The King of Fighters 97. Chang Koehan's Guide, ver 1.5 by Jesus Cantu "PANCHO" <firstname.lastname@example.org> <email@example.com> <firstname.lastname@example.org> This guide has the purpose of teaching how to use the Fat, beardy prisoner. I know, nobody wants to play as him since he is slow and infamous like his fellow mate, Choi, but his strength and attack priority makes him powerful. He is an easy-to-play character, but if you want to extract his full power (I sound like a DBZ fighter...), it is dificult to do. His combos (yes, he has them) are not wonderful, but effective. According to my theory he has a 100% combo, but I haven't done this yet. My theory consist as I once made a crouching C (2 hits), and accidentally cancelled it into the SDM. This makes my challenger terrified when he sees the damage... I only give him a pair of kicks before I made the move, he was with his 80% of energy, and the combo killed him. I'm not kidding. Well, strength is not everything that he has- he also has autoguard moves, priority against Orochi Leona & Iori's jump attacks (yes, I'm telling you the truth), and more. Please feel free to put this FAQ at your site, but don't forget to give the corresponding credit. CONTENTS ---------------- 1. Introduction. 1.1. Fighter's Profile. 1.2. Sayings and Poses during battles. 2. Moves. 2.1. Normal Moves. 2.2. Special Moves. 2.3. Desperation Moves. 2.4. Command Moves. 3. Combos. 4. General Strategy. 4.1. General. 4.2. Against the computer. 4.3. Against a human challenger. 4.3.1. Normal Characters. 4.3.2. Orochi Characters. 4.4. Mind Game. 5. Credits. 1.-INTRODUCTION. 1.1 Fighter's Profile "The Man of Steel" NAME: Chang Koehan FIGHTING STYLE: Tae Kwon Do & Power Attacks NATIONALITY: Korea BIRTHDATE: October 21, 1958 AGE: 39 HEIGHT: 227cm WEIGHT: 203kg (Too much) BLOODTYPE: B HOBBIES: Breaking Things FAVORITE FOOD: Roasted Whole Sheep FAVORITE SPORT: Table Tennis MOST VALUABLE POSSESION: His Iron Ball THING HE HATES THE MOST: Centipedes After years of training under the "God-like" Kim, Chang and Choi are still considered "not good enough yet". Kim feels an obligation to get these scoundrels back onto a normal life, and has given them a real hard menu to train on. But despite their master's concerns, Chang and Choi can only think of the day they leave Kim's presence, and once again prevail as villans. Everyday, while planning their grand exit from the Kim dojo, Chang and Choi works diligently under his hard supervision with a smile. 1.2 Poses and Sayings during battles. OPENING : Bangs his head against his iron ball. TAUNT : Hits his belly with his hand saying, "Doushta." (What's wrong?) WIN POSES : - Swings ball around with one hand rapidly saying, "Ora! Sugi Detekoi koi!" (Hey! Who's Next!) - Polishes his iron ball with his shirt, humming to himself as his head glimmers. - Drops to one knee and clenches a fist, grunting. LOSS TO TIME : Drops his iron ball then breaks his chains. DEFEATED: Screams making a musical tune. WAITING HIS TURN: He is eating during other characters fight. When the other loses, becomes sad, butnever stops eating. COLOR UNIFORMS: ADVANCED- A button: White with Blue (cool!!!!). D button: Yellow and Green (much too weird). EXTRA- A button: Blue and Red (yuck!!!). D button: Black and Red (cool). 2.-MOVES. The following moves are done when you're facing to the right. An (*) shows the effectiveness grade of the move according to my opinion. 1 is the lower, 5 the higher. 2.1 Normal Moves. Normal moves are the basics for most of the attacks in the game. Just press A, B, C or D to punch or kick the opponent. These are the keys for winning a game as well as combos go. Far Standing A (weak punch) Can be cancelled. Effectiveness:**** Chang gives just a little slap with the fingers. It is very useful for poking tall opponents, receiving hoppers, and in stopping a start-air attack. You can cancel with a Ball Swing or with the Iron Ball Frenzy. Don't use this against small opponents or an opponent who is crouching. Close Standing A (weak punch) Can be cancelled. Effectivenes:* Chang shots an elbow smash. Low range, and is too high to be conected to a small/crouched enemy. Crouching A (weak punch) Can be cancelled. Effectiveness:*** Chang throws an elbow punch, with the same range as the close standing, but he does it crouching. Use it instead of close standing A to connect a chain combo. Jumping A (weak punch) Non cancelable Effectiveness:** Chang just shows his fist and hits the opponent with a low power attack. I don't use this often, but you may use it to gain some air-attack priority. Far standing B (weak kick) Non Cancelable. Effectiveness:* Chang gives a kick, just a kick. I never use this move, so... Close standing