THE KING OF FIGHTERS' 99
                            ( Kyo version1 )


                            COMBOS FAQ v2.5

                 By: C'Aso~ro~Chi Kyori (aka Orochi Lee)
                      Email: orochi1800@hotmail.com

                           Leecreation Studio
                 (http://members.xoom.com/leecreation/)
                              ICQ# 5288074

=======================================================================


Warning: This FAQ is copyright 1999 by C'Aso~ro~Chi Kyori. All information in
this FAQ should not by any means be used as a source of profit. 
Non-commercial products may use the information in this FAQ for "FREE" but
provided that credit is given to the author where credit is due.
But please inform the author first before doing so.

King Of Fighters 99 is Copyright (C) SNK USA (C) SNK Japan

FAQ can be found at: www.gamefaqs.com
                     
========================================================================

                              WHAT'S NEW?

========================================================================

------4 new combos in the General Combos section.
------2 new combos in the Pressuring Combos section.
------1 new update in the Counter-Mode Combos section.
------A new Striker Combos section.

========================================================================

                           TABLE OF CONTENTS

========================================================================

* Section 1 *
-----Introduction

* Section 2 *
-----Notations used in this game and in this FAQ

* Section 3 *
-----Normal Moves Cancellation Table
-----The Movelist of Kyo version1
-----Chain Combos 
-----General Combos
-----Pressuring Combos
-----Counter-Mode Combos
-----Striker Combos

* Section 4 *
-----Credits & Special Thanks
-----Links
-----Ending Speech

=========================================================================

                                SECTION 1

=========================================================================

INTRODUCTION :

Yes! Finally the King of Fighters'99 is here in Singapore about 3 weeks ago. I'm all 
hyped about it and what's more exciting is that this is my first ever KOF FAQ. So please 
pardon me if it's not that well-written.
I always thought that Kyo version1 will be similar to 95Kyo of KOF'98. After witnessing 
him in action during the first few days of the game arrival, I must say that I'm actually 
quite disappointed. He doesn't resemble 95Kyo at all, most of his moves are changed. 
Soon after experimenting him for awhile, I started to fancy his moves. His moves are 
Unique to a certain degree...well, at least to me. 
So I have decided to write this FAQ as a personal interest and also as a tribute to the 
SNK newly created character. Enjoy the FAQ and do correct me if some points are 
found wrong.
-----C'Aso~ro~Chi Kyori

========================================================================

                               SECTION 2

========================================================================

NOTATIONS USED IN THIS GAME & FAQ :


K E Y

( all notations are in 1st player's side )

o    o    o         jump backwards     vertical jump     jump forward
  \   |    /
o -- n  -- o        block/go back         neutral          go forward
  /   |    \
o    o    o         blocking crouch     normal crouch    forward crouch


A = light punch        B = light kick
C = heavy punch        D = heavy kick

dn/dwn = down joystick direction
up  = up joystick motion
bk  = hold joystick in blocking direction
fw  = joystick forward motion
QCB = quarter circle back joystick motion
QCF = quarter circle forward joystick motion
HCB = half circle back joystick motion
HCF = half circle forward joystick motion
DP  = uppercut joystick motion
RDP = reverse uppercut joystick motion
HC  = chain hits
CM = Counter Mode
AM = Armour Mode
j   = jump
s   = stand
cx  = crossup/overlap
cs  = call striker 
(mod.) = modified

