hide results

    Combo FAQ by Serpent_Wave

    Version: 1.2 | Updated: 03/06/00 | Printable Version | Search This Guide

      <><><><><><><><><><><><><><><><><><><>
    <>The King of Fighters 99 Combo FAQ v1.0<>
    <>Written by Serpent Wave               <>
    <>Started 12-6-99 v1.2                  <>
      <><><><><><><><><><><><><><><><><><><>
    
    
    
    ------------------------------------------------------------------------------------------>
    ____ __  __ ____           ''  999999999____  ____  999999999
    /_ _// /_/ // /_             ' 999999999/    \/ /_  99999999999
    // / /-/ // /--              99999  99/  /  / /-- 99999  999999
    // / / / // /__                99999999\    / /     99999999999
    -  --  -- ----                     99999------           99999
                                      99999                 99999
                   __ __ __ __ __ ___9999              ____99999___ __  __ ____ ___ ____  ____
                  / |/ // // \/ // /\|99              / /_ / // /\|/ /_/ //_ _///_ / /\ \/ __/
                 /  |\ / // /\ // /|--               / /--/ // /|-/ /-/ /  // / /_ / /--//-- /
                /  /\ \ // / // \    /              / /  / / \   / / / /  // / /__/ / \ \   /
                --   --- --  -   ----               --   -- -- ----  --   -  ---- --  ------
    
    	M____I____L____L____E____N____I____U____M________B____A____T____T____L____E_
    	/__________________________________________________________________________/
    ------------------------------------------------------------------------------------------>
    
    
    
    
    Version History - June 12th, 1999  (v0.1): Started, made the layout and 
    non-combo sections.
    		- June 13th, 1999  (v0.2): Added ascii, added Controls and Motions.
    		- August 9th, 1999 (v0.3): Fixed the layout, and half of the Movelist.
    		- August 10th, 1999(v0.4): Finished Movelist.
    		- August 11th, 1999(v0.5): 3/4ths of Combos Finished.
    		- August 14th, 1999(v0.6): More Combos.
     >RELEASED<	- August 16th, 1999(v0.7): Just Some Corrections and Cleanup of 
    Combos.
    		- August 28th, 1999(v0.8): Removed/Edited the Combos
    		- December 11th, 1999(v0.9): Infinites Added, and ALOT of Combos.
     >RE-RELEASED<	- January 8th, 2000(v1.0): FAQ completion
    		- February 1st, 2000(v1.1): AIR/Striker Combos Added
    		- March 6th, 2000  (v1.2): Touch-ups with Combos and Other Stuff
    
    
    =- DISCLAIMER -=
    
    FAQ researched and written by Serpent Wave
    
    This FAQ is for private and personal use only.  It can only be reproduced
    electronically, and if placed on a web page or site, may be altered as
    long as this disclaimer and above copyright appears in full. This FAQ may
    not be used for profitable/promotional purposes; this includes being used
    by publishers of magazines, guides, books, etc. or being incorporated into
    magazines, guides, etc. in ANY way. This FAQ was created and owned by 
    myself,
    Serpent Wave<serpent_wave@hotmail.com>.
    
    All copyrights and trademarks are acknowledged that are not specifically
    mentioned in this FAQ.  Please give credit where credit is due.
    
    
    The King of Fighters '99 is (c) SNK <snkusa.com>, (c) NeoGeo Japan 
    <neogeo.co.jp> and
    (c) NeoGeo USA <neogeo-usa.com>
    
    
    
    ------------------------------------------------------------------------------------------>
    This FAQ can be found at:
    
    Combo Lair				http://i.am/serpent_wave
    
    GameFAQ's       			http://www.gamefaqs.com
    
    ------------------------------------------------------------------------------------------>
    
    Contents:
    
    1 - Introduction
    
    2 - Controls
    	2.b - Motions
    	2.c - Shortcuts
    	2.d - Legend
    	2.e - Movelist
    
    3 - Combos
    	3.b - Infinites
    
    4 - Credits
    
    5 - Conclusion
    
    ----------------------------------------------------------------------------------------->
    
    Introduction:
    
    Welcome once more, everyone. To my KoF '99 Combo FAQ.
    I hope these combos are helpful to everyone who reads this document.
    However I have only one request to you regarding the infinite combos, that 
    they not
    be used in excessive fashion, especially in VS matches, they are only meant 
    to be used
    on CPU matches in which there's no heat whatsoever among anyone.
    I'm only saying this for obvious reasons, 'cause we all want a nice, safe 
    environment to
    enjoy in, with no conflicts or argument, nothing but competition, and just 
    having fun.
    
    ------------------------------------------------------------------------------------------>
    
    Controls:
    
    
    ub      u       uf                   up-back         up        up-forward
    
    b       N       f                    back          NEUTRAL        forward
    
    db      d       df                   down-back      down     down-forward
                                     (defensive crouch)        (offensive 
    crouch)
    
    
               A           B            C            D
    
            Low Punch   Low Kick    High Punch   High Kick
    
    ------------------------------------------------------------------------------------------>
    
    Controls and Motions:
    Dodge Slide (AB)
    Slide Attack (Attack during slide animation)
    Body Toss Attack (CD)
    Armor Mode (ABC)---CONSUMES 3 STOCKS
    Counter Mode (BCD)---CONSUMES 3 STOCKS
    Striker (BC)---CONSUMES 1 STRIKER STOCK
    MaxSlide (AB while blocking)---CONSUMES 1 STOCK
    CD Counter (CD while blocking)---CONSUMES 1 STOCK
    Hyper Jump (qcf into jump)
    Low Jump (Tap Jump lightly)
    Run (Tap F,F)
    Hop Backward (Tap B,B)
    Taunt (Press Start)
    SDM Mode (Automatic upon low life)
    
    
    
    Motions:
    QCF	- D,DF,F
    HCF	- B,DB,D,DF,F
    QCB	- D,DB,B
    HCB	- F,DF,D,DB,B
    DP	- F,D,DF
    RDP	- B, D, DB
    
    
    
    Shortcuts:
    QCF HCB - D,DF,F,DF,DB,B or
    	  D,DF,F,D,DB,B
    QCB HCF - D,DB,B,DB,DF,F or
    	  D,DB,B,D,DF,F
    
    
    
    FAQ Legend:
    
    s	- Standing Attack
    s far   - Standing Far Attack
    c 	- Crouching Attack
    j 	- Jumping Attack
    cX	- Crossup/Crossover/Overlap Jumping Attack
    SA	- Slide Attack
    (S)	- Requires 1 full Power Stock
    (C)	- Requires combo to be done near or in corner
    (BUG)	- Combo is activated with help of a glitch/bug in the game
    
    
    
    Armor Mode:
    
    Press BCD (3 Stocks)
    This mode lasts around 10 seconds.
    You character flashes GOLD during the time limit.
    
    You will have HYPER ARMOR during this mode which means:
    -You will not stagger nor fall when hit by most (ground) attacks
    -Attacks inflict more damage
    -You have no DMs
    -Slide Attacks knock down
    
    
    
    Counter Mode:
    
    Press ABC (3 Stocks)
    This mode lasts around 30 seconds.
    Your character will flash RED during it's activity.
    
    You will have:
    -Unlimited DMs, however most DM's have a longer lag on startup
    -Attacks inflict more damage
    -Some Special Moves can be canceled into DM's
    -Slide Attacks are cancel-able
    
    
    
    Strikers:
    
    Press BC (Costs 1 Striker Stock)
    You start out with 3 Striker Stocks.
    Striker Stocks build gradually.
    			(3 for 1st character, 4 for 2nd, and 5 for final character).
    
    Note: 	1. Used up Striker Stocks Don't regenerate for the succeeding 
    character,
    	   only one stock is added in case of striker stocks being used up.
    	2. Different Strikers have different purposes.
    
    
    Movelist
    
    Special Legend:
    */x	- CM Cancel (Special Moves That Are Cancelable Into DM's in Counter 
    Mode)
    	  The number of symbols indicates the number of hits for the move, "*" 
    means
    	  cancelable, while "x" means it is incapable of cancel-ing.
    	  Capital "X" indicates the C/D version of the move.
    
    Command Attack Legend:
    o(u)*/x	- "o" indicates an overhead attack, the letter that is enclosed 
    indicates
    	  the blocking position of the command attack when cancel-ed from a normal
    	  attack. The "*" or "x" indicates if the move is cancel-able or not.
    