B (weak kick) Can be cancelled. Effectiveness:** Chang gives the same kick as above, with the difference of cancel and that you are close to the opponent. Use only in chain combos and by cancelling it in to Destruction Throw. Crouching B (weak kick) Can be cancelled. Effectiveness:***** Chang gives just a low kick. His 2nd best movement, in my view. Since it must be blocked low, you can use it to connect the lowest fierce combo. Use it often and cancel it with Ball Swing, Sommersault Stomp or Destruction Throw. Jumping B (weak kick) Non cancelable. Effectiveness: * Chang does the same kick as standing, except that he is jumping. Never use the move, so, no more descriptions. Maybe can be used to gain air-attack priority, but it's not so good. Far Standing C (strong punch) Non Cancelable. Effectiveness:** Chang throws his iron ball for hitting th enemies. Great range, but he does it to high. Use this move to receive an opponent who is arriving to ground from a miss jump. Don't use this oftenly, because you may miss if the opponent crouches. Close Standing C (strong punch) Non cancelable. Effectiveness:*** Chang gives two hits with his iron ball. No more descriptions. Good and effective move, takes big damage. Crouching C (strong punch) Can be cancelled. Effectiveness:***** Chang throws upwards his iron ball, hitting twice if the opponent is at the ground and hits all flying things. This move is good for stoping some air attacks, but it is a bit slow. Also you can combo into a Desperation Move. Practice it and you may master blocking air attacks and the most fierce combos. Jumping C (strong punch) Non cancelable. Effectiveness:***** Chang hits his opponent with his iron ball (as all strong punches...)by jumping, showing his iron ball at a 0º degree (in other words, directly to the jumper's face). The best move in his arsenal. Use this often when a character jumps toward, back, or vertical. You must anticipate the opponent before he launchs a punch/kick, since Chang performs it a bit slow. but works perfectly. Far standing D (strong kick) Non Cancelable effectiveness:** Chang shots a kick toward the opponent with a good range. Use this move instead of his far standing C, as a mode of "poking" an opponent. Since it is slow, don't poke the opponent often with this move. Could be used for surprise a runner... Close Standing D (strong kick) Can be cancelled Effectiveness:**** Chang kicks the opponent's head, but he performs it too high. Good for some combos. Can be cancelled into "A" Ball Swing, Pressure of Death and iron Ball Frenzy when in a corner... Crouching D (strong kick) Non cancelable Effectiveness:*** Chang swings his iron ball toward the opponent, sweeping the opponent. This move is slow, but with a good range in sweep kicks (but this is not a kick!!!). Use it when the opponent is a bit far of you. Never use this in a close attack. Jumping D (strong kick) Non cancelable. Effectiveness:**** Chang kicks an opponent by jumping, hitting the opponent who is below him. Use this kick to start a combo from the air. Also, you can stop some air attacks since it has some priority. This is his best air to ground attack. Standing CD (knockdown punch) Can be cancelled. Effectiveness:** Chang performs a tummy hit toward the opponent. Use this when you want to cancel it into a Crusher Ball to make the opponent think if he avoid it or not. However, I don't use this move often. Jumping CD (knokcdown punch) Non cancelable. Effectiveness:*** Chang swings his ball toward the opponent by jumping. Use this as an anti aerial attack, but the Jumping C is better, since it is faster than jumping CD. 2.2. Special Moves 1. Crusher Ball Efectiveness: ** Hold back for 2 sec, then forward + A or C. In this move, Chang swings his ball backwards and then releases it toward the opponent. Big damage, but inflicts more with the C version. Even if it is slow, and can be avoided, it will hit often since all human opponents want to look "great" by avoiding it with stupid moves. The A button version is faster than C version, but it has less time of autoguarding. The C version is slower, but it has a better autoguard and range. Use this move if you want to increase your power meter in ADVANCED mode. Also, do the move A and C, A and C, and sometimes use C and C or A and A to make a randomly attack. This sometimes confuse (in strategy, not by hitting) the opponents, specially human. 