+----------------------------------------------------------------------
Motion              | Description                                              
+----------------------------------------------------------------------
bk                  | block/move backward                                      
+----------------------------------------------------------------------
fw                  | move forward                                             
+----------------------------------------------------------------------
bk, bk              | hop backwards
+----------------------------------------------------------------------
fw, fw              | run/dash                                                 
+----------------------------------------------------------------------
tap upbk/upfw       | short jump                                              
+----------------------------------------------------------------------
press upbk/up/upfw  | normal jump                                              
+----------------------------------------------------------------------
dwn, tap upbk/upfw  | short hyperjump                                          
or dash, tap jump   |                                                          
+----------------------------------------------------------------------
dwn, upbk/upfw      | hyperjump                                                
or dash and jump    |                                                          
+----------------------------------------------------------------------
A+B                 | rolling(can roll through most moves) 
+----------------------------------------------------------------------
bk A+B              | a short jump back, then quickly a short jump      
                      front again (offensive recovery move,     
                      can be cancel into special moves)                 
+----------------------------------------------------------------------
A+B as land         | recovery roll(not advisable when fighting    
                      grabbers       
+----------------------------------------------------------------------
bk then fw/bk A+B   | counter roll( while blocking but takes 1 stock of 
                      super) 
+----------------------------------------------------------------------
C+D                 | body-toss attack(heavy attack - knocks opponent 
                      down     
+----------------------------------------------------------------------
bk, C+D             | counter attack(pushes opponent away - knocks    
                      opponent )
+----------------------------------------------------------------------
tap A-D             | slam-escape (prevents getting thrown by normal 
                      slam)     
+----------------------------------------------------------------------
A+B+C               | activate counter mode (unlimited DMs for a    
*need 3 stocks        limited time, able to perform CM-combos, hit 
                      percentage increases)            
+----------------------------------------------------------------------
B+C+D               | activate armour mode (super armoured for a    
*need 3 stocks        limited time, do not have "hit" frames but can be 
                      swept, no DM for that limited time)
+----------------------------------------------------------------------
A+B+C+D             | when dizzy or being slammed with multi hit slam 
+----------------------------------------------------------------------
B+C                 | call out striker
+----------------------------------------------------------------------
Start               | taunting (cancel by any joystick motion)                 
+----------------------------------------------------------------------

There are some more miscellanous stuffs in the game system, but I won't be 
covering them.

=========================================================================

                               SECTION 3

=========================================================================

NORMAL MOVES CANCELLATION TABLE:

This table will show you clearly which normal moves can be cancel in which position, 
and after which hits.

Key symbols:
+----------------------------------------------------------------------
  A      | can be cancel into Command Moves and Special Moves
+----------------------------------------------------------------------
  B      | can be cancel into Special Moves
+----------------------------------------------------------------------
  C      | can only be cancel after a Normal Move
+----------------------------------------------------------------------
  X      | cannot be cancel
+----------------------------------------------------------------------

                        Button A    Button B    Button C    Button D
+----------------------------------------------------------------------
Close Range Standing  |    A           A           A           A
+----------------------------------------------------------------------
Far Range Standing    |    A           A           X           X
+----------------------------------------------------------------------
Crouching             |    A           X           A           X
+----------------------------------------------------------------------
Vertical Jumping      |    X           X           X           X
+----------------------------------------------------------------------
Horizontal Jumping    |    A           X           X           X
+----------------------------------------------------------------------
CD Attack             |                      B
+----------------------------------------------------------------------
Jumping CD Attack     |                      X
+----------------------------------------------------------------------
Fw + A                |                      B
+----------------------------------------------------------------------
Fw + B                |                      C
+----------------------------------------------------------------------
Dwnfw + C             |                      X
+----------------------------------------------------------------------


MOVELIST OF KYO VERSION 1 :

As all that I have known, Kyo-1 is a "skill" based character and not "combo" based. 
His moves are extracted and mixed into a new style from Shin-Kyo. I will include a brief 
description of each moves and please pardon me as I have given names to some of the moves 
myself.

+----------------------------------------------------------------------

                                SLAMS
+----------------------------------------------------------------------
Normal slam         | fw/bk + C/D when near opponent 
+----------------------------------------------------------------------

                            COMMAND MOVES
+----------------------------------------------------------------------
Wild Bite(mod.)     | fw + A
                    | Can be used as a surprise-attack move, not 
                      necessary to be used in a combo. Has reasonable 
                      range and works better than Evil Sweeper when in 
                      close range, cos it execute faster. Definitely a 
                      safe move to use.
+----------------------------------------------------------------------
8 Wounds(mod.)      | fw + B
                    | This move consist of 2-parts. The 1st can dodge        
                      aerial fireball(eg. Takuma's), the 2nd is an 
                      overhead. A good mind game can be played with it.
                      The execution of this move on its own is quite 
                      slow, so its not advisable to use on CPU.                       
+----------------------------------------------------------------------
Stomping Ground     | dwnfw + C
                    | A follow-up move, after most knock down attacks. 
                      It is believe to be able to stop ground wave.
+----------------------------------------------------------------------

