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    Combo FAQ by OVilayphiou

    Version: 1.1 | Updated: 01/01/70 | Printable Version | Search This Guide

    The Perfect Guide to King of Fighters '95
    
    by: Olivier Vilayphiou, fj891558@er.uqam.ca
    
    Revision history
    
    1.0  everything I think everyone has to know about this game.
    1.1  Arrows disappeared, name motions are substitutes.
    
    
    Notation
    
    Arrows are considering for the left-player. ( first player )
    QC = means Quarte Circle ( Forward or Back )
    HC = means Half Circle ( Forward or Back )
    u =  means up
    d = means down
    b = means back
    f = means forward
    AB = mean A and B together, which is dodge
    BC = mean B and C together, which is taunt
    CD = mean C and D together, which does a knockdown move
    ABC = mean A, B, and C pressed together, what level up your power gauge
    ABCD, is calling your teammate to help you in dizzy situation or when
    you're grabbed, or to cancel some moves  ( of course ABC also work to
    get your teammate's help ).
    A*B, or B*A = mean A and B almost simultaneously, though pressed one
    after the other, so that you can hear your character's dodge voice.
    Any direction followed by point mean a charge of a couple of seconds.
    Example: d. Mean charge down.
    Tap = mean tap button several times.
    ! = mean hard to do.
    Fury = mean Desperation move, when in red or power max.
    A/B/C or D- and a name move means this move done with the button
    mentionned before.
    ¤ = means dizzy combo. To dizzy at 100 %, you must do the combo with the
    right timing, it means you must at least chain 3 moves in a second of
    the Time game. If the combo counts more than 3 hits, you shouldn't need
    to get the right timing. But to be sure train yourself to get it.
    § = mean the combo must be done at least when flashing red.
    Practically all the Crossup Combos can be done with Pow. Max.
    
    
    Some caracteristics of the game
    
    About Cancel Moves
    Moves that can be cancelled in a peculiar way, by pressing ABCD.
    
    Athena's Shining Crystal Bit
    Benimaru's Shinku Katategoma
    Chang's Spinning Iron Ball
    
    Those moves listed, I can now talk about the characters who I think have
    the best way to cancel their moves :
    
    Goro Daimon,      who can use his Earth Mover or Super Ohsotogari to
    cancel some of his moves.
    
    Takuma Sakazaki, who can use his B-Shoran Kyaku Attack to cancel some of
    his moves.
    
    Joe Higashi,      who can use his A-TNT Punch Finisher to cancel some of
    his moves.
    
    Heidern,                  who can cancel some moves with his Storm Bringer
    
    Ralf,             who can use his Super Argentine Breaker
    
    Clark,            who can also use his Super Argentine Breaker
    
    Maybe you don't see the needs about those info, but I can certify that
    they are very useful to do some pressing strategy in corners, even in
    the middle of the screen stage. I'll give you some examples later.
    
    
    About Transforming Moves
    Another caracteristic of the KOF'94 and '95 is the fact that you can
    transform your special move.
    
    The best examples are Kyo, Terry, Kyokugenryu Team, and King.
    
    Kyo : Do his B-Spinning Kick, and immediately after do a Fireball move
    with C. He will give two kicks instead one. You can also do the reverse
    thing, do D-Spinning Kick, and do just after a Fireball move with the A
    button.
    
    Terry : Do a C-Burn Knuckle, and do just after a Fireball move with A.
    He will begin as the C-Burn Knuckle, but will have the range of the
    A-Burn Knuckle. Or do the A-Burn Knuckle, and do a Fireball move with C,
    Terry will get out quickly his Burn Knuckle, and go as far as the C one.
    
    Kyokugenryu Team : Do their fury, and before the last hit, do a Fireball
    move with A, Ryo and Robert will do a A-"Dragon Punch", and Takuma his
    A-Hao Sho Koh Ken. You can also transform each of their Hienshipukyaku,
    or Hao Sho Koh Ken.
    
    King : Same as Kyokugenryu Team. Do her Fury, and while her Tornado
    kick, do a Fireball motion with B, and she won't give her second kick.
    
    Those are only some examples, besides you can transform the move with
    any other special move motion of the character you're playing. Crescent
    Slash for Kyo, Crack Shoot for Terry,  Zan Retsu Ken for Kyokugenryu
    Team, and of course many others.
    
    This detail has got his importance you know, that's the little thing
    that make Kyo so unfairly strong.
    
    
    About Air's Moves
    Kim and Ryo can now do their fury while jumping more easily than it was
    in the '94. But the new things are that we can as you know do Mai's
    Flying Dragon Blast in the air, Mai's Super Deadly Ninja Bees in the
    air, Robert's fury in the air, and Kensou's fury in the air.Sure it's an
    impressive add to the game, but less than the following moves :
    
    Ryo' and Robert's air Hienshipukyaku  ( ! ) :
    
    Level up your power bar, and before reaching max, ask your partner or
    wait til he hits you in guard, then contdown 7 or 8 ( time you power bar
    needs to begin decrease ), jum and do their fury motion. Of course for
    Ryo it's simply QCF, HCB + C, but for Robert it's QCF + D, HCB + C*B.
    You can also execute on ground, without any charge. The best training
    for this is to repeat the Ryo's fury in the corner to get the timing to
    execute the motion when the energy starts to decrease.
    