2. Swing Ball. Efectiveness:** Press A or C several times. Chang swings his iron ball upwards, hitting all flying things. The weak point of this move is the low defense. It can be cancelled by pressing ABCD. Chang can move while doing the movement. Also, he is invincible against projectiles. Use this move only in a combo or when the opponent is in a corner and in the ground. Since the move cannot be executed quickly, don't use the move for stopping air attacks unless you have quick reflexes and timing. Cancel it if you hit the opponent or when it is ineffective. You can also use this move for buildin' up stocks in Advanced mode. Just tap A+B+C+D at the same time, so Chang will start the Ball Swing, and then cancel it, then begin again, and repeat... 3. Sommersault Stomp. Effectiveness:*** Hold down for 2 sec, then up + B or D Chang throws a fierce kick upwards, then goes to ground, with hit valor from the start to the end. The weak point is when you're on ground. You get defenseless. Use this move to stop some air attacks, or in a combo. Since it has hit valor in all the movement, the characters (yes, specially human) confuses and can be hit. 4. Destruction Throw Effectiveness:*** HCB, forward + A or C, close to opponent. Chang grabs his opponent by hitting him/her several times in the ground. As all command throws, use against opponents, specially ADVANCED players. Use also as a wake up attack, when you don't have any Power bar to do a desperation move. 2.3.Desperation Moves 1. Iron Ball Frenzy QCF, HCB + A or C Effectiveness:**** Chang hits himself with his iron ball in the head, and starts "running" to the opponent. Then he starts hitting the opponent, ending with six different moves. This move is extremely damaging, since the normal causes 50% damage and in maximum is more or less 60-70 % damage. You can use it in a combo, as a wake up attack and can be cancelled if you missed (after the opponent blocked the first one). There will be problems when the opponent avoids you by dodging in EXTRA mode, or rolling in ADVANCED. Since he runs slow, and drops to ground when unconnected, you are totally defenseless. 2. Pressure of Death QCF x 2 + A or C. Effectiveness:** Chang runs and jumps by hitting with his stomach, then drops to ground very brusquely, hitting all things under him. This attack is effective against some air attacks. the SDM version (max power) is very useful since Chang makes a quake (a la Goro Daimon), and this makes the opponent ask himself: if jump, I'll be hit, if block, the quake will make effect, if crouch and block, I'll be hit. Same as above, chang runs slowly and can be avoided easily. "A" version of Pressure of death can e used as a good anti air attack, and can be comboed. 2.4. Command Moves. The command moves are performed when you press any direction of the joystick plus a specific button. Not all characters have command attacks. Body Sweep (ok... I don't know the real name). down forward + A Effectiveness:*** Chang sweeps his body toward the opponent, knocking down the opponent. Use this to finish some combos or in a surprise attack. 3. COMBOS. Combos are the key for winning some matches. You must have the skills for doing combos. OK. Chang has no good arsenal of combos. But believe me, his little arsenal of combos are dangeorous since they take a lot of energy. Here are the combos I have done playing as Chang: The Basic Combo: I called it since I use it from KoF95. Jumping D, crouching B, cancel with Sommersault Stomp with B. Other cool combos: -Jumping D, crouching C, Ball Swing -Jumping D, close standing B, Ball Swing. -Jumping D, close standing B, Destruction Throw. -Jumping D, close standing B, Body Sweep. -Jumping D, close standing D, Body Sweep. Chain Combos: Jumping D, crouching B, Crouching A. Jumping D, crouching A, crouching A. Combos with DM. Iron Ball Frenzy, after last hit (must be Standin' b like finish), Ball Swing (in a corner) *Jumping D, crouching C, Iron Ball Frenzy. *Jumping D, close tanding D, Iron Ball Frenzy. (in a corner) **Iron Ball Frenzy, after last hit (must be Stnadin B like finish)cancel with Pressure of death. (Only in ADVANCED mode, charged and with 2 power bars) The * shows that the combo is theorically 100% when powered up. The ** shows a combo viwed in a Gamest video. See Sham Bun's homepage (http://home.ust.hk/~eg_sbxaa) for the video "show28.rm" for more details. 4. STRATEGY. I'll show you what strategy I'd followed to be a more or less good player with Chang. All this experience were taken from my spent of money by challenging both CPU and human players. 