                            SPECIAL MOVES
+----------------------------------------------------------------------
Evil Sweeper        | QCF + P
                    | His standard ground wave move. Either versions 
                      has a lag now, compared to 95Kyo in KOF'98. "A"
                      version has a longer lag. It's only advisable to 
                      use it in a special combo, or as a poking element
                      after certain combos.
+----------------------------------------------------------------------
Wheel Twister       | DP + K
                    | An anti-air move, but more advisable to use it in 
                      a combo. Try replacing it with a dwn C whenever 
                      possible, but you have to anticipate well because 
                      his dwn C execution pace is slow.
+----------------------------------------------------------------------
No.75 Kick(mod.)    | QCF + KK
                    | A standard start-up move for combos.
                      100% counter free from your opponent.
+----------------------------------------------------------------------
Pale Demon          | QCB + P
                    | A surprise-attack move. Fast in execution but 
                      poor in range. An essential move in 1 of his 2 
                      CM-combos. Do not execute this move on its own, 
                      Your opponent can 100% counter you 
+----------------------------------------------------------------------

                           DESPERATION MOVE
+----------------------------------------------------------------------
Orochinagi          | QCB, HCF + P
                    | His debut DM. It has invincibility on the upper-   
                      half of the body. Used as anti-air when it's 
                      Maxed-out (Might have auto-guard during  
                      start-up when CM-enabled)
+----------------------------------------------------------------------

                           STRIKER ABILITY
+----------------------------------------------------------------------
Performed No.75 Kick. Follow-up is possible after opponent is being kick up in air.

==========================================================================

CHAIN COMBOS :