    Kensou's air Dragon Fang ( ! ) :
    
    Same as above. Level up your power, let you hit, coundown 8, jump and do
    his air's fury motion. Be careful, if you charge entirely you power bar,
    you'll have to wait longer before your power begins to decrease.
    
    Kim's air Flying Slice ( ! ) :
    
    Same as above. Charge your power bar, countdown, jump and do his fury.
    
    Til now we still haven't try with Choi nor Athena, but it can certainly
    applies to them too. Oh ! I forgot to tell you that the condition to
    realize these air's moves, the different motion should be done when the
    power bar starts to decrease, or start to decrease.
    To prove the unbelievable fact you don't need to charge at any time to
    do their air's move, just play Ryo as second player, go in the right
    corner, charge your energy bar, ask your partner to protect, and do
    Ryo's fury several times consecutively. But slow down you motion one
    after one, and you will be surprised to see a Hienshipukyaku getting out
    though you were doing the fury only with the C button. But you may not
    be successful at first time, I did 38 times Ryo's Fury once I tried, and
    nothing got out nut his fury. And don't be upset to see Zanretsuken get
    out, it only means you did wrong or too fast your motion.
    
    
    About Counter
    Real counter were added in '95, not like in the '94 in which you could
    counter after a determinate number of hits, but a real counter. One that
    can be compared to KI Breaker and SFA counter. The condition of those
    counter are the power charged at maximum. And it may be very useful in
    some strategy or situation.
    
    Examples :
    
    Charge your power with Terry, ask your partner to execute on you a combo
    while you're in guard. You'll be able to do a counter at the first hit,
    or you can wait the following hits to counter him, because if you
    counter him when he's doing a move he will have more damage than the
    situation when you hit him at the end of a move.
    P1 Charges at max, P2 jumps, and do the following combo,  Jump D,
    Standing C ( 2 hits ), A-Burn Knuckle. P1 should counter P2 when he's
    doing Standing C. He can choose his special move, Burn Knuckle, Power
    Wave, Power Dunk, or Power Geyser, it depends only on his taste.
    
    Some examples of beautiful counters :
    Counter with Cho-Reppadan ( Super Sonic Swirl ) on the first impact.
    With Goro Vs Andy, get close to Andy, wait he does his Fury, while Andy
    is in air just do HCF + A to grab him.
    And of course any fury, among the most beautiful are which ones need
    charging and are consequently hard to do.
    
    
    About A*B or B*A Moves
    You can also do moves that use at the same time the propriety of the
    dodge. Means that you can hit your opponent in his back though you're
    facing him. But you need to be closed to him while he is crouching in
    guard, so it isn't oftently used in real fights. Though you can use it
    instead of overhead moves.
    
    Examples :
    
    With Kyo, Iori, or Mai, close to your opponent crouching in guard, do
    HCF or HCB motion, depending of course on the character you're playing
    at the moment ( if Iori it'sHCB ) and press B*A. In order to hit in the
    opponent's back, you must hear besides their attack voice their dodge
    voice.
    
    Note that Kyo's move doesn't work against Chang.
    Kyo : Crescent Slash
    Benimaru : Lightning Fist
    Terry : Power Dunk
    Chin : Rolling Punch
    Mai : HCF+B (don't remind the name)
    Saishyu : HCB + A
    Iori : Dark Crescent Slice
    Eiji : Bone Cutter
    
    
    Other  Useful Things to know
    The 2nd player has got disadvantages when he does his DM, he can
    always be grabbed by the first player, except if the 2nd player did it
    in red and at power max of course.
    
    If it happens that your opponent while jumping hits you and doesn't
    knockdown you, and that you too hit him, you can juggle him before he
    lands. If your opponent is in the corner it sure helps to juggle easily.
    For example Rugal can do two Genocide Cutter ( ! ), the first one hit
    only once of course. I think you should do HCB + C instead. The men that
    are the most dangerous when knowing this are obviously Kyo and Iori, two
    characters that have Infinite juggle combo.
    
    If you do a dodge combo against an opponent who was in guard with Sie
    Kensou ( Dragon Fang ), Eiji ( Bone Cutter ), Clark and Ralf ( Garling
    Attack ), Choi ( Flying Monkey Slice ) you will finish your move in the
    back of your opponent. It must work with other characters and moves, but
    I didn't check them all.
    
    Ryo, King and Athena are the three characters that can easily do double
    fireballs on screen. Almost every character that have a fireball can do
    it, but it isn't used a lot, so I only tell you the way to do it with
    those three characters.
    