4.1. General. In this section, I'll tell you how to play with Chang to more or less have learned. Well, at first glance, Chang looks slow and incompetent. These may be true, but if you master the use of his Destruction throw, Sommersault Stomp, Iron Ball frenzy and his normal moves, you can challenge anyone and give him a good fight. IN ADVANCED MODE: Charge your power bars by executing the Crusher Ball with A then C, A and C. Beware if the opponent jumps towards you or if rolls toward you. If the opponent jumps towards you, jump with C button, and when arriving to ground, make a vertical hop (tap up then down) and attack with D button, this for prevent any grab. If you are grabbed with a normal throw, just escape by pressing AB. If the opponent sweeps you, and he goes to you for close attack, prepare for a Destruction throw or an Iron Ball Frenzy. If he doesn't go to you, just do a recover roll. Surprise the opponent by running toward him then roll when the opponent shots an attack. You'll have him at your mercy. Poke your opponent with crouching A. You'll gain some distance from him, and sometimes, hit him. Always you can, connect the basic combo. And surprise the opponent with an Iron Ball Frenzy, when you are arriving from ground after no connecting any punch. They almost want to give you a punch or kick, so, they'll be very affected. IN EXTRA MODE: I never play in this mode, so I can't tell you much. Use some tactics listed above, the ones you think you can do. I'll try to inform you about how use Chang better in EXTRA mode in future versions of this FAQ. 4.2. Against the computer. OK. In this section, I'll tell you how to play against some characters controlled by the CPU. NOTE: These strategies are suggested to be done in ADVANCED MODE. Vs. KYO: Kyo is tough since he never lets you attack him from the air. So, never jump toward him; Instead, roll towards him. He'll do: 1)jump or 2)kick with his command attack, or 3)Do the QCF + A. When he does 1 or 2, roll again toward him. If he does the 3, attack him with a Far Standing C, get close and combo, close and grab with any Sepcial or normal throw, or if got a power bar, Iron Ball frenzy. Repeat this to defeat him. Vs. BENIMARU: The hardest character in this team. He's still giving me headaches for beating him. Keep him at a distance from you. After he attacks you, never run toward him, since he'll grab you with Benimaru's Koreda. Also, never jump toward him, 'cause he'll cast the Raijinken or, in the worst fo the cases, DM Raikoken. Always when you can, attack him. Vs. DAIMON: Against him you can practice all your combos, but beware with some of his attacks and grabs. Vs. TERRY: He sometimes turns hard when he attacks with B button as antiaerial when you jump. Also, don't try to do a surprise attack against him (e.g. run then jump) when he has a power bar, because he'll cast Power Geyser and send u to hell. So, don'l let him build power bars and attack him with combos when he casts Power Wave. Vs. ANDY: He will not let you jump with his ShoRyuDan, and not let you sweep him with his HiShoKen. So, wait for a ZanEiKen or a KuHaDan then combo him or grab him. Vs. JOE: Joe is easy, you can practice your combos with him. Vs. RYO: You may sweep him with crouching D or grab himwith Destruction Throw while he runs to you. Vs. YURI: Just sweep her before she can get up! Vs. YAMAZAKI: Just run toward him, and then roll forward. He might cast the Snake Arm, so you can combo or grab. If he doesn't do it, repeat run 'n roll. Vs. YASHIRO: You can do: wait him in a corner and when he gets close, grab with Destruction Throw, or poke with Jumping D, get hum at a corner, continue jumping with D toward him, until he release a punch, which will leave him at your mercy. Vs. CHIZURU: Cast the Crusher Ball with A first, so it can hit her. Then, when she's knocked, cast the Crusher Ball with C, so you hit her with more power. Repeat. Vs. KENSOU: Same as Chizuru, but beware with his Dragon Swifter or Dragon Raiser DM. Vs. ATHENA: Sweep, then, before she gets up, repeat the Crouching D. This'll not hit her, but she always jump and cast Phoenix Arrow with C. So, when the she finish the move, sweep again and repeat. Or just do an Iron Ball Frenzy, if available, then repeat the play. Vs. O. IORI & O. LEONA: Wait them at a corner by jumping backwards and thowing D kicks. O. Leona is easy, but beware with O. Iori's Doshta and Fire Ball. Don't let O. Iori combo you!!!. If you get them at a corner, COMBO. This almost works. Vs. O. SHERMIE: The players's headache. But with Chang isn't. Just cast Crusher Ball several times and it'll hit her while she's casting the damned Electric Kiss. This may hit you sometimes, but guess who loses more energy. Vs. O. YASHIRO: Just do the same plays as norma Yashiro. Vs. OROCHI: Jump toward him with D kick since the beginning of the jump. Then, he'll teleport, so cast Destruction Throw in the direction he'll appear (normally at your back.). Don't make stupidities like "I'll wait him until he break down his guard, because he looks unbeatable". I invented this phrase since what I only saw was waiting and waiting... and Orochi cast either that Lightning or the Soul Crusher (ok, I also invented those names). Don't be coward and you'll see that Orochi is the easiest character in the whole game!!!!. 4.3. Against Human challengers I decided to do 2 sections against a person who challenges you, since there are people who believes they are the best by using insane characters. This is a severe problem in Mexico. Rugal was a headache in 95, but now Orochi Characters (specially Insane Iori and Leona), are a cancer. So, the section contains: strategies to play against normal human and to fight against Orochi humans. 