    OTG	- Indicates that the move hits opponents "on the ground".
    AIR	- Indicates that the opponent has to be airborn while performing the 
    combo.
    (Refer Misc. Section for Help)
    
    o	- Overhead (Must be blocked standing)
    u	- Upper Attack (May be blocked either way, standing or crouching)
    l	- Lower Attack (Must be blocked while crouching)
    *	- Cancelable
    x	- Un-cancelable
    
    **************************<
    K'
    f A 	o(u) 		x(*)
    f B 	u(u) 		*(*)
    
    Iron Trigger 			qcf P
    Second Shoot			f B after Iron Trigger
    Second Shell			f D after Iron Trigger
    Crow Bite *(A ver)		dp P
    Crow Bite Finisher 		f D after Crow Bite C
    Minute Spike 			qcb K (can be done in air)
    Blackout 			qcf K
    
    Chain Drive			qcf qcf P
    Heat Drive			qcf hcb P
    **************************<
    Maxima
    f A	o(u) 		x(*)
    			* on Counter Mode
    
    df C	u(u) 		x(*)
    
    M4 Model Vapor Cannon *		qcb P
    SYSTEM 1: Maxima Scramble 	qcf A
    Double Bomber 			qcf A after SYSTEM 1: Maxima Scramble
    Blood Gaps 			qcf A after Double Bomber
    SYSTEM 2: Maxima Scrambler 	qcf C
    Skull Crusher 			qcf C after SYSTEM 2: Maxima Scramble
    Senton Press 			f K after Skull Crusher
    M11 Model Dangerous Arc 	hcf K near opp
    
    Bunker Buster 			qcf hcb P
    Maxima Revenger 		hcb hcb K
    **************************<
    Benimaru
    f B	u(u) 		*(*)
    d D in the air
    
    Raijinken *-*-*			qcf A (can be done in air)
    Upper Raijinken	*-*-*		qcf C (can be done in air)
    Iaido Kick			qcf K
    Handou Sandan Geri *-x		d u K after Iaido Kick
    Shinkuu Katategoma *-*-*-*-*-*	qcb P
    
    Raikohken			qcf qcf P
    Phantom Hurricane		qcf qcf K
    **************************<
    Shingo
    f B 	u-u(u-u) 	x-*(x-*)
    
    Aragami Mikansei *		qcf A
    Dokugami Mikansei *		qcf C
    Oniyaki Mikansei *		dp P
    Oboroguma Mikansei 		rdp K
    Unmastered Koto Moon Positive 	hcb K
    Shingo Kick 			hcf K
    Shingo Kinsei Ore Shiki Katogi	dp K near opp
    			*-*-x
    
    Burning Shingo 			qcb hcf P
    Ge Shiki Kake Hourin 		qcf qcf P
    **************************<
    Terry
    f A 	o(u)		x(*)
    df C	u(u)		*(*)
    
    Power Wave * 			qcf A
    Round Wave *			qcf C
    Rising Tackle *-x-x-x-x-X-X	d u P
    Burn Knuckle 			qcb P
    Crack Shot 			qcb K
    Power Drive *-*			dp P
    Power Shot *-x			dp K
    Power Charge 			hcf K
    Power Dunk 			dp K canceled from Power Charge
    
    High Angled Geyser 		qcf qcf K
    Power Geyser 			qcb db f P
    **************************<
    Andy
    df A	u-u(u-u)	*-x(*-x)
    
    Hishoken * 			qcb A
    Geki Hishoken *-*-*-*-*-*	qcb C
    Shoryudan *-x-x-x-x-X-X		dp P
    Zaneiken *			db f P
    Zaneiken Finisher *		qcf P after Zaneiken
    Dam Breaking Fists *-*-x-x	hcf P
    Kuuhadan 			hcf K
    Genei Shiranui 			qcf K in the air
    Shimo Agito *			P after Genei Shiranui
    Uwa Agito 			K after Genei Shiranui
    
    Choreppadan 			qcb hcf K
    Ryushi Ken 			qcb hcf P
    **************************<
    Joe
    f B	u(u)		*(*)
    df B	l(u)		x(x)
    
    Hurricane Upper x-*		hcf P
    Tiger Kick *-x			dp K
    Slash Kick 			hcf K
    Muay Thai Explosion 		press P 4 times in under 2 seconds
    MTE Finisher *(A ver)		qcf P during Muay Thai Explosion
    Golden Heel Hurter 		qcb K
    
    Screw Upper 			qcf qcf P
    Muai Thai Explosion		qcf hcb P
    The Strongest 			qcf qcf K (hold)
    Low Kick In History
    **************************<
    Mai
    f B	o(u)		x(*)
    df B	l-u(u-u)	x-x(*-x)
    d A in the air	u(u)	*(*)
    d B in the air	o	x
    d D in the air	o	x
    
    Kachosen *			qcf P
    Koyasen Tori 			qcb K
    Ryuribu *-*			qcb P or cancel after
    Musasabi no Mai Starter 	d u P
    Musasabi no Mai Attack 		qcb P in air or after Musasabi no Mai Starter
    ??? 				d P after Musasabi no Mai Starter
    ??? 				d K after Musasabi no Mai Starter
    Hissatsu Shinobi Batchi 	hcf K
    
    Cho Hissatsu Shinobi Batchi 	qcb hcf K
    Pheonix Dance 			qcb qcb P
    Water Bird Dance 		qcf qcf P
    **************************<
    Ryo
    f A	o(u)		x(x)
    f B (mid/upper parry)	x
    df B (lower parry)	* in Counter Mode
    
    Koohken *			qcf P
    Koho *-X			dp P
    Hien Shippu Kyaku 		hcb K
    Zanretsuken 			f b f P
    Raijinsetsu 			qcf K
    Koho Senpuu Ken *		qcb P
    
    Daiten Jinken 			qcf qcf P
    Ryoku Ranbu 			qcf hcb P
    Haoh Sho Koh Ken 		f hcf P
    **************************<
    Robert
    f/b A	o(u)		x(*)
    f/b B	u(u)		*(*)
    df B	l-u(l-u)	x-x(*-x)
    df K 	o(u)		x(x)
    \in the air
    
    Ryugeki Ken 			b f P
    Hien Shippu Kyaku 		b f K
    Kyokugen Renbu Kyaku *-*-x-x	d u P
    Ryuzanchen 			d u K
    
    Hien Shippu Joudan Kyaku 	qcb hcf K
    Ryoku Ranbu 			qcf hcb P
    Haoh Sho Koh Ken 		f hcf P
    **************************<
    Yuri
    f A	o(u)		x(x)
    f B, B	u-u(u-u)	x-x(x-x)
    
    Koohken 			qcf P (hold)
    Haohshokohken 			qcf P hold P for 1 second
    Raiohken 			qcf K
    100 Violent Slaps 		hcb f K
    Cho Upper *(A ver)		dp P
    Cho Upper Double 		dp P after Cho Upper C
    Hien Senpuu Ken 		qcb P (hold)
    Cho Masawashi Geri 		qcb K
    
    Shin Cho Upper 			qcf qcf P
    Hien Upper			qcf qcf K
    Hien Houo Kyaku 		qcf hcb K
    **************************<
    Takuma
    f A	u(u)		*(*)
    b A	u(u)		x(*)
    f B	o(u)		x(*)
    df B	l(l)		x(*)	-OTG-
    
    Koohken * 			qcf P
    Hien Shippu Kyaku 		db f K
    Zanretsuken 			f b f P
    Shoran Kyaku 			hcb K
    Moko Murai Garai x-* 		qcb P
    POW Up 				d d P
    
    Ryoku Ranbu 			qcf hcb P
    Shin Gayshin Geki 		qcf qcf P near opp
    Haoh Shi Koh Ken 		f hcf P (hold)
    **************************<
    Kyo-1
    f A	u(u)		*(*)
    f B	o(u)		x(*)
    df C	l(l)		x(x)	-OTG-
    
    Evil Exorcism * 	-OTG-	qcf P
    Enigma Vessel 			dp K
    Overhauled 7-5 Bouncer		qcf KK
    Blue Demon *-*-X 		qcb P
    
    Serpent Shear			qcb hcf P
    **************************<
    Kyo-2
    f B	u-o(u-u)	*-x(x-*)
    d C in the air	o	x
    