    Ryo : Do fireball with A, if your opponent dodge it, then do a fireball
    with the  following motion HCF + C, wait your fireball practically reach
    the end of the screen and do any fireball you want, and repeat it
    again,etc
    
    King : Do Double strike with B, if your opponent dodge it, then do Venom
    Strike, and altern it, etc
    
    Athena : You already knew about it, but I write it here again. Do her
    fury, do the Shining Crystal Shoot with A, and do any fireball, and
    repeat it again.
    
    The conditions to start doing those double fireballs are the dodge of
    your opponent, if he's hit in guard it won't work. And till the moment
    your opponent is hit you won't be able to go on.
    
    
    
    And now the Combos !
    
    Kyo Kusanagi
    
    ¤Jumping d + C, Standing C, Fireball + C ( QCF + C ). ( 3 hits )
    
    Jumping C/D, Crouching B, Crouching C, Fireball. ( 4 hits )
    
    Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ),
    Crescent Slash ( QCB + B/D ). ( 7 hits )
    
    Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ),
    Spinning Kick ( b, d, db + D ). ( 8 hits )
    
    Jumping C/D, Crouching B, Crouching C, New Wave Smash ( QCF + D,D ), New
    Wave Smash ( QCF + B, QCF + D ), Spinning Kick ( b, d, db + D ). ( 10hits )
    
    This combo uses the princip of transformed move for the New Wave Smash.
    Do the 2 QCF to get in the timing of the move, it must appear on screen
    as one move. The first QCF + B must maintain the opponent in air, the
    second QCF + D is about to get the condition of juggling.
    
    For well-trained people :
    Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash 
    (B, D one ), New Wave Smash ( B, D one ), Spinning Kick ( b, d, db + D ).
    ( 11 hits )
    
    Or do the same combo as above, and if you don't need three New Wave
    Smash to put your opponent out of the screen up to the sky, cut your
    Spinning Kick, and do a A-Dark Thrust. It's a really nice combo. That's
    worth to see it :
    
    Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash 
    (B, D one ), Spinning Kick ( b, d, db + D ), cancel it with QCF + A, and
    do his A-Dark Thrust.
    
    Infinite Combo, that need to be done in the corner.
    Jumping C/D, Standing C, New Wave Smash ( D, D one ), New Wave Smash 
    (B, D  one ), New Wave Smash ( B, D one ), and again till he dies or you
    miss your motion.
    
    Note that if you don't do two QCF instead of one, you won't be able to
    juggle in the corner, and do the infinite combo.
    
    And don't waste your time in tries to hit your opponent with the Serpent
    Wave after the New Wave Smash, even in the corner, this fury is
    definitely too slow to get out.
    
    Notes about Kyo :
    
    He has got the highest priority dodge attack of the characters, and
    because of that and his infinite combo, he is no doubt the strongest
    character of the game. Against any  human player I suggest you to use
    the dodge combo that use the New Wave Smash. But not against expert
    players. You can also use it against any computer player, at any level,
    except against Saishyu, and sometimes Kim and Rugal.
    Need I say I hate Kyo ? He's too strong, and when you play as him, you
    don't need to think a lot to win, so I think SNK did a bad thing.
    Furthermore, sometimes if the fireball doesn't combo in dodge combo, the
    New Wave Smash will !! It's obviously a mistake from SNK. Even if I hate
    him, Kyo is the strongest character of the game. Because he's got lots
    of priority with his Standing C, his dodge attack which is the best, and
    his New Wave Smash.
    
    
    Benimaru Nikaido
    
    Jumping C/D, Standing C, Lightning Fist  ( f, d, df + A/C ) ( 3 hits )
    Jumping C/D, Standing C, Iaido Kick, Triple Resist Kick  (5 hits )
    Crossup D, 3 crouching B's, Super Lightning Kick ( d., u + B/D )  (5hits)
    Crossup D, 3 crouching B's, Iaido Kick B/D  (5 hits )
    § Crossup D, Standing  QCF + C, Heaven Blast Flash ( QCF + C ) (3 hits)
    
    In corner, dodge combo with Heaven Blast Flash in red and at power max
    kills the opponent.
    Benimaru damages more, but is not stronger than we could wait.
    
    Goro Daimon
    
    Jumping C, Standing C, Super Ohsotogari ( f, db, d, df + D ) ( 3 hits )
    Jumping C, Standing C, Stump Throw ( HCF + C ) ( 3hits )
    Jumping C, Standing C, Earth Mover ( f, HCF + C ) ( 4 hits )
    § Jumping C, Standing C, Heaven to Hell Drop ( 7 hits )
    § Crossup C, Standing C, Heaven to Hell Drop ( ! ) ( 7 hits ). Done in
    red and power max it kills your opponent.
    
    Only if your opponent tries to knock you down with crouching kick :
    § HCB + B ( Super Ukemi ) to avoid his kick, HCB + C to grab him with
    your fury.
    Goro isn't strong anymore as he was in the '94, he is slower, and lost
    his infinite combo.
    