4.3.1 Against Normal characters. I'll include the most used characters by people, and in future versions I'll put new characters (yeah, you must see me how I lose against a guy who chose a diferent character.). If there's no attack strategie, you must use the strategies told before. NOTE:This section was made by playing in ADVANCED mode. See future versions for EXTRA. Vs. ROBERT: Normally, he just wants to do his HiEnSenPuKyaku (yeah, that flying 4 kick attack). Don't block them!!!. Just roll forward and follow him, by hitting with Far Standing C. Beware against other HiEnSenPuKyaku. Also, if you jump, they love to jump to you with a D kickor the knockdown CD. So, show your jumping C to demontrate who is who in air-to-air priority. When he launches a HaohshokohKen, run and roll in the moment the HaoShokohken'll hit you, and you'll have him at your mercy. Beware when he lies in ground and don't jump, because he might be prepearing a MuEiShippuJyuDanKyaku (yeah, his new DM), because he gets unbeatable when doing it. Vs. TERRY: A person who selects Terry normally takes him looking for his Rising Tackle, since it has defense, but what only you have to do is no jump to him, and specially when he is lying in ground. Keep him at distance, beware with Power Charge and also beware jumping, because he'll use a Power Geyser to send you to hell. Vs. DAIMON: Wow!! Daimon??? Who'll select this slow character??. Believe me, Daimon's converted in one of the most used characters thanks to all his special grabs. Don't jump, or he'll use the Cloud Tosser to bring you to ground. Also, beware if he jumps with an anticipated kick (even if you are in ground), since he use it to get close to you and perform any special grab (and his favorite is the Heaven to Hell Drop...) Vs. CLARK: Yeah, another grappler. As Daimon, beware against an anticipated kick because he may be preparing a Super Argentine BackBreaker or the Ultra one. Also, beware with the Rolling Cradler. Normally, Clark opponents likes to poke with jumping CD. Counter this with jumping C. Vs. RALF: Ralf is favorite by his Super Argentine BackBreaker, Ralf's Kick and his Blazing Vulcan Punch, and sometimes, to inexpert persons, the Galactica Phantom. OK: As all grapplers, beware with anticipated jumping attack (now you know what they'll do after this). Ralf's Kicks is used to poke you, since sometimes leaves far from you. But Ralf takes time to recover, so, GRAB HIM with Destrcution Throw. Also, beware to be poked by jumping CD. Blazing Vulcan Punch is used to take out energy fro you. So, just roll forward and punish him. How to say, Galactica Phantom: don't let this move scare you. Roll forwar when he is above to launch the punch. I think this move is spectacular by its great damage, but stupid to perform since it is very slow. Vs. LEONA: Normally, some humaun players prefers Orochi Leona instead of Normal Leona. But still are people with good principles (^_^). Well, watch out for Jumpin' D, since it has good air priority. Defend using Jumping C. Also, be careful with V slasher, some of them'll want to wait you and... Vs. CHIZURU: Chizuru??? Who'll choose her???. Believe me. She is a damned chaeter when controlled by a person. This is what they do: poke with Far Standing D (this desperates you), then they use any of her Shadow Attacks (I know, the moves hasn't those names). Then, when they get you at the ground, (and, thus, completed some power bars), they perform her (damned!!, have to learn the moves' names...) Rimen-I Katsu: Sanrai no Fujin (her DM). What first you think to do is block upwards, but what they do is a Crouching B!!!. So, defense goes to hell, the DM'll hit you and he'll not miss the chance to take out 50% of your energy. This created a headache to me. Haven't beated her, but here are the strategies: When she performs D kick block, then do a Far Standing A, this to make a distraction. If he misses any special move (her Shadow Attacks), grab her or if she does the fake Sahdow, do the Crusher Ball. If you get down, perform Iron Ball Frenzy as Wake up attack. Careful, since Chizuru is free to move when casting the DM. So, instead of using Iron Ball Frenzy, just grab her