d A, d A  (Rush 2 hits) 
d A, d B  (Rush 2 hits)
d A, s A  (Rush 2 hits)
d A, s B  (Rush 2 hits)
d B, d A  (Rush 2 hits)
d B, d B  (Rush 2 hits)
d B, s A  (Rush 2 hits)
d B, s B  (Rush 2 hits)
s A, d A  (Rush 2 hits)
s A, s A  (Rush 2 hits)
s A, d B  (Rush 2 hits)
s A, s B  (Rush 2 hits)
s B, d A  (Rush 2 hits)
s B, s A  (Rush 2 hits)
s B, d B  (Rush 2 hits)
s B, s B  (Rush 2 hits)
d A, d A, d A  (Rush 3 hits) 
d A, d B, d A  (Rush 3 hits)
d A, d A, s A  (Rush 3 hits)
d A, d B, s A  (Rush 3 hits)
d A, s A, d A  (Rush 3 hits)
d A, s B, d A  (Rush 3 hits)
d A, s A, s A  (Rush 3 hits)
d A, s B, s A  (Rush 3 hits)
d B, d A, d A  (Rush 3 hits)
d B, d B, d A  (Rush 3 hits)
d B, d A, s A  (Rush 3 hits)
d B, d B, s A  (Rush 3 hits)
d B, s A, d A  (Rush 3 hits)
d B, s B, d A  (Rush 3 hits)
d B, s A, s A  (Rush 3 hits)
d B, s B, s A  (Rush 3 hits)
s A, d A, s A  (Rush 3 hits)
s A, s A, s A  (Rush 3 hits)
s A, d B, s A  (Rush 3 hits)
s A, s B, s A  (Rush 3 hits)
s A, d A, s B  (Rush 3 hits)
s A, s A, s B  (Rush 3 hits)
s A, d B, s B  (Rush 3 hits)
s A, s B, s B  (Rush 3 hits)
s B, d A, s A  (Rush 3 hits)
s B, s A, s A  (Rush 3 hits)
s B, d B, s A  (Rush 3 hits)
s B, s B, s A  (Rush 3 hits)
s B, d A, s B  (Rush 3 hits)
s B, s A, s B  (Rush 3 hits)
s B, d B, s B  (Rush 3 hits)
s B, s B, d B  (Rush 3 hits)
s B, s B, s B  (Rush 3 hits)
d A, d A, dwnfw + C  (Rush 3 hits)
d A, s A, dwnfw + C  (Rush 3 hits)
d A, s B, dwnfw + C  (Rush 3 hits)
d B, d A, dwnfw + C  (Rush 3 hits)
d B, s A, dwnfw + C  (Rush 3 hits)
d B, s B, dwnfw + C  (Rush 3 hits)
s A, d A, dwnfw + C  (Rush 3 hits)
s A, s A, dwnfw + C  (Rush 3 hits)
s A, d B, dwnfw + C  (Rush 3 hits)
s A, s B, dwnfw + C  (Rush 3 hits)
s B, d A, dwnfw + C  (Rush 3 hits)
s B, s A, dwnfw + C  (Rush 3 hits)
s B, d B, dwnfw + C  (Rush 3 hits)
s B, s B, dwnfw + C  (Rush 3 hits)
d A, d A, d A, dwnfw + C  (Rush 4 hits)
d A, d B, d A, dwnfw + C  (Rush 4 hits)
d A, d A, s A, dwnfw + C  (Rush 4 hits)
d A, d B, s A, dwnfw + C  (Rush 4 hits)
d A, s A, d A, dwnfw + C  (Rush 4 hits)
d A, s B, d A, dwnfw + C  (Rush 4 hits)
d A, s A, s A, dwnfw + C  (Rush 4 hits)
d A, s B, s A, dwnfw + C  (Rush 4 hits)
d B, d A, d A, dwnfw + C  (Rush 4 hits)
d B, d B, d A, dwnfw + C  (Rush 4 hits)
d B, d A, s A, dwnfw + C  (Rush 4 hits)
d B, d B, s A, dwnfw + C  (Rush 4 hits)
d B, s A, d A, dwnfw + C  (Rush 4 hits)
d B, s B, d A, dwnfw + C  (Rush 4 hits)
d B, s A, s A, dwnfw + C  (Rush 4 hits)
d B, s B, s A, dwnfw + C  (Rush 4 hits)
s A, d A, s A, dwnfw + C  (Rush 4 hits)
s A, s A, s A, dwnfw + C  (Rush 4 hits)
s A, d B, s A, dwnfw + C  (Rush 4 hits)
s A, s B, s A, dwnfw + C  (Rush 4 hits)
s A, s B, s B, dwnfw + C  (Rush 4 hits)
s B, d A, s A, dwnfw + C  (Rush 4 hits)
s B, s A, s A, dwnfw + C  (Rush 4 hits)
s B, d B, s A, dwnfw + C  (Rush 4 hits)
s B, s B, s A, dwnfw + C  (Rush 4 hits)
s A, s C  (Rush 2 hits)
d A, s C  (Rush 2 hits)
d B, s C  (Rush 2 hits)
s A, s C, dwnfw + C  (Rush 3 hits)
d A, s C, dwnfw + C  (Rush 3 hits)
d B, s C, dwnfw + C  (Rush 3 hits)
j CD --> A  (2 hits)
j CD --> B  (2 hits)
j CD --> C  (2 hits)
j CD --> D  (2 hits)
s C, dwnfw + C  (Rush 2 hits)
s D, dwnfw + C  (Rush 2 hits)
j A, dwnfw + C  (Rush 2 hits)
j B, dwnfw + C  (Rush 2 hits)
j C, dwnfw + C  (Rush 2 hits)
j D, dwnfw + C  (Rush 2 hits)
d C, dwnfw + C  (Rush 2 hits)