    Demon Flamer *-X 			dp P
    Rainbow Energy Dynamite Kick 	rdp K
    Koto Tsuki You *		hcb K
    Aragami 			qcf A
    Konikuzu 			qcf P after Aragami
    Yanosabi 			hcb P after Aragami
    Migiri Ugachi 			P after Konikuzu/Yanosabi
    Nanase *			K after Konikuzu/Yanosabi
    Dokugami 			qcf C
    Tsumi Yomi 			hcb P after Dokugami
    Batsu Yomi 			f P after Tsumi Yomi
    
    Freestyle		 	qcf qcf P
    **************************<
    Shin Kyo
    f B	o(u-u)		x(x-*)
    df D	l-l(l-l)	x-x(x-x)
    d C in the air	o	x
    
    Shin Oniyaki *-X		dp P
    Shin R.E.D Kick		 	rdp K
    Koma Hofuri *-*			hcb K
    Shin Aragami 			qcf A
    Shin Konikuzu 			qcf P after Aragami
    Shin Yanosabi 			hcb P after Aragami
    Shin Migiri Ugachi 		P after Konikuzu/Yanosabi
    Shin Nanase * 			K after Konikuzu/Yanosabi
    Shin Dokugami 			qcf C
    Shin Tsumi Yomi 		hcb P after Dokugami
    Shin Batsu Yomi 		f P after Tsumi Yomi
    Shin Nue Tumi *			qcb P
    Style 75 Shiki Kai: Modified	qcf KK
    
    Shin Orochinagi 		qcb hcf P
    Flamer Impact 			qcf qcf P
    **************************<
    Iori
    f A A	u-u(u-u)	*-*(*-*)
    f B	u-o(u-u)	x-x(*-*)
    b B in the air	o	x
    
    Yami Barai *			qcf P
    Oniyaki *-*-x			dp P
    Aoi Hana 			qcb P x3
    Koto Tsuki			hcb K
    Nail Gale 			dp K (cancelable into Aoi Hana)
    Scum Gale 			hcb f P
    
    Yaotome 			qcf hcb P
    ??? 				qcf qcf K
    **************************<
    Leona
    f/b B	o(u)		x(*)
    
    Moonslasher *			d u P
    Ground Sabre *(B ver)		b f K
    Gliding Buster *		f K after Ground Sabre D
    X Calibur *			qcb P in the air
    Baltic Launcher 		b f P
    Earring Bomb 			qcb K
    Heart Attack 			rdp K near opp
    Heart Attack Trigger		rdp K after Heart Attack
    
    V Slasher 			qcf hcb P in the air
    Revolver Spark 			qcb hcf K
    Final Bringer 			qcf qcf P
    **************************<
    Ralf
    
    Vulcan Punch			press P 4 times in under 2 seconds
    Gatling Attack *-*-X-x		b f P
    Super Argentine Backbreaker 	hcf K near opp
    Blitzkreig Diving Fist 		qcf P in the air or d u P
    Ralf Kick 			hold K for at least 4 seconds
    Ralf Tackle *-*-X-X		hcb K
    
    Vari Vari Vulcan Punch 		qcf hcb P
    Mounted Vulcan Punch 		qcb hcf K
    Galactica Phantom 		qcf qcf P
    **************************<
    Clark
    f B	u(u)		x(x)
    			* in Counter Mode
    
    Gatling Attack *-X-X		b f P (cancelable into Napalm Stretch)
    Super Argentine Backbreaker 	hcf K near opp
    Napalm Stretch 			dp P
    Frankensteiner 			dp K
    Elbow Drop 			qcf P after S.A.B./ Napalm Stretch/ Frankensteiner
    Running Tackle 			hcf P
    Running Tackle Follow Ups 	d d P/K
    
    Ultra Argentine Backbreaker 	hcb hcb P near opp
    Running Three 			hcf hcf K
    **************************<
    Whip
    f A x5 u-u-u-u-u	x-x-x-x-x
    
    Boomerang Shoot "SC" *-x	hcf P
    Assassin's Strike "BB" 		dp A/B/C/D
    Hook Shot "Wind" 		qcb P in the air
    Strength Shot "Superior" x-x	hcb A (hold)
    Strength Shot "Power" *-x	hcb B (hold)
    Strength Shot "Victory" x-x	hcb C (hold)
    Strength Shot Cancel 		hcb D
    Desert Eagle 			rdp P (tap)
    
    Sonic Slaughter 		qcb hcf P
    **************************<
    Athena
    f B	u-u(u-u)	x-*(x-*)
    d B in the air	o(u)	*(*)
    
    Psycho Ball *			qcb P
    Psycho Reflector("Old") *	hcb B
    Psycho Reflector *		hcb D
    Pheonix Arrow *-*-*-*-*		qcb K in the air
    Psycho Sword *-*-*-*-*-*-*	dp P (can be done in the air)
    Psychic Teleport 		qcf K
    Psycho Shoot 			hcf P
    
    Shining Crystal Bit 		hcb hcb P (can be done in the air)
    Crystal Shoot 			qcb P after Shining Crystal Bit
    Fang Arrow 			qcf qcf K in the air
    **************************<
    Kensou
    f A	o(u)		x(*)
    f B	u(u)		*(*)
    
    Sen Shippu *-x/*(C ver)		qcb P
    Ryu Gen Ga: Earth Dragon 	hcf A
    Ryu Gen Ga: Heaven Dragon 	hcf C
    Ryu Geki Sai *-*-X		rdp K
    Ryu Renda 			dp P near opp
    Dragon Talon Attack		qcb P in the air
    
    Shin Ryu Sei Rekka Kyaku 	qcf hcb B
    Shin Ryu Tenbu Kyaku 		qcf hcb D
    Sen Ki Hakkai 			qcf qcf P near opp
    Niku Bun 			qcb qcb P
    **************************<
    Chin
    f A	o(u)		x(*)
    
    Hyoutan Geki *-*		qcb P
    Ryu Rin Hou Rai *-*-*-*-X-X..	dp P
    Sui kan kan Dou 		d d P
    Sui kan kan Dou Follow 		f P
    Bou Getsu Sui 			d d K
    Bou Getsu Sui Follow Up 1 	u B
    Bou Getsu Sui Follow Up 2 	u D
    Sui kan kan Dou/Bou Getsu Sui 	ABCD
    Totsu Ken *			hcf K
    
    Gau Ran Enpou 			qcf qcf P
    Gau En Shourai 			qcf hcb P
    **************************<
    Bao
    f A	u(u)		*(*)
    f B	o(u)		x(x)
    df B	u(u)		x(x)
    df D	l(l)		x(x)
    d A in the air	o(o)	x(x)
    d B in the air	o(o)	x(x)
    
    Psycho Ball Attack Front *	qcb A
    Psycho Ball Attack Rise	*	qcf A
    Psycho Ball Attack Bound *	qcf B
    Psycho Ball Attack Reflect 	qcb B
    Psycho Ball Attack Air Front	qcb A in the air
    Psycho Ball Attack Air Bound	qcf B in the air
    Psycho Ball Crusher Front *	qcb C
    Psycho Ball Crusher Rise *	qcf C
    Psycho Ball Crusher Bound	qcf D
    Psycho Ball Crusher Reflect	qcb D
    Psycho Ball Crusher Air Front	qcb C in the air
    Psycho Ball Crusher Air Bound	qcf D in the air
    
    Psycho Ball Attack MAX 		qcb qcb P
    Psycho Ball Attack DX 		f hcf K
    Psycho Ball Crusher SP 		qcb qcb K
    **************************<
    King
    f B	o(u)		x(x)
    df D	l(u)		x(x)
    
    Venom Strike *			qcf B
    Double Strike *-*		qcf D
    Trap Shot 			dp K
    Tornado Kick '95 		hcb B
    Tornado Kick 			hcb D
    Surprise Rose 			dp P
    Mirage Kick *-*-*-x		hcb P
    Mirage Dance *-*-x-x		hcf P
    
    Silent Flash 			qcb qcb K
    Illusion Dance 			qcf hcb K
    **************************<
    Mary
    f/b A	o(u)		x(*)
    f/b B	u-l(u-l)	x-x(x-x)
    df B	u(u)		*(*)
    