    
    Ryo Sakazaki
    
    ¤ Jumping C/D, Crouching B, Standing/Crouching C, Tiger Flame Punch A/C
    ( 4 hits )
    Jumping C/D, Standing C, Zanretsuken A/C ( 3 hits )
    Jumping C/D, Standing C, Koho A/C ( 3hits, 4 hits )
    ¤ Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick + D. 
                                                   (4 hits )
    Jumping C/D, Standing C, Kyokugen Punch Dance, Zanretsuken C. ( 7 hits )
    Jumping C/D, Standing C, Kyokugen Punch Dance, Tiger Flame Punch. 
                                                    ( 7 hits )
    Jumping C/D, Standing C, Kyokugen Punch Dance, Koho + A. ( 7 hits )
    Jumping C/D, Standing C, Kyokugen Punch Dance, Standing CD. ( 7 hits )
    Jumping C/D, Crouching B, Standing C, Kyokugen Punch Dance ( only the
    two last punch must hit ), Lightning Legs Knockout Kick + D. ( 7 hits )
    
    In the corner :
    Dodgecombo your Kyokugen Punch Dance so Ryo hits only with the two last
    punch, and you will be able to juggle with the fury.
    
    Remember Ryo can do double fireballs, and can repeat endlessly his DM
    with one bar of power. If  he is at the range of a CD move's range bar
    from his opponent, and if the opponent is in guard. Of course the
    opponent can hit him before he repeats his super, but sometimes people
    are so surprised that they will let you do it.
    He also has his air's Hienshipukyaku ( Lightning Legs Knockout Kick ).
    
    Strategy :
    Jumping C/D, Standing C, Kyokugen Punch Dance, Jumping D ( to follow
    your opponent ) and
    
    1-  if he protects do again the Kyokugen Punch Dance and finish him with
        CD move if you don't want to go on with jumping D.
    2-  if he tries to hit you dodge it, and do Kyokugen Punch Dance and do
        any move you want.
    
    Ryo is strong, but has many weak point. For example you can't dash
    forward and chain his Dance, he will do his Haoshokoken. And he
    sometimes don't hit in the right direction.
    
    
    Robert Garcia
    
    ¤ Jumping C/D, Standing C, Dragon Blast Punch  + A/C ( 3 hits ).
    Jumping C/D, Standing C, Great Spirit Kick B/D. ( 3 hits ).
    ¤ Jumping C/D, Standing C, Hienshipukyaku D. ( 4 hits )
    Jumping C/D, Standing C, Kyokugen Kick Dance, Ryuga + A. ( 7 hits )
    Jumping C/D, Standing C, Kyokugen Kick Dance, Dragon Blast Punch. ( 7hits )
    Jumping C/D, Standing C, Kyokugen Kick Dance, Standing CD. ( 7 hits )
    Jumping C/D, Standing C, Kyokugen Kick Dance, Hienshipukyaku. ( 8 hits )
    
    Remember, Robert has got his air's Hienshipukyaku, and also his air's
    fury. Robert can play the same strategy as Ryo.
    He's got a strong air CD move.
    
    
    Takuma Sakazaki
    
    Jumping C/D, Crouching C, Tiger Flame Punch  + A/C. ( 3 hits )
    Jumping C/D, Crouching C, Shoran Kyaku + B/D. ( 3 hits )
    Jumping C/D, Crouching C, Zanretsuken A/C. ( 3 hits )
    ¤ Jumping C/D, Crouching C, Hienshipukyaku + D, Tiger Flame Punch + C. 
      (5 hits )
    ¤ Jumping C/D, Crouching C, Hienshipukyaku + D, Standing CD ( 5 hits )
    § Jumping C/D, Crouching C, Hienshipukyaku + D, Ryuko Ranbu. ( 5 hits ).
    
    The previous combo needs at least to be done in red or at max. If you
    are both, it will simply kill your opponent.
    § Jumping C/D, Standing C, Ryuko Ranbu. ( 3 hits at least )
    
    Infinite Combo  ( ! ) :
    
    Place yourself at a range that don't allow you to combo your B-Shoran
    Kyaku. And do the following :
    
    Standing C, Shoran Kyaku + B, forward a very brief time, then again
    Standing C, B-Shoran Kyaku, then again.
    
    If you succeed, you will dizzy your opponent at the fourth time you hit
    him. Then kill him with another combo, it's easier than do it again. But
    you can repeat it, that can be a good train for you.
    The advantage of this infinite combo is that it doesn't need to be done
    in corner, and it can be used as a very impressive pressing.
    Takuma can also dodgecombo his fury. And with good training, his
    Hienshipukyaku, as his pupils.
    
    Takuma has main priority with his Crouching C, don't forget it.
    
    
    Terry Bogard
    
    Jumping D, Standing C ( 2 hits ), Burn Knuckle ( QCB + A ). ( 4 hits )
    Jumping D, Standing C ( 2 hits ), Crack Shoot   ( QCB, ub + B ). (4hits )
    Crossup D, Standing C ( 2 hits ), Power Wave ( QCF + A/C ).  ( 4 hits )
    Jumping D, Standing C ( 1 hit ), Rising Tackle ( d., u + A/C ). ( 3 hits)
    Crossup D, Standing C ( 2 hits ), Power Dunk  ( f, d, df + B/D ). ( 5hits)
    § Jumping D, Standing C ( 2 hits ), Power Geyzer ( QCB, HCF + BC ). 
                                 ( 4hits ) only if in red.
    § Crossup D, Standing C ( 2 hits ), Power Geyzer. ( 4 hits ) . at pow max.
    