*All "j C" can be replaced by "j D"
**All "s C" can be replaced by "d C" (varies)

j C, d C, dwnfw + C  (Rush 3 hits)
j C, d B, d B  (Rush 3 hits)                   
j C, d B, d A  (Rush 3 hits)
j C, d B, s B  (Rush 3 hits)                   
j C, s B, s B  (Rush 3 hits)                     
j C, s B, s A  (Rush 3 hits) 
j C, s B, d B  (Rush 3 hits)
j C, s B, d A  (Rush 3 hits) 
j C, d B, d B, d B  (Rush 4 hits)
j C, d B, s B, s A  (Rush 4 hits)
j C, d B, s B, d A  (Rush 4 hits)
j C, d B, d B, s A  (Rush 4 hits)
j C, d B, s B, d A  (Rush 4 hits)
j C, d B, s B, dwnfw + C  (Rush 4 hits)
j C, s B, s B, dwnfw + C  (Rush 4 hits)
j C, s B, s A, dwnfw + C  (Rush 4 hits)
j C, s B, d A, dwnfw + C  (Rush 4 hits)
j C, d B, s B, s A, dwnfw + C  (Rush 5 hits)
j C, d B, s B, d A, dwnfw + C  (Rush 5 hits)
j C, d B, d B, s A, dwnfw + C  (Rush 5 hits)
j C, d B, s B, d A, dwnfw + C  (Rush 5 hits)

**Chain Combos ending with fw + A can combo further with Special Moves
       
  when in corner
d A, s A, fw + A  (Rush 3 hits)
d A, s B, fw + A  (Rush 3 hits)
d B, s A, fw + A  (Rush 3 hits)
d B, s B, fw + A  (Rush 3 hits)
s A, s A, fw + A  (Rush 3 hits)
s A, s B, fw + A  (Rush 3 hits)
s B, s A, fw + A  (Rush 3 hits)
s B, s B, fw + A  (Rush 3 hits)
d A, d A, s A, fw + A  (Rush 4 hits)
d A, d B, s A, fw + A  (Rush 4 hits)
d A, s A, s A, fw + A  (Rush 4 hits)
d A, s B, s A, fw + A  (Rush 4 hits)
d B, d A, s A, fw + A  (Rush 4 hits)
d B, d B, s A, fw + A  (Rush 4 hits)
d B, s A, s A, fw + A  (Rush 4 hits)
d B, s B, s A, fw + A  (Rush 4 hits)
s A, d A, s A, fw + A  (Rush 4 hits)
s A, s A, s A, fw + A  (Rush 4 hits)
s A, d B, s A, fw + A  (Rush 4 hits)
s A, s B, s A, fw + A  (Rush 4 hits)
s B, d A, s A, fw + A  (Rush 4 hits)
s B, s A, s A, fw + A  (Rush 4 hits)
s B, d B, s A, fw + A  (Rush 4 hits)
s B, s B, s A, fw + A  (Rush 4 hits)
s A, s C, fw + A  (Rush 3 hits)
d A, s C, fw + A  (Rush 3 hits)
d B, s C, fw + A  (Rush 3 hits)
s C, fw + A  (Rush 2 hits)
s D, fw + A  (Rush 2 hits)
j A, fw + A  (Rush 2 hits)
j B, fw + A  (Rush 2 hits)
j C, fw + A  (Rush 2 hits)
j D, fw + A  (Rush 2 hits)
d C, fw + A  (Rush 2 hits)
j C, s C, fw + A  (Rush 3 hits)
j C, d C, fw + A  (Rush 3 hits)
j C, d B, s B, fw + A  (Rush 4 hits) 
j C, s B, s B, fw + A  (Rush 4 hits) 
j C, s B, s A, fw + A  (Rush 4 hits) 
j C, d B, s B, s A, fw + A  (Rush 4 hits)
j C, d B, d B, s A, fw + A  (Rush 4 hits) 

=========================================================================

GENERAL COMBOS :

Kyo-1 doesn't have a lot of combos as he is a "skill" based character.
I will try to list out all the combos available for him, plus a brief description of 
them. Please inform me if I have left out any, thanks. 

**IMPORTANT: 
As a new system for KOF'99, characters like Kyo-1 and Takuma have follow-up moves 
when they knocked down their opponent.
Kyo-1 can either follow-up with a QCF + C or dwnfw + C, the opponent will get hit while
 
they are still lying on the ground.