    Spin Fall 			qcf P
    M. Snatcher 			qcf P after Spin Fall
    Straight Slicer *(B ver) 	b f K
    Crab Crunch 			qcf K after Straight Slicer
    Vertical Arrow *-x		dp K
    M. Snatcher 			dp K after vertical Arrow
    Reverse Facelock 		qcb B (counters ground/special moves)
    M. Head Buster 			qcb D (counters jump ins)
    Real Counter 			qcb P (evade move)
    Real Backdrop 			hcf P after Real Counter
    M. Bulldog 			hcf K after Real Counter
    
    M. Typhoon 			hcb hcb K near opp
    M. Splash Rose 			qcf hcb P
    M. Dynamite Swinger 		qcf qcf K
    **************************<
    Kasumi
    f A	u-o(u-u)	x-x(*-*)
    
    Kasane Ate *			qcf P (can be done in the air)
    Messhin Muto 			qcf B (counters ground/special moves)
    Sasho Inshu: 			qcf D (counters jump ins)
    Hakuzantoh *-*			qcb K
    Tatsumaki Souda *-*-*-*		hcb P
    ??? 				qcb P x3
    
    Cho Kasane Ate 			qcf qcf P
    Atemi Nage 			qcf hcb P (counters physical attacks)
    **************************<
    Xiang Fei
    f A	o(u)		x(*)
    f B	l(l)		x(*)
    df D	l(l)		x(x)
    
    Ten Bao Zan *-x			dp K
    Nanpa *				qcf P
    Zen Chuoh 			qcf B
    Zen Chuoh Kanku 		qcf B after Zen Chuoh
    Zen Chuoh Shin Saiha 		qcf D
    ??? 				qcb P
    ??? 				hcb f P
    
    Majinga 			hcb hcb P
    Taitetsujin 			qcf hcb K
    Chou Pairon 			qcf qcf P
    **************************<
    Kim
    f A	u-u(u-u)	*-x(*-x)
    f B	u-o		x-x(x-*)
    
    Hangetsuzan (B:*-x D:*-*-*-X)	qcb K
    Comet Crusher *-x		b f K
    Spirit of Conquest Kick 	d d K  (cancel into Houo Kyaku)
    Hienzan 			d u K
    Hienzan Finisher 		d D after Hienzan D
    Hishokyaku *-*-*-*-*		qcf K in air
    
    Houo Kyaku 			qcb db f K
    Pheonix Raiser 			qcf qcf K
    **************************<
    Chang
    df A	l(u)		x(x)
    
    Tekkyuu Dai Kaiten 		press P 4 times in under 2 seconds
    Tekkyuu Funsai Geki *		b f P
    Hakai Nage 			hcb f P near opp
    ??? 				hcf K (counter)
    
    Tekkyuu Dai Bousou qcf hcb P
    Tekkyuu Dai Bousatsu qcf qcf P
    Tekkyuu Dai Assatsu qcf qcf K
    **************************<
    Choi
    f A	u(u)		*(*)	-guard crush-
    f B	o(u)		x(x)
    
    Tatsumaki Shippu Zan 		d u P
    Shi Sou Hisho Zan 		b f P
    Hisho Ku Retsu Zan 		d u K (release K for fake, hold for attack)
    Direction Change		direction+button during Shi Sou Hisho Zan/ Hisho Retsu Zan
    Hishou Kyaku *-*-*-*-*		qcf K in the air
    ???				qcb P
    Finisher			f P after ???
    
    Houou Kyaku 			qcf hcb K
    Shin ! Cho Shinkuu Zan 		hcb hcb P
    Shin ! Cho ??? 			qcf qcf P in the air
    **************************<
    Jhun
    f B	u(u)		x(x)
    d B in the air	o(o)	*(*)
    
    Exhaust Attack *		qcb P
    Man'in Getsuzan *-*-*-*-*-X	qcb K
    Kusajin 			d u P
    Falcon Stance 			d d A
    ??? *				C during Falcon Stance
    ??? *				u C during Falcon Stance
    Push Kick *			D during Falcon Stance
    Tiger Stance 			d d B
    ??? *				C during Tiger Stance
    ??? 				u C during Tiger Stance
    ??? 				d C during Tiger Stance
    Dodge				D during Tiger Stance
    
    Houo Tenbu Kyaku 		qcf qcf K in the air
    Houo ????? Kyaku 		qcf qcf K
    
    
    
    ------------------------------------------------------------------------------------------>
    
    COMBOS::::::::
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
    
    K'
    
    (low)
    c B, c A, dp A.
    
    (basic)
    j/cX A/C/D, c B, c A, dp A.
    j/cX A/C/D, s C (2), qcf P.
    j/cX A/C/D, s C (2), dp A.
    j/cX A/C/D, s C (2), dp C, f D.
    j/cX A/C/D, s C (2), qcb B.
    
    (intermediate)
    j/cX A/C/D, s C (1), f A, qcf A.
    j/cX A/C/D, s C (1), f A, dp A.
    j/cX A/C/D, s C (1), f A, dp C, f D.
    j/cX A/C/D, s C (1), f A, qcb B.
    j/cX A/C/D, s C (1), f B, qcb B.
    j/cX A/C/D, s C (1), f A, qcf qcf P.(S)
    
    (expert)
    cX A/C/D, s A, s C (1), f A, qcb B.
    cX A/C/D, s A, s C (1), f B, qcb B.
    cX A/C/D, s A, s C (1), f A, qcf qcf P.(S)
    j A/C/D, s C (1), qcf A, f D, j CD.(C)
    j A/C/D, s C (1), qcf A, f D, dp C, f D.(C)
    j A/C/D, s C (1), qcf A, f D, qcf qcf P.(C)(S)
    qcf P (no hit), f D, hcf D, qcf P, f B.(AIR)
    c D, C Throw, Striker OTG, D Throw.(Iori Striker)
    
    (counter mode)
    SA, dp C, f D.
    SA, qcb B.
    
    (armor mode)
    SA, SA, SA, SA, SA, SA, SA, SA, dp C, f D.(AIR)
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Maxima
    
    (low)
    c B, qcf A x3.
    c B, qcf C, qcf C, f D.
    c B, hcb hcb K.(S)
    
    (basic)
    j A/B/C, s C (2)/D, hcf K.
    j A/B/C, s C (2)/D, qcb A.
    j A/B/C, s C (2)/D, qcf A x3.
    j A/B/C, s C (2)/D, qcf C, qcf C, f K.
    j A/B/C, s C (2)/D, hcb hcb K.(S)
    
    (intermediate)
    j A/B/C, s C (1), df C, hcf K.
    j A/B/C, s C (1), df C, qcb A.
    j A/B/C, s C (1), df C, qcf A x3.
    j A/B/C, s C (1), df C, qcf C, qcf C, f K.
    j A/B/C, s C (1), df C, hcb hcb K.(S)
    
    (expert)
    cX C, s C (1), df C, hcf K.
    cX C, s C (1), df C, qcb A.
    cX C, s C (1), df C, qcf A x3.
    cX C, s C (1), df C, qcf C, qcf C, f K.
    cX C, s C (1), df C, hcb hcb K.(S)
    cX C, c B, qcf A x3.
    cX C, c B, qcf C, qcf C, f D.
    cX C, c B, hcb hcb K.(S)
    
    (counter mode)
    SA, qcf A x3.
    SA, qcf C, qcf C, f K.
    SA, hcb hcb K.
    s C (1), df C, qcb A, qcf hcb P.(C)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Benimaru
    
    (low)
    c B, c B, c B, qcf K.
    c B, qcf D, d u K.(C)
    
    (basic)
    j A/D, s C/D, qcf K.
    j A/D, s C/D, qcf A.
    j A/D, s C/D, qcb P.
    j A/D, s C/D, qcf qcf A.(S)
    j A/D, s C/D, qcf qcf K.(S)
    j A/D, c B, c B, qcf qcf A.(S)
    cX D, s C/D, qcf K.
    cX D, s C/D, qcf A.
    cX D, s C/D, qcb P.
    cX D, s C/D, qcf qcf A.(S)
    cX D, s C/D, qcf qcf K.(S)
    cX D, c B, c B, c B, qcf qcf A.(S)
    
    (expert)
    cX D, c A, s D, qcf A.
    cX D, c A, s D, qcb C.
    cX D, c A, s D, qcf qcf A.(S)
    cX D, c A, s D, qcf qcf B.(S)
    j d D (3), qcf qcf P.(AIR)(S)
    
    (counter mode)
    c B, qcf C(1/2), qcf qcf A.
    c B, qcf B, d u K (1), qcf qcf K.
    SA, qcf A (2), qcf qcf K.(C)
    SA, qcb P (3/6), qcf qcf K.
    j A/D, s C/D, qcf A (2), qcf qcf K.(C)
    j A/D, s C/D, qcb P (3/6), qcf qcf K.
    cX D, s C/D, qcf A (2), qcf qcf K.
    cX D, s C/D, qcb P (3/6), qcf qcf K.
    cX D, c A, s D, qcb C (6), qcf qcf K.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Shingo
    
    (low)
    c B, f B (2), hcb B.
    c B, s A, rdp K.
    s B, s B, dp K, dp P.
    s B, s B, dp K, rdp D.
    