with Destructon Throw. Vs. SHERMIE: Since she's a grappler, you'll know what to do. Just be careful with her spinning kick. Vs.BLUE MARY: Ah... BlueMary... she's also a grappler, so... And be careful with Vertical Arrow, Spider and her counters. Don't make stupid things, or she'll punish you with her superduper 100% combo. Vs. YAMAZAKI: Be ware with his Snake Arms. Try to not jump oftenly, since they'll like to perform the A version. Also, beware with his special Grabs. Vs. IORI: They like to use Orochi Iori instead of Normal Iori, but always are exceptions. Iori has the best air kick priority in the whole game. You must anticipate his attack with Jumping C. Also, players who pick up Iori chooses EXTRA mode, so they ALWAYS want to charge and cast the DM when you jump. So, when they'll power up, obtain a power Bar or they are in RED energy (extra), try to not jump. 4.3.2 Against Orochi Characters. When I said Orochi characters, I mean Insane Iori and Leona. But I'll tell yoo also about O. New Face's Team. I only include the only 3 most used Orochi Characters. Vs. INSANE IORI: the same strategie as normal Iori: They like to jump with the kick, then if u jump, perform the DM. You can practice the same strategie as normal Iori, but this time you must anticipate your moves more than before. Vs. INSANE LEONA: also, the same as normal Leona. But this time, they'll not perform neither special moves (except sometimes Moon Slasher), nor DM's (except when they are near to lose the game). What to do: anticipate her jumps with Jumping C. If you get in ground, they'll wait until you get up to sweep again. So, cast Iron Ball frenzy to frustrate their plans. Vs. OROCHI YASHIRO: As any other grappler, be careful with his special grabs. But now there's a new problem: some persons sweep you down and then wait u get up. After you get up, they'll launch Standing CD, cancelling with the move which Yashiro change's side (and u know what'll happen to you...). Don't be trapped in this cheat and perform either Destruction Throw or Iron ball Frenzy. 4.4 Mind Game. I name Mind Game to general strategies used in a person vs. Person challenge. Let's say, it's like the last section, but in general words. Ok, here it goes: the most of the cases I have played, the guys select EXTRA mode to play. These kind of people generally wait for you in a corner. When you jump to them, they also jump by blocking your attack, grabbing you when both arrives to the floor. Study their moves and anticipate their grabs with a C throw or with a Destrction throw. If you get trapped, escape with AB (only ADVANCED mode). Be careful also with those who wait for a jump, and instead of jump n' block, they dodge, grabbing you (these when you wanted to connect a chain combo). Watch carefully and grab them before they can grab you. And versus an ADVANCED PLAYER: this is hard to explain, since the majority of them play well. Follow a general strategy against them, and if they start palying as an EXTRA mode (plays as EXTRA when they have ADVANCED), you know what to do. I'll expand this section in future versions. 5. CREDITS. Thanks to everybody at the net who let me use their material, or for their valuable opinion. If there's a person who I haven't talked to him/her, thanks to. Version 1.5: EX ANDY, for makin' some correctios to some moves, and for other techinques. Almost all corrections have been implemented thanx to Ex Andy's advises. Send him an e-mail! email@example.com Version 1.0: SIE KENSOU, from Sie Kensou's Homepage, for telling me the good, the bad and the ugly things at the guide's preview. Visit him at http://www.geocities.com/timesSquare/Arcade/9873, or send mails to SieKensou@geocities.com YASAKANI IORI (Hasshaku Iori before), for sugesting me what format I can follow to made this guide, and for some gramatical correction. Visit him at http://www.hypermart.net/kof or send mail to firstname.lastname@example.org THE HOWLIN'MAD MAN, Henry Moriarty, for making some gramatical correction to this guide. Visit him at http://mmcafe.telnet.or.jp, or send mail to email@example.com. SHEILA KOHSLA, who always told me to make this guide in txt instead of rtf. She forced me to do both!!!. Visit her at http://www.deathsdoor.com/mai, or send mail to firstname.lastname@example.org CHIKA, who let me use the Chang profile. Visit her at http://members.aol.com/iorin/chika, or send mail to email@example.com GREG A. KASAVIN, from where I took an idea of the format. KAO MEGURA, from where I took some Move names (you must saw me opening his guide each time I continued the guide). And special thanks to SHAM BUN, mOOnrun, CARO SOTO, CHARLES! and CARLOS DELGADO for their support.
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