    Against tall characters like Goro, Heidern, Chang, and Rugal :
    Jumping D, Standing C ( 2 hits ), Crack Shoot ( QCB, ub + D ), then
    before the last hit transform it with  QCF +A. And he will be knocked
    down. ( 6 hits ).
    
    Strategy :
    
    If you use to Crouch and do D, cancelled in Power Wave, I suggest you to
    altern sometimes with a Power Geyzer. Because one can jump over the
    Power Wave, and if one doesn't know you're able to chain Power Geyzer
    after a Crouching D, he will be trapped.
    
    
    Andy Bogard
    
    ¤ Jumping C/D, Standing C, Hishoken ( QCB + A/C ). ( 3 hits )
    Jumping C/D, Standing C, Shoryudan ( f, d, df + A/C ). ( 3-5 hits )
    Jumping C/D, Crouching C, Zaneiken ( db., f +C ). ( 3 hits )
    Jumping C/D, Standing C, Dam Breaker Punch ( QCB X 3 ). ( 5 hits )
    Crossup D, Crouching C, Sonic Split ( db, uf + B/D ). ( 4-6 hits )
    § Jumping C/D, Crouching C, Cho-Reppadan ( d., QCF + BD ). ( 3 hits )
    
    You can counter with the Cho-Reppadan.
    Charge your power. Charge the Cho-Reppadan. ( d. ) when your opponent
    jump to hit you, before he hits you, do QCF, b,  and when he hits you
    press BD. Needs some training.
    Good character against tall characters.
    
    
    Joe Higashi
    
    Jumping C/D, Standing C/D, Slash Kick  ( db, f + B )  ( 3 hits )
    Jumping C/D, Standing C/D, Tiger Kick  ( QCF, uf + B/D )  ( 3 hits )
    Standing B ( 1 hit, cancelled with QCF+ A ), Standing D ( Knee ), Golden
    Heel Hurter. ( 5 hits )
    Standing B ( 1 hit ), Standing D, Hurricane Upper ( HCF + C ). (3 hits)
    Jumping C/D, Standing C, Hurricane Upper ( HCF+ C )  ( 3 hits )
    Crossup D, Crouching B, Tiger Kick + B  ( 4 hits )
    Jumping C/D, Standing C/D, Golden Heel Hurter ( QCB + B/D )  ( 4 hits )
    Crossup D, Standing C, TNT Punch (tap C)  ( 3 hits )
    Crossup D, TNT Punch Finisher C  ( 3 hits )
    Crossup D, TNT Punch ( Tap C ), Cancel it with Tiger Kick ( QCF, uf +
    B/D ). ( 3 Hits )
    Crossup D, Standing C, TNT Punch ( tap A ), TNT Punch Finisher ( QCF + A) and 
    TNT Punch Finisher ( QCF + C ). ( 5 hits )
    
    Infinite combo
    
    Same princip as for Takuma, but with Joe, you can be very close to your
    opponent. Joe cancel his Standing C with his TNT Punch Finisher ( QCF +
    A  ). As for Takuma, your opponent will fell dizzy after 4 hits.
    Train yourself to do QCF + A, and not HCF + A, otherwise you won't be
    able to do his infinite combo.
    
    Or you can substitute Standing B  ( 1 hit ) to Standing C, but you will
    need to cancel the move faster than with the C.
    
    Heidern
    
    Jumping C/D, Standing C (1 hit) /D (1 hit), Cross Cutter ( b, f + A/C )
    ( 3 hits ).
    Jumping C/D, Standing C (1 hit) /D (1 hit), Storm Bringer ( HCB + C ) 
            (3 hits ).
    Jumping C/D, Crouching B, Moon Slasher ( d., u + A/C  )  ( 3 hits ).
    Jumping C/D, Standing C (1 hit) /D (1 hit), Moon Slasher  ( d., u + A/C)  
       ( 3 hits ).
    ¤ Jumping D ( vertical jump, 2 hits ), Standing C/D, Moon Slasher ( d.,u + 
     A/C )  ( 4 hits )
    
    ( ! ) Crossup D, Standing A, Standing A, Standing C ( 1 hit ) cancel
    with Storm Bringer motion, and Standing CD. ( 5 hits )
    
    Infinite Combo
    
    Same as Takuma. You need to find the right range to cancel your Standing
    C with Storm Bringer motion without taking energy, and repeat again the
    combo.
    