    (basic)
    j B/C/D, s C/D, qcf A.
    j B/C/D, s C/D, qcf C.
    j B/C/D, s C/D, qcf D.
    j B/C/D, s C/D, hcb K.
    j B/C/D, s C/D, qcf qcf P.(S)
    j B/C/D, s C/D, qcb hcf P.(S)
    cX B/D, s C/D, qcf A.
    cX B/D, s C/D, qcf C.
    cX B/D, s C/D, qcf D.
    cX B/D, s C/D, hcb K.
    cX B/D, s C/D, qcf qcf P.(S)
    cX B/D, s C/D, qcb hcf P.(S)
    
    (intermediate)
    j B/C/D, s C/D, f B, qcf C.
    j B/C/D, s C/D, dp K, dp P.
    j B/C/D, s C/D, dp K, rdp K.
    j B/C/D, s C/D, dp K, hcb B.
    cX B/D, s C/D, f B (2), hcf B.
    cX B/D, s C/D, dp K, dp P.
    cX B/D, s C/D, dp K, rdp K.
    cX B/D, s C/D, dp K, hcb B.
    cX B/D, c B, f B, hcb B.
    
    (expert)
    cX B/D, c B, s B, c A, hcb B.
    cX B/D, c B, s C, f B, qcf C.
    cX B/D, c B, s C, f B, rdp B.
    cX B/D, c B, s C, hcb K.
    cX B/D, c B, s C, qcf qcf P, j D.(S)
    cX B/D, c B, s C, qcb hcf P.(S)
    
    (counter mode)
    s B, dp K (2), qcf qcf A, rdp D.
    SA, f B, qcf C.
    SA, rdp K.
    SA, f B, hcb K.
    SA, qcf A, qcf qcf P.
    SA, qcf A, qcb hcf P.
    j B/C/D, s C/D, qcf A, qcf qcf P.
    j B/C/D, s C/D, qcf A, qcb hcf P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Terry
    
    (low)
    c B, c B, c B, s B.
    c B, c A, dp P.
    c B, c A, d u P.
    c B, df C, qcb A.
    c B, df C, qcb B.
    c B, df C, hcf B, dp K.
    c B, df C, qcb db f P.(S)
    c B, df C, qcf qcf K.(S)
    c B, c A, df C, qcb A.
    c B, c B, df C, hcf B, dp K.
    c B, c B, df C, qcb db f P.(S)
    c B, c B, df C, qcf qcf K.(S)
    c B, c A, df C, qcb A.
    c B, c A, df C, qcb B.
    c B, c A, df C, hcf B, dp K.
    c B, c A, df C, qcb db f P.(S)
    c B, c A, df C, qcf qcf K.(S)
    
    (basic)
    j A/C/D, s C (2)/D, qcf A.
    j A/C/D, s C (2)/D, qcb A.
    j A/C/D, s C (2)/D, qcb B.
    j A/C/D, s C (2)/D, dp P.
    j A/C/D, s C (2)/D, dp K.
    j A/C/D, s C (2)/D, hcf B, dp K.
    j A/C/D, s C (2)/D, qcb db f P.(S)
    j A/C/D, s C (2)/D, qcf qcf K.(S)
    cX C/D, s C (2)/D, qcf A.
    cX C/D, s C (2)/D, qcb A.
    cX C/D, s C (2)/D, qcb B.
    cX C/D, s C (2)/D, dp P.
    cX C/D, s C (2)/D, dp K.
    cX C/D, s C (2)/D, hcf B, dp K.
    cX C/D, s C (2)/D, qcb db f P.(S)
    cX C/D, s C (2)/D, qcf qcf K.(S)
    
    (intermediate)
    j A/C/D, s C (2)/D, f A, qcb A.
    j A/C/D, s C (2)/D, f A, qcb B
    j A/C/D, s C (2)/D, f A, hcf B, dp K.
    j A/C/D, s C (2)/D, f A, qcb db f P.(S)
    j A/C/D, s C (2)/D, f A, qcf qcf K.(S)
    cX C/D, s C (2)/D, f A, qcb A.
    cX C/D, s C (2)/D, f A, qcb B
    cX C/D, s C (2)/D, f A, hcf B, dp K.
    cX C/D, s C (2)/D, f A, qcb db f P.(S)
    cX C/D, s C (2)/D, f A, qcf qcf K.(S)
    cX C/D, s C (2)/D, df C, qcb A.
    cX C/D, s C (2)/D, df C, qcb B
    cX C/D, s C (2)/D, df C, hcf B, dp K.
    cX C/D, s C (2)/D, df C, qcb db f P.(S)
    cX C/D, s C (2)/D, df C, qcf qcf K.(S)
    
    (expert)
    j A/C/D, c B, c A, dp P.
    j A, c B, c A, df C, hcf B, dp K.
    j A, c B, c A, df C, qcb db f P.(S)
    j A, c B, c A, df C, qcf qcf K.(S)
    cX C/D, c B, c A, dp P.
    cX C/D, c B, c A, df C, hcf B, dp K.
    cX C/D, c B, c A, df C, qcb db f P.(S)
    cX C/D, c B, c A, df C, qcf qcf K.(S)
    cX C/D. c B, c B, s far A, df C, hcf K, dp K.
    cX C/D. c B, c B, s far A, df C, qcb db f P.(S)
    cX C/D, s A, s far A, s far A, s far A, df C, hcf K, dp K.
    SA (Last Frame), s D, hcf K, dp K.(C)
    qcb D, j B/C.(AIR)
    qcf C, qcb A.(AIR)
    qcb D (Connects During 2nd Upper), j CD (After 3rd Upper).(Yuri Striker)
    hcf B (Connects After First Upper), qcf C (Connects After Final Upper), d u 
    C.(Yuri Striker)(C)
    
    (counter mode)
    c B, dp A (1), qcf qcf B.
    c B, d u C, qcf qcf K.
    c B, df C, qcf A, qcf qcf D.(C)
    SA, qcb A.
    SA, qcb B.
    SA, qcf A, qcf qcf K.
    SA, f A, hcf K, dp K.
    SA, df C, hcf K, dp K.(C)
    cX C/D, c A, df C, qcf A, qcf qcf K.
    cX C/D, s C (2)/D, qcf A, qcf qcf K.
    j A/C/D, s C (2)/D, qcf A, qcf qcf K.
    j A/C/D, c A, df C, qcf A, qcf qcf K.(C)
    
    (armor mode)
    SA, SA, SA, SA, SA, SA, SA, SA, qcb A.(AIR)(C)
    
    (100% Combo)
    Striker, s far A, s far A, s far A, s far A, s far A, df C, qcb db f P.(Life 
    on Red)(S)(K' Striker)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Andy
    
    (low)
    c B, s B, dp A.
    c B, s B, df A (1), db f A, qcf P.
    c B, s B, df A (1), qcb hcf P.
    