CD         --> follow-up
j  CD      --> follow-up
d D        --> follow-up 
QCB + P    --> follow-up
QCF + KK  --> follow-up
DP + D     --> follow-up

+----------------------------------------------------------------------
**All the combos here can be done without the jump C/D (minus 1 hit)

j C/D, d B, d A, DP + B  (Rush 4 hits)

j C/D, d B, s A, DP + B  (Rush 4 hits)

j C/D, d B, s B, DP + B  (Rush 4 hits)

j C/D, d B, d A, QCB + P  --> follow-up  (Rush 5 hits)

j C/D, d B, s A, QCB + P  --> follow-up  (Rush 5 hits)

j C/D, d B, s B, QCB + P  --> follow-up  (Rush 5 hits)
+----------------------------------------------------------------------
**All the combos here can be done without the jump C/D (minus 1 hit)

j C/D, s C, DP + K  (Rush 3 or 5 hits)   
(Follow-up is possible when DP is done with D-version)

j C/D, s C, QCB + P  (Rush 4 hits)
(Follow-up is possible)

j C/D, s C, QCF + KK  (Rush 4 hits)
(Follow-up is possible)

j C/D, s C, QCF + DD, DP + D  (7 hits)
(Must run a bit for the DP + D to connect fully)

j C/D, s C, QCF + DD, DP + B  (5 hits)
(DP + B can be replaced by QCB + A)
(Follow-up is possible after QCB + A) 

j C/D, s C, fw + A, QCF + K  (4 hits)
(Only works on some characters)

+----------------------------------------------------------------------
**All the combos here can be done without the jump C/D (minus 1 hit)
**All the combos here only works in the corner

j C/D, d B, d A, QCB + P, QCF + C(follow-up), Slam (8 hits) NEW

cx B, s C, fw + A, QCF + DD, DP + D, QCF + C(follow-up) (9 hits) NEW
(The follow-up will not hit if its not done in the corner)

j C/D, s C, fw + A, DP + K  (Rush 4 or 6 hits)
(Follow-up is possible)

j C/D, s C, QCF + DD, DP + B(hit at highest point), s C  (6 hits)
(After the stand C, mind game can be played because opponent wont get knocked down)
**Extended version:
j C/D, s C, QCF + DD, DP + B(hit at highest point), s C, QCF + DD(only 2nd hit will hit), j C/D. (8 hits) NEW

j C/D, s C, QCF + DD, DP + D, QCF + P(follow-up) (8 hits)

j C/D, s C, QCF + DD, DP + D, QCF + P(follow-up), Slam (9 hits) NEW 
j C/D, s C, QCF + DD, DP + D, dwn + C(follow-up) (8 hits)

j C/D, s C, QCF + DD, QCF + P, QCF + P(follow-up)  (6 hits)
(1st QCF + P must hit opponent real low, then follow-up with another)
(dwnfw + C as follow-up is also possible)

=========================================================================

PRESSURING COMBOS :

The combos listed here are for pressuring your opponents and building up the stock meters. 
They are NOT hit-combos. Fw + B is used here instead of fw + A, it's because fw + A can 
hardly link into any Special Moves if it is not done in the corner.

(Possible Special Moves after fw + B)
QCF + KK
QCF + P 

+----------------------------------------------------------------------
**All the combos here can be done without the jump C/D (minus 1 hit)

j C/D, s C, fw + A, QCF + P  (3 hits)
                    /QCF + KK 

j C/D, d B, s A, fw + B, QCF + P  (3 hit)
                        /QCF + KK

j C/D, d B, s B, fw + B, QCF P  (3 hits)
                         /QCF + KK

j C/D, s C, fw + B, QCF + P  (2 hits)
                    /QCF +KK

+----------------------------------------------------------------------
**All the combos here can be done without the jump C/D (minus 1 hit)
**All the combos here only work in the corner

j C/D, s C, QCF + DD, s C, QCF + DD............(repeat until guard crush) NEW

j C/D, d B, s B, fw + B, QCF + DD, s C, QCF + DD............(repeat until guard crush) NEW

*Note: s C, QCF + DD is the pattern 2 be repeated here.