    
    Ralf
    
    Jumping C/D, Standing C ( 2 hits ), Garling Attack ( b., f + A/C )  ( 6hits ).
    Jumping C/D, Standing C ( 2 hits ), Vulcan Punch (tap C)  ( 4 hits )
    Jumping C/D, Standing C ( 2 hits ), Super Argentine Back Breaker ( 5 hits )
    § Jumping C/D, Crouching C, Super Vulcan Punch ( db., b, f + C )  ( 3
    hits )
    
    
    Clark
    
    Jumping C/D, Super Argentine Back Breaker  ( 3 hits  )
    Jumping C/D, Crouching A/B, Super Argentine Back Breaker ( 4 hits )
    Jumping C, Standing C, Vulcan Punch  ( Tap C )  ( 3 hits )
    Jumping C, Vulcan Punch, Jumping CD  ( 3 hits )
    Jumping C, Vulcan Punch, Garling Attack ( b., f + C )   ( 5 hits )
    Jumping C/D, Standing C ( 1 hit, cancel it with Tapping A or C, and
    before he cancels entirely, do the following ), Super Argentine Breaker
    ( HCF + D ).  ( 4 hits )
    § Jumping C/D, Ultra Argentine Back Breaker ( HCB X 2 + C )  ( 5 hits )
    § Jumping C/D, Crouching C, Ultra Argentine Breaker ( HCB X 2 + C ). ( 6hits )
    
    
    Athena Asamiya
    
    Jumping C/D, Psycho Sword ( f, d, df + A/C ) ( while still in air ) (2 hits )
    Jumping C/D, Standing D ( 1 hit ), Psycho Sword A/C  ( 3 hits )
    Crossup C/D, Standing D ( 1 hit ), Psycho Reflector ( HCF + B/D )  ( 3 hits)
    § Crossup D, Standing C/D ( 1 hit ), Shining Crystal Bit ( b, HCB, ub +
       BC )  ( 3 hits )
    § Jumping C, Phoenix Arrow ( QCB + A, while in air ), Shining Crystal
    Bit. ( 3 hits )
    She's got a very strong Standing C.
    
    
    Sie Kensou
    
    Jumping C, Standing C/D, Dragon Fang ( HCF + A/C )  ( 5 hits )
    § Jumping C, Standing C, Dragon God Drubbing ( QCF, b, f + D )  ( 3 hits)
    Crossup D, Standing C, Dragon Uppercut ( b, d, db + B )  ( 3 hits )
    
    Remember he's got his air's Dragon Fang !
    He also has a juggle, but only with power max, and doing a counter. You
    must counter a Jump attack with Dragon Fang ( HCF + A).
    When opponent jump, and before he press his button, do HCF, back,  and
    when he hits you press A. Kensou will do his Dragon Fang, and will hit
    only twice, so that you can place another move like Dragon Uppercut.
    He is very strong, because he has got a double hit air CD, his overhead
    with D, and his Fireball. And what a damned pressing strategy.
    
    
    Chin Gentsai
    
    Jumping C (2 hits), Standing C, Gourd Attack ( QCB + A/C )  ( 4 hits )
    Jumping C (2 hits), Standing C, Rolling Punch ( HCF + B )  ( 5 hits )
    Jumping C (2 hits), Standing A, Burning Sake Belch ( f, d, df + A )  ( 7 hits )
    Jumping C (2 hits), Standing A, Burning Sake Belch ( f, d, df + C )  
                        (10-11 hits )
    § Jumping C ( 2 hits ), Standing C/D, Thunder Blast (  QCF X 2 + C )  (4 hits)
     He's got also a very strong Standing C, and a fury that damages too
    much. Because small character, he is very strong against Kensou, Andy,
    and Chang.
    
    
    Kim Kaphwan
    
    Jumping D, Standing C ( 1 hit ), Flying Slice ( d., u + B/D )  ( 4 hits)
    Jumping D, Standing C (1 hit ), Crescent Moon Slash ( QCB + B/D )  ( 3hits)
    Jumping D, Standing C (1 hit ), Comet Cruncher ( b., f+ B/D )  ( 4 hits)
    § Jumping D, Standing C (1 hit), Phoenix Flattener ( QCB, db, f + BD )
    ( 3 hits )
    
    
    Note he's got his Flying Slice in air.
    If you hit your opponent while he is jumping with your Flying Kick, you
    can chain with your Flying Slice, your Crescent Moon Slash, or Phoenix
    Flattener.
    Kim has got the faster fury of the game. But the worst recovery time
    after it. Really bad point.
    
    
    
    Chang Koehan
    
    Jumping D, Standing C, Spinning Iron Ball ( Tap A or C )  ( 3 hits )
    Jumping C/D, Crouching C  ( 3 hits )
    Jumping C/D, Crouching B, Flying Ball Breaker ( d., u + B/D )  ( 3 hits)
    Jumping C/D, Crouching C ( 1 hit, cancel it with tapping Aor C, and just
    before he stops his Crouching C, do the following ), Flying Ball Breaker
    ( d., u + B/D )
    
    Chang can also kill with one special move characters like Goro, Takuma,
    Heidern, Chang, and Rugal, because they are too tall. Charge your power
    bar at max, your opponent is in the corner, do a dash forward and while
    this begin your Spinning Iron Ball. If your opponent is in guard, and is
    hit as soon as the first hit of the Chang's Iron Ball he will die.
    If Chang dodgecombo his fury, your opponent won't be able to dodge it.
    Too slow ! But what a air CD move !!
    