    (basic)
    j A/D, s C (1), qcb A.
    j A/D, s C (1), dp P.
    j A/D, s C (1), db f C, qcf P.
    j A/D, s C (1), qcb hcf P.(S)
    cX A, s C (1), qcb A.
    cX A, s C (1), dp P.
    cX A, s C (1), db f C, qcf P.
    cX A, s C (1), qcb hcf P.(S)
    
    (intermediate)
    j A/D, s C (1), hcf P, run in dp P.
    j A/D, s C (1), hcf P, qcb A.
    j A/D, s C (1), hcf P, hcf K.
    j A/D, s C (1), hcf P, jump qcf K.
    j A/D, s C (1), hcf P, qcb hcf K.(S)
    cX A, s C (1), hcf P, run in dp P.
    cX A, s C (1), hcf P, qcb A.
    cX A, s C (1), hcf P, hcf K.
    cX A, s C (1), hcf P, jump qcf K.
    cX A, s C (1), hcf P, qcb hcf K.(S)
    
    (expert)
    j A/D, s C (1), df A (1), db f C, qcf P.
    j A/D, s C (1), df A (1), qcb hcf P.(C)(S)
    j A/D, s C (1), hcf P, df A (1), dp P.
    j A/D, s C (1), hcf P, df A (1), hcf D.
    j A/D, s C (1), hcf P, df A (1), qcb hcf K.(S)
    cX A, s C (1), df A (1), db f C, qcf P.
    cX A, s C (1), df A (1), qcb A.
    cX A, s C (1), df A (1), qcb hcf P.(S)
    cX A, s C (1), hcf P, df A (1), dp P.
    cX A, s C (1), hcf P, df A (1), hcf D.
    cX A, s C (1), hcf P, df A (1), qcb hcf K.(S)
    
    (counter mode)
    c B, s B, df A (1), db f A, qcb hcf P.
    SA, dp P.
    SA, hcf K.
    SA, df A (1), db f A, qcb hcf P.
    SA, hcf P (2), qcb hcf P.
    SA, hcf P (2), qcb hcf B.
    j A/D, s C (1), hcf P (2), qcb hcf P.(C)
    j A/D, s C (1), hcf P (2), qcb hcf K.(C)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Joe
    
    (low/basic)
    c C, c B.
    c B, c B, c B, s B.
    c B, c A, dp B.
    c B, c A, tap P, qcf P.
    c B, c A, qcf qcf A.(S)
    c B, c A, qcf hcb P.(S)
    
    (intermediate)
    j A/C/D, s C/D, hcf A.
    j A/C/D, s C/D, hcf K.
    j A/C/D, s C/D, dp K.
    j A/C/D, s C/D, tap P, qcf C.
    j A/C/D, s C/D, qcf qcf P.(S)
    j A/C/D, s C/D, qcf hcb P.(S)
    cX D, s C/D, hcf A.
    cX D, s C/D, hcf K.
    cX D, s C/D, qcb B.
    cX D, s C/D, dp K.
    cX D, s C/D, tap P, qcf C.
    cX D, s C/D, qcf qcf P.
    cX D, s C/D, qcf hcb P.
    
    (expert)
    j A/C/D, s C/D, f B, hcf B.
    j A/C/D, s C/D, f B, qcf hcb P.(S)
    j A/C/D, s C/D, qcf qcf K.(Life On Red)(S)
    cX D, s C/D, f B, hcf B.
    cX D, s C/D, f B, qcf hcb P.
    
    (counter mode)
    SA, dp K.
    SA, tap P, qcf P.
    SA, f B, hcf B.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Mai
    
    (low/basic)
    c B, s B, qcb C.
    c B, s B, df B (1), qcf A.
    c B, s B, df B (1), qcb P.
    c B, s B, df B (1), qcb K, qcb C.
    
    (intermediate)
    j/cX C/D, s C/D, qcb P.
    j/cX C/D, s C/D, hcf K.
    j/cX C/D, s C/D, qcf P.
    j/cX C/D, s C/D, qcb hcf K.(S)
    j/cX C/D, s C/D, qcf qcf P.(S)
    
    (expert)
    j/cX C/D, s C/D, df B (1), qcb P.
    j/cX C/D, s C/D, df B (1), hcf K.
    j/cX C/D, s C/D, df B (1), qcf P.
    j/cX C/D, s C/D, df B (1), qcb K, qcb P.
    j/cX C/D, s C/D, df B (1), qcb hcf K.(S)
    j/cX C/D, s C/D, df B (1), qcf qcf P.(S)
    
    (counter mode)
    c B, s B, df B, qcf A, qcb hcf D.
    c B, s B, df B, qcb C, qcb hcf D.
    SA, df B (1), qcb P (1), qcb hcf D.
    SA, df B (1), qcf P, qcb hcf D.
    SA, df B (1), hcf K.
    SA, df B (1), qcb K, qcb P.
    j/cX C/D, s C/D, df B (1), qcb C (1), qcb hcf D.
    j/cX C/D, s C/D, df B (1), qcf A, qcb hcf D.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Ryo
    
    (low)
    c B, c B, c B, s B.
    c B, s A, dp A.
    c B, s A, qcf qcf P.(S)
    c B, c C, dp A.
    c B, c C, hcb K.
    c B, c C, qcf qcf P.(S)
    
    (basic)
    j A/C/D, s C/D, qcf A.
    j A/C/D, s C/D, hcb K.
    j A/C/D, s C/D, dp P.
    j A/C/D, s C/D, qcf qcf P.(S)
    
    (intermediate)
    cX C, s C/D, qcf A.
    cX C, s C/D, hcb K.
    cX C, s C/D, dp P.
    cX C, s C, f b f P.
    cX C, s C/D, qcf qcf P.(S)
    
    (expert)
    cX C, c B, c C, hcb D.
    cX C, c B, c C, dp A.
    cX C, c B, c C, qcf A.
    cX C, c A, c B, c C, hcb D.
    cX C, c B, c C, qcf qcf P.(S)
    
    (counter mode)
    c B, s A, dp C (1), qcf qcf A.
    SA, qcf A.
    SA, hcb K.
    SA, dp C (1), qcf qcf A.
    
    (armor mode)
    SA, SA, SA, SA, SA, SA, SA, SA, f b f P.(AIR)(C)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Robert
    
    (low)
    c B, c A, d u P, d u K.
    
    (basic)
    j A/C/D, c C, b f K.
    j A/C/D, c C, d u P, d u K.
    
    (intermediate)
    cX B, c C, b f K.
    cX B, c C, d u P, d u K.
    cX , c C, qcb hcf K.(S)
    
    (counter mode)
    c B, c A, d u P (2), qcf hcb P.
    c B, c A, d u P (2), qcf hcb K.
    SA, b B, b f K.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Yuri
    
    (low)
    c B, s/c C, qcb B.
    c B, s/c C, dp C, dp P.
    c B, c B, c B, s B.
    c B, c A, dp C, dp P.
    c B, c A, qcf qcf P.(S)(C)
    
    (basic)
    j A/C/D, c B, dp A.
    j A/C/D, s C/D, dp C, dp P.
    j A/C/D, c B, c A, qcf qcf P.(S)
    j A/C/D, s C/D, qcf hcb K.(S)
    
    (intermediate)
    cX D, c B, dp A.
    cX D, s C/D, dp C, dp P.
    cX D, c B, c A, qcf qcf P.(S)
    cX D, s C/D, qcf hcb K.(S)
    
    (expert)
    qcb A (Last Frame), s C, qcb B.(C)
    cX D, c B, c C, dp C, dp P.
    cX D, c B, c C, qcf hcb K.(S)
    cX D, c B, c A, qcf qcf A.(S)
    qcb A (Last Frame), s C, qcf hcb K.(S)(C)
    
    (counter mode)
    SA, dp C, dp P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Takuma
    
    (low)
    c B, c B, c B, s B.
    c B, c A, f A, qcf A.
    c B, c A, f A, qcf hcb A, df B.(S)
    
    (basic)
    j A/D, s/c C, qcf A.
    j A/D, c C, db f D, qcf A.
    j A/D, c C, db f D, f b f P.
    j A/D, c C, db f D, qcb A.
    j A/D, s C, qcf hcb A.(S)
    
    (intermediate)
    cX D, c B, c B, c A, f A, qcf A.
    cX D, c B, c B, c A, f A, qcf hcb A.(S)
    cX D, s/c C, f A, qcf A.
    cX D, s/c C, f A, qcf hcb A.(S)
    
    (expert)
    j A/D, s/c C, f A, qcf A.
    j A/D, s/c C, f A, qcf hcb A, df B.(S)
    cX D, s A, s C, f A, qcf A.
    cX D, s A, s C, f A, qcf hcb A, df B.(S)
    cX D, s/c C, f A, qcf A.
    cX D, s/c C, f A, qcf hcb A, df B.(S)
    
    (counter mode)
    c B, c A, f A, qcf C, qcf hcb A, df B.
    SA, qcf A, qcf hcb A, df B.
    j A/D, s C, f A, qcf C, qcf hcb A, df B.
    cX D, c B, c B, c A, f A, qcf C, qcf hcb A, df B.
    cX D, s C, f A, qcf C, qcf hcb A, df B.
    cX D, s C, f A, qcf C, qcf hcb A, df B.
    
