage here :
    		http://tor-pw1.netcom.ca/~yurimai/index.html
    
    *Andrew Seyoon Park aka Ex Andy asp@uclink2.berkeley.edu
    Who written the basis faq . The best KOF référence for a beginner . Find 
    it on the KOF help page , with others characters guides :
    		http://www.geocities.com/TimesSquare/Alley/4810/
    
    * David aka DRC : drcone@hotmail.com
    	For sending few combos , and hosting this faq on his homepage . 
    Check DRC's place here :
    http ://www.mygale.org/~drcone/
    
    * Vincent aka TITOU(T2) : t2vince@mygale.org
    	He hosts this faq on his homepage . Check his KOF page at : 
    http ://www.mygale.org/07/t2vince/
    
    
    More to come in next updates ...
    * Guard crush and maybe KO table for every characters
    
    * More comments 'bout chracters and their basic/special/DM moves
    
    * Grabber section
    
    * Pressing suggestions for few characters
    
    
    	Feedback ? 
    
    Please sent comments ,  additions , like/dislike etc... or suggestions : 
    you can mail me via my private e-mail at  rossetti@alpes-net.fr
    
    This faq is just for entertainment u see ... hence it must not be used 
    as a source of profit . Feel free to use it for your own , but please 
    give credit when credit is due or I'll catch you and force you to play 
    MK4 vs the scrubs of my local arcade center !
    
    The King Of Fighter Player Guide v.1.1	- Last updated on 21/11/97-