    
    Choi Bounge
    
    Jumping C ( 2 hits ), Crouching C, Hurricane Cutter ( d., u + C )  ( 4hits )
    Jumping C ( 2 hits ), Crouching C, Flying Monkey Slice ( b., f + B ) (3 hits )
    
    Same advantage as Chin, he is small enough to worry Kensou, Andy, and
    Chang.
    
    
    Yuri Sakazaki
    
    Jumping C/D, Standing/Crouching C, Saiha ( QCB + A/C )   ( 3 hits )
    Jumping C/D, Standing/Crouching C, Hundred Blows ( HCB + A/C )  ( 3 hits)
    Jumping C/D, Standing/Crouching C, Ko oh Ken ( QCF + C )  ( 3 hits )
    Jumping C/D, Standing/Crouching C, Yuri Super Upper ( f, d, df + A )  (3 hits)
    Standing/Crouching C, Yuri Super Upper C  ( 3 hits )
    
    She already has a triple Yuri Super Uppercut. Just ask your partner to
    stay in guard, close to him, do Yuri Super Uppercut ( f, d, df + A ),
    and transform it with QCF + C ), she will three times, and finish in the
    back of your opponent. Sorry it doesn't hit 3 times when not in guard.
    Yuri on second player can do her fury indefinitely in the corner. If
    close to her opponent.
    
    If your opponent is crouching in guard when you're doing your fury, let
    the joy up backward or forward after finishing your motion, and she will
    go through him, as she goes through Athena.
    She has too many moves motion that are almost the same.
    
    
    Mai Shiranui
    
    Jumping $ + C, Flying Squirrel Dance ( QCB + A/C )  ( 2 hits )
    Jumping C/D, Standing/Crouching C, Kacho Sen ( QCF + C )   ( 3 hits )
    Jumping C/D, Standing/Crouching C, Ryu En Bu ( QCB + C )   (3 hits )
    Jumping C/D, Standing C, Deadly Ninja Bees ( HCF + B/D )  ( 3 hits )
    Crossup D, Standing A, Flying Dragon Blast ( f, d, df + D )   ( 4 hits )
    § Jumping C/D, Standing/Crouching C, Super Deadly Ninja Bees ( f, db, f
    + BC )    ( 5 hits )
    
    If your opponent is in the corner.
    Jumping $ + C, Standing C, Kacho Sen ( QCF + A/C ), Crouching D.  ( 4
    hits )
    Jumping $ + C, Standing C, Kacho Sen ( QCF + A/C ), Crouching C, Kacho
    Sen, Crouching C. ( 6 hits )
    
    She's got a very strong D, Standing, in air or Crouching.. And a too
    easy fury, that hits too much. But her fury is too vulnerable at the
    end.
    
    
    King
    
    ¤ Jumping C/D, Standing D, Venom Strike ( QCF + D )  ( 3 hits )
    Jumping C/D, Standing/Crouching B, Standing D (1 hit), Venom Strike D (4 hits )
    Jumping C/D, Standing/Crouching B, Standing D (1 hit), Trap Shot ( f, d,
                            df + B/D )   ( 3 hits )
    Jumping C/D, Standing/Crouching B, Standing D (1 hit), Tornado Kick (HCB + D ) 
                             ( 5 hits )
    Jumping C/D, Standing D (1 hit), Double Strike ( f, b, f, df, d + D ) (4 hits )
    Jumping C/D, Standing/Crouching B, Standing D (2 hits)   ( 4 hits )
    Standing D ( 2 hits ), Standing D ( 2 hits ).  ( 4 hits ) Need timing.
    
    If your opponent is in the corner :
    Jumping D, Standing D ( 1 hit ), D-Double Strike, Standing  D ( 1 hit ),
    D-Double Strike, Standing D ( 2 hits ). ( 9 hits )
    
    Her Standing D is a nightmare. And her Tornado Kick ( HCB + B ), done
    when your opponent is going to stand up is a frightful weapon, if the
    opponent is crouching in guard.
    
    
    Saishyu Kusanagi
    
    ¤ Jumping C/D, Standing C ( 2 hits ), Fireball ( QCF + C )   ( 3 hits )
    Crossup C/D, Standing C ( 2 hits ), Dark Thrust ( f, d, df + A )   ( 4hits )
    Crossup C/D, Standing C ( 2 hits ), Fireball ( QCF + C )  ( 4 hits )
    Crossup C/D, Standing C ( 2 hits ), HCB + A.   ( 5 hits )
    Crossup D, 2 Standing A's, Dark Thrust C  ( 5 hits )
    Jumping D,Standing C ( 2 hits ), HCB + A.   ( 5 hits )
    