    (armor mode)
    j D, c C, db f D, SA, SA, SA, SA, SA, f b f P, df B.(C)
    
    (bug)
    c D, qcf A, j CD.
    *Note:	The c D must connect with the very tip of Takuma's foot, and
    	the fireball must not connect in order for the j CD to be
    	unblockable.
    
    j D, c C, db f D, s CD, f hcf A, hcb B.(S)
    *Note: 	The Haoshikohken will connect if they R.Roll, however, if he/she
          	doesn't roll, you can run over and hit them with a df B.
    *Exp:	The hcb B breaks the opponent's guard for a moment, just
    	enough for the Haoshikohken to connect.
    
    cX D, s A, s C, f A, qcf hcb A, qcf A, hcb B.(S)
    *Note:	This combo is R.Roll-able.
    *Exp:	The hcb B breaks the opponent's guard for a moment, just
    	enough for the fireball to connect.
    
    D Throw, qcf A, hcb B.
    *Exp:	The hcb B breaks the opponent's guard for a moment, just
    	enough for the fireball to connect.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Kyo-1
    
    (low)
    c B, c B, s B.
    c B, c B, s B, dp K, df C.
    
    (basic)
    j/cX B/C/D, s C, qcf C.
    j/cX B/C/D, s C, dp D, qcf P.
    j/cX B/C/D, s C, dp D, df C.
    
    (intermediate)
    j/cX B, c B, c B, s B, dp B, df C.
    j/cX B/C/D, c B, c A, dp K, qcf P.
    j/cX B/C/D, s C, f A, dp K, qcf P.
    
    (expert)
    j B, s C, qcf DD, qcb P (2/3), qcf A.
    j B, s C, qcf DD, qcb P (2/3), df C.
    j B, s C, qcf DD, dp D, qcf A.
    j B, s C, qcf DD, dp D, df C.
    j B, s C, qcf DD, f B, df C.(C)
    j B, s C, qcf DD, qcb hcf P.(S)(C)(Life on Red)
    
    (counter mode)
    SA, f A, dp K, qcf P.(C)
    j B, s C, qcf DD, qcb hcf P, df C.
    j B, s C, qcf DD, qcb hcf P, qcf A.
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Kyo-2
    
    (low/basic)
    c B, s A, dp A.
    c B, s A, hcb B.
    c B, s A, f A (2), qcf C.
    
    (intermediate)
    j/cX B/C/D/d C, s C/D, dp A.
    j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P.
    j/cX B/C/D/d C, s C/D, qcf A, qcf P, K.(C)
    j/cX B/C/D/d C, s C/D, qcf C, hcb P, f P.(C)
    
    (expert)
    cX B/C/D/d C, s C, f B, qcf C.
    cX B/C/D/d C, s C, qcf qcf P.(S)
    s D, s D, s D, qcf qcf P.(King Striker)
    
    (counter mode)
    SA, dp A.
    SA, hcb B.
    cX B/C/D, c A, dp C (1), qcf qcf P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Shin Kyo
    
    (low)
    c B, s A, df D.
    c B, s A, dp A.
    c B, s A, hcb B.
    c B, s C, df D.
    c B, s C, dp A.
    
    (basic)
    j/cX B/C/D, s C/D, dp A.
    j/cX B/C/D, s C/D, qcf C, hcb P, f P.
    j/cX B/C/D, s C/D, qcf A, qcf P, K.(C)
    
    (intermediate)
    cX B/C/d C, c B, s C, qcf C, hcb P, f P.
    cX B/C/d C, s C, f B, qcf C, hcb P, f P.
    cX B/C/d C, s C, hcb B.
    cX B/C/d C, c B, s A, hcb B.
    
    (expert)
    j B/C/D, s C/D, qcf DD, dp C.(C)
    j B/C/D, s C/D, qcf DD, rdp B.(C)
    j B/C/D, s C/D, qcf DD, qcf qcf P.(C)(S)
    j B/C/D, s C/D, qcf DD, qcf BB, rdp B.(C)
    j B/C/D, s C/D, qcf DD, qcf A, s C.(C)
    j B/C/D, s C/D, qcf DD, qcf A, dp C.(C)
    cX d C, s B, s A, s C, qcf C, hcb P, f C.
    j B, s C, qcf A, qcf P, K, s C.(C)
    
    (counter mode)
    SA, dp A.
    SA, hcb B, qcf qcf P.(C)
    j B, s C/D, dp C (1), qcf qcf P.
    j B/C/D, s C/D, qcf DD, qcb hcf P.(C)
    j B/C/D, s C/D, hcb B, qcf qcf P.
    j B/C/D, s C/D, qcf DD, hcb B (2nd hit), qcf qcf P (2nd hit).(C)
    hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, qcf qcf P.(BUG)(C)(Not 
    on all characters)
    
    (bug)
    hcb D, s C (OTG), qcf DD, qcf A (no hit), qcf P, K, s C.(C)(Not on all 
    characters)
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Iori
    
    (low)
    s B, hcb f P, f A, qcb C x3
    s B, dp A.
    s B, f A, qcb C x3
    c B, s B, dp A.
    c B, s B, f A, qcb C x3
    c B, s B, f A, qcf hcb P.(S)
    
    (basic)
    j A/C/D, s C, dp A.
    j A/C/D, s C, qcf P.
    j A/C/D, s C, hcb B.
    j A/C/D, s C, qcb P x3
    j A/C/D, s C, qcf hcb P.(S)
    
    (intermediate)
    cX b B, s C, dp A.
    cX b B, s C, qcf P.
    cX b B, s C, hcb B.
    cX b B, s C, qcb P x3
    cX b B, s C, qcf hcb P.(S)
    
    (expert)
    j A/C/D, s C, f A, qcb C x3
    j A/C/D, s C, f A, qcf hcb P.(S)
    cX b B, c B, s B, f A, qcb P x3
    cX b B, c B, s B, dp A.
    cX b B, c B, s B, f A, qcf hcb P.(S)
    cX b B, s A/B, hcb f P, f A, qcb C x3.
    cX b B, s A/B, hcb f P, f A, qcf hcb P.(S)
    cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcb C x3 (opp near corner)
    cX b B, s A/B, hcb f P, s A/B, hcb f P, f A, qcf hcb P. (opp near corner)
    
    (counter mode)
    SA, qcb P x3
    SA, qcf A, qcf qcf K.
    j A, s C, qcf A, qcf qcf K.
    cX b B, s C, qcf A, qcf qcf K.
    cX b B, s A/B, hcb f P, s C, qcf A, qcf qcf K.(opp near corner)
    
    (bug)
    j A/C/D, s C, f A, qcf hcb P, qcf A, hcb f P.(S)
    cX b B, s C, f A, qcf hcb P, qcf A, hcb f P.(S)
    *Note	These combos doesn't work all of the time, since it requires
    	certain exact timing and positioning.
    *Exp:	The hcb f P breaks the opponent's guard for a moment, just
    	enough for the projectile to connect.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Leona
    
    (basic)
    j A/C/D, c C, d u C.
    cX C, c C, d u C.
    
    (intermediate)
    j A, s D (1), rdp K, c C, d u P.
    j A/C/D, s D (1), qcf qcf P.(S)
    j A/C/D, s D (2), f B, qcf hcb C.(S)
    j A, s D (1), rdp K, s D (1), qcf qcf P.(S)
    
    (expert)
    b f B, qcf qcf P.(C)
    b f B, j qcf hcb P.(C)
    b f P, qcf qcf P.(C)
    b f P, j qcf hcb P.(C)
    j A, s D (1), rdp K, s D (1), f B, qcf hcb C.(C)
    
    (counter mode)
    b f B, qcb hcf K.(C)
    b f D, f K, qcf hcb P.
    j A/C/D, s D (1), f B, qcb A, qcf hcb C.(C)
    
    (ToD)
    j C, s D (1), rdp K, j C, s D (1), f B, qcb A.(C)
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Ralf
    
    (low)
    c B, hcf K.(Tap Throw)
    
    (basic)
    c C, b f P.
    c C, hcf K.
    c C, qcf hcb P.(S)
    c C, qcb hcf K.(S)
    
    (intermediate)
    j A/C/D, s/c C, b f C.
    j A/C/D, s/c C, hcf K.
    