=========================================================================

COUNTER-MODE COMBOS :

These combos are only possible when Counter-Mode is enabled, and they can really do huge 
damage. Lucky enough for Kyo-1, he got 2 CM-combos whereas most other characters only have 
one. The 2nd combo is only an extended version of the 1st combo.

+----------------------------------------------------------------------
**The combo here can be done without the jump C/D (minus 1 hit)

j C/D, s C, QCF + DD, DM  (5 hits)
(Standard 95Kyo's DM combo in KOF'98, but only possible when Counter-Mode is enabled 
in KOF'99)

j C/D, s C, QCF + DD, QCB + A, DM  (6 hits)
(The 1st hit of the QCB + A will still juggle the opponent, you will also have to cancel 
into DM during this 1st hit)

+----------------------------------------------------------------------
**The combo here can be done without the jump C/D (minus 1 hit)
**The combo here only works in the corner

j C/D, s C, QCF + DD, DM, QCF + C (??? Hits) NEW 

==========================================================================

NEW
STRIKER-COMBOS:

KOF'99 has opened up a whole new range of combos with the aid of strikers. These fascinating 
combos can only be done with the aid of a striker. Different strikers will created different 
combos with different characters. In the case of Kyo-1, Mai and Kasumi are the 2 strikers 
needed for the combos.

+----------------------------------------------------------------------
**Both Striker Combos have to be done in the corner

j C/D, s C, QCF + DD, cs Mai, DP + D (??? Hits)
(As Mai is hitting the opponent up in the air, combo it together with DP + D)

j C/D, s C, QCF + DD, cs Kasumi, QCF + DD, cs Kasumi, QCF + DD, cs Kasumi, QCF + DD, cs Kasumi, 
QCF + DD, DP + D, QCF + C (Infinity)(Death Combo)
(Kasumi has to jump out and hit the opponent real low, so that she can catch the opponent after 
hitting him and throw him back to the corner)

========================================================================

                               SECTION 4

========================================================================

CREDITS & SPECIAL THANKS :

mOOnrun (m00nrun@yahoo.com)
------ for his expert guidance in the game, and for fighting endlessly with me against 
scrubs. Some of the combos are from him.

Nari ------ thanks for helping me out during the last session of data collecting for this FAQ.

King of Fighters Combo Mailing List (kof_combo@egroups.com)
------ great place to discuss combos. It also opens me to more possibility of combos making.

Challengers & Victims
------ those players at the arcade who challenged me and those who were by combo practice...:)

Also not forgetting those who accompany me thru the night in ICQ while I'm writing this FAQ.
+----------------------------------------------------------------------

LINKS - KOF related sites & General Sites :

Madman's Cafe (Prof Henry Moriarty)
http://mmcafe.telnet.or.jp

KoF4ever (Yasakani)
http://i.am/kof

Lancer's Dance Floor (Darklancer's BBS)
http://www.guestbook.de/yasg.cgi?X=132761

Sham Bun's Homepage (Sham Bun)
http://home.ust.hk/~eg_sbxaa/index.html

Fighters to Finish Webring
http://mmcafe.telnet.or.jp/webring.htm

Gamefaqs
http://www.gamefaqs.com

Resurrection! (mOOnrun)
http://i.am/moonrun/

House of Shingo (Shingo)
http://scicblc.nus.edu.sg/~shingo/

+----------------------------------------------------------------------

ENDING SPEECH :

Phew!!!... finally, after a week at the arcade collecting Kyo-1's data, spending hours in 
the night writing this FAQ, its has come to an end now. I took great effort and precious 
time in trying to get all these combos, and I personally tried them out to make sure each 
and everyone of it works, so I hope you guys and gals, will appreciate what I have done. 
Although Kyo-1 is no popular character in KOF'99 yet, but I hope with this FAQ, u all 
will start to use him and make him a popular character too...8)
If you have any comments or contributions, mail me. 
To those whom I may indirectly have forgotten to give credits to, don't SUE me, just mail 
me and remind me ok? Till then, enjoy KoF'99 and don't forget sleep....zzzzzzz.

Copyright (C) 1999 C'Aso~ro~Chi Kyori
All rights reserved.



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