    
    Omega Rugal
    
    ¤ Jumping C/D, Standing/Crouching C, Reppuken ( QCF + C )   ( 3 hits )
    ¤ Jumping C/D, Standing C, Genocide Cutter ( QCB, ub + D )  ( 4 hits )
    ¤ Jumping C/D, Standing D ( 1 hit ), Genocide Cutter, ( QCB, ub + D ) (4 hits )
    Jumping C/D, Standing/Crouching C, God Press ( HCB + A/C )  ( 3 hits )
    Jumping C/D, Standing/Crouching C, Dark Crystal Reflector ( QCF + B/D)   
       ( 3 hits )
    
    
    
    Iori Yagami
    
    ¤ Jumping C/D, Standing/Crouching C, Fireball ( QCF + C )   ( 3 hits )
    Jumping C/D, Standing/Crouching C, Dark Crescent Slice ( HCB + B/D )  (4 hits)
    Jumping C/D, Standing/Crouching C, Deadly Flower ( QCB + A/C X 3 ).   (5 hits)
    Jumping C/D, 3 Crouching A's, Deadly Flower A/C X 3 ( 7 hits )
    Jumping Reverse Kick ( b + D, 1 hit ), Standing/Crouching C, Dark Thrust
    ( f, d, df + C )  ( 5 hits )
    Jumping C/D, Standing C, Deadly Flower A X 2, Dark Thrust A  ( 5 hits )
    
    Jumping Reverse Kick ( 3 hits ), Standing C, Deadly Flower ( QCB + A X 2), 
    Dark Thrust ( f, d, df + A ).   ( 7 hits ). To get 3 hits with the
    Reverse Kick you must do a Jump like this : db, uf, in air your stick is
    neutral, and do b + D the latest you can. It can also hit twice.
    
    ¤ Jumping Reverse Kick ( 1, 2, or 3 hits, as you want ), Standing C,
    Deadly Flower ( QCB + A X 2 ), Standing CD. ( 5 hits )
    
    § Jumping C/D, Standing/Crouching C, Maiden Masher ( QCB, HCF + C )  (3 hits )
    
    Iori's juggle, when opponent is in air :
    Deadly Flower A X 2, Short Pause, Deadly Flower A X 2, Short pause, etc,
    and reaching the corner if you think you won't be able to continue the
    juggle do a Dark Thrust with A.
    
    He is the equal of Kyo. But he's got a weaker dodge attack. However his
    Dark Thrust is a dangerous weapon when your opponent is knocked down,
    because done before your opponent stands up, you will hit him in the
    back, if he is crouching in guard. He also has his Crescent move that is
    better than Kyo's one, because it pushes Iori at a range longer than
    Kyo's one, that allow him to protect sometimes, on the contrary of Kyo.
    
    
    Eiji Kisaragi
    
    Jumping D (2 hits), Standing D (2 hits), Shadow Slicer ( HCF + A/C )  (5 hits )
    Jumping D (2 hits), Standing D (2 hits), Spirit Blast ( QCF + A/C )   (5 hits )
    Jumping D (2 hits), Standing D (2 hits), Bone Cutter ( HCB + B/D )   ( 5hits )
    Jumping D (2 hits), Standing D (2 hits), Mist Slash ( QCB + A/C )   ( 5hits )
    Jumping D (2 hits), Standing D (2 hits), Stallion Kick ( QCB, ub +B)( 9 hits )
    § Jumping D (2 hits), Standing D (2 hits), Mantis Punch ( HCF, df, d + B)  
                           ( 5 hits )
    
    If you're fighting a character who has a Fireball, do the following :
    Do Shadow Slicer the latest to reflect the fireball, then do QCF + D to
    go in his back, his Fireball will hit him, Standing D ( 2 hits ), Bone
    Cutter ( HCB + B/D ), and your opponent is dizzy. Of course it will work
    at the condition your opponent is hit by his fireball, and that you
    reflected it the latest.
    He's got also a hi-priority Crouching C.
    
    
    Billy Kane
    
    Jumping D, Standing C, Club Blow ( HCF + A/C )  ( 3 hits )
    Jumping D, Standing/Crouching A, Club Twist ( Tap A or C)  ( 4 hits )
    Crossup D, Standing C, Club Twist A/C  ( 8-9 hits )
    *Standing C, Flaming Hurricane ( QCF, HCB + AC )  ( 2 hits )
    
    He has got a very strong A, and C, Standing, or Crouching.
    
    
    To finish this FAQ that I think miss one or two things that I forgot to
    write or was too lazy to write, I propose you my list of the 10
    strongest characters from my point of view ( the bosses don't count, it
    doesn't matter anyway, only Rugal would have been classed ) :
    
    1-  Kyo
    2-  Iori
    3-  Kensou
    4-  Terry
    5-  Takuma
    6-  Athena
    7-  Mai
    8-  Kim
    9-  Goro
    10-  Clark
    
    
    Thanks to Kensou who indirectly helps me to write this FAQ. And thanks
    to my friends, who helped to know all this stuff ! And Thanks to SNK !!
    
    
    Thonglith, and co-signed by Jean-Paul, and Phillipe.
    
    May you have any comments I would be glad to read it. Bye.
    
    -Thonglith