    (expert)
    j A/C/D, s/c C, qcf hcb P.
    j A/C/D, s/c C, qcb hcf K.
    
    (counter mode)
    SA, hcf K.
    SA, qcf hcb P.
    j C, c A, b f C (1), qcf hcb P.
    
    (ToD)
    Conditions:
    -Corner
    -Ryo Striker (at least 2 Stocks)
    -Desperation Mode (Life Bar Flashing)
    -One DM Stock
    
    Striker, j C/D, s/c C, qcb hcf K, Striker (OTG), hcf K.
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Clark
    
    (low)
    c B, hcf K.(Tap Throw)
    c B, hcb hcb P.(Tap Throw)
    
    (basic)
    s C (1), hcf K, qcf P.
    s C (1), hcf P, d d A/B/C/D.
    s C (1), hcb hcb P.(S)
    s C (1), hcf hcf K.(S)(C)
    
    (intermediate)
    j A/D, s C (1), hcf K, qcf P.
    j A/D, s C (1), hcb hcb P.(S)
    
    (expert)
    j A, s C (1), b f A, b f C.(C)
    j A, s C (1), b f P, dp P, qcf P.
    j A/D, s C (1), hcf P, d d C, qcf P.
    b f C, dp P.(AIR)
    
    (counter mode)
    SA, hcf K, qcf P.
    SA, b f P, dp P, qcf P.
    SA, hcf P, d d C, qcf P.
    SA, hcb hcb P.
    j A, s C (1), b f A (1), hcb hcb P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Whip
    
    (low)
    c B, hcf P.
    c B, qcb hcf P.(S)
    
    (expert)
    j/cX C, s B, s B, s B, hcf C.
    SA, c B, hcf P.
    SA, c B, qcb hcf P.(S)(C)
    
    (counter mode)
    c B, hcf C (1), qcb hcf P.
    SA, hcf C (1), qcb hcf P.
    cX C, s B, s B, hcf C (1), qcb hcf P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Athena
    
    (low)
    c B, c A, dp A.
    c B, f B (2), dp A.
    c B, f B (2), qcb P.(C)
    c B, f B (2), hcb hcb P.(C)
    
    (intermediate)
    j A/C/D, s C, dp P.
    cX B, s C, dp P.
    
    (expert)
    qcf P, j qcb B (3), hcb hcb P.(C)
    
    (counter mode)
    SA, dp P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Kensou
    
    (low)
    c B, c A, rdp B.
    
    (basic)
    j A/C/D, s C/D, hcf P.
    j A/C/D, s C/D, qcf hcb B.(S)
    j A/C/D, s C/D, qcf qcf P.(S)
    
    (intermediate)
    cX B/C/D, s C/D, hcf P.
    cX B/C/D, s C/D, qcf hcb B.(S)
    cX B/C/D, s C/D, qcf qcf P.(S)
    
    (expert)
    j A/C/D, s C/D, dp P, hcf A.
    j A/C/D, s C/D, dp P, hcf C.(C)
    j A/C/D, s C/D, dp P, rdp K.(C)
    j A/C/D, s C/D, dp P, qcf K.(C)
    j A/C/D, s C/D, dp P, qcf K (2nd hit), qcf K (2nd hit), hcf C.
    
    (counter mode)
    c B, s A, qcb C (1), qcf hcb K.
    SA, hcf A.
    SA, qcb A, qcf hcb K.
    SA, qcb A, qcf qcf P.
    SA, rdp K (1), qcf hcb K.(C)
    SA, rdp K (1), qcf qcf P.(C)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Chin
    
    (basic)
    j C (2), s C, qcb P.
    j C (2), s C, dp P.
    j C (2), s C, qcf A (drunken).
    j C (2), s C, qcf qcf P.(S)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Bao
    
    (basic)
    j C/D/d A, c C, qcf C.
    
    (intermediate)
    j C/D/d A, c C, f A, qcf C.(C)
    
    (expert)
    df B, c C, df D.(C)
    f hcf K, df B, c C, qcb qcb K.(S)(S)(C)
    f hcf K, df B, c C, f A, qcb qcb K.(S)(S)(C)(Life On Red)
    
    (counter mode)
    SA, qcf C.
    qcb A, qcb qcb P.
    qcb A, qcb qcb K.(C)
    f hcf K, df B, c C, qcb C, qcb qcb P.
    
    (float)
    c B, c B, c B, c B, c B, c B, s A, d A, c C, qcb C.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    King
    
    (low)
    c B, s A, dp K.
    c B, s A, hcb P.
    c B, s A, hcf P.
    c B, s A, hcb D.(C)
    c B, s A, s C.
    
    (basic)
    j A/D, s C/D (1), qcf K.
    j A/D, s C/D (1), hcb K.
    j A/D, s C/D (1), hcb P.
    j A/D, s C/D (1), hcf P.
    j A/D, s D (1), dp K.
    
    (intermdiate)
    j A, c B, c A, dp K.
    j A, c B, c A, hcb D.(C)
    j A, c B, s A, s C.
    j A, c B, c A, hcf P.
    
    (expert)
    j A, s D (1), dp A, c C.
    j A, s D (1), dp A, hcb D.
    j A/D, s D (1), qcb qcb K.(S)
    
    (counter mode)
    s B, hcf P (2), qcb qcb K.
    SA, dp K.
    SA, hcb K.
    SA, hcb P (3), qcb qcb K.(C)
    SA, hcf P (2), qcb qcb K.(C)
    j A/D, s D (1), qcf B, qcb qcb K.
    j A/D, s D (2), hcb P (3), qcb qcb K.
    j A/D, s D (2), hcf P (2), qcb qcb K.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Mary
    
    (low)
    c B, c A, dp B, dp B.
    c B, c A, hcb hcb K.(S)
    
    (basic)
    s B, qcb P, hcf P/K.
    j B/D, s C, f A, dp B, dp B.
    j B/D, s C, b A, b f B, qcf B.
    j B/D, s C, f A, hcb hcb K.
    
    (intermediate)
    cX D, s C, f A, dp B, dp B.
    cX D, s C, b A, b f B, qcf B.
    cX D, s C, f A, hcb hcb K.
    
    (expert)
    j B/D, s B, s C, f A, dp B, dp B.
    j B/D, s B, s C, b A, b f B, qcf B.
    j B/D, s B, s C, b A, hcb hcb K.
    cX D, s B, qcb P, hcf P/K.
    cX D, s B, s C, f A, dp B, dp B.
    cX D, s B, s C, b A, b f B, qcf B.
    cX D, s B, s C, b A, hcb hcb K.
    
    (counter mode)
    c B, s B, s C (2), b A, b f B, hcb hcb K.
    SA, dp B, dp B.
    SA, hcb hcb K.
    SA, b A, b f B, hcb hcb K.
    dp B (1), qcf hcb P.(C)
    dp B (1), qcf qcf B (1st hit only), hcb hcb K(OTG).(C)
    j B/D, s B, s C, b A, b f B, hcb hcb K.
    cX D, s B, s C, b A, b f B, hcb hcb K.
    
    (bug)
    qcf P, qcf P(no connect), hcb hcb K/ f C/D(OTG).(S)(AIR)
    qcf qcf K(1st hit only), hcb hcb K/ f C/D(OTG).(S)(AIR)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Kasumi
    
    (low)
    c B, s A, hcb P, j CD.
    c B, s A, hcb P, qcf qcf P.(S)
    
    (basic)
    j B/D, s C, qcf A.
    j B/D, s C, qcb P x3.
    j B/D, s C, hcb P, j CD.
    j B/D, s C, hcb P, qcf qcf P.(S)
    cX B/D, s C, qcf A.
    cX B/D, s C, qcb P x3.
    cX B/D, s C, hcb P, j CD.
    cX B/D, s C, hcb P, qcf qcf P.(S)
    
    (intermediate)
    j B/D, s C, f A (1), qcf A.
    j B/D, s C, f A (1), qcb P x3.
    j B/D, s C, f A (1), hcb P, j CD.
    j B/D, s C, f A (2), qcf qcf P.(S)
    j B/D, s C, f A (1), hcb P, qcf qcf P.(S)(C)
    cX B/D, s C, f A (2), qcf A.
    cX B/D, s C, f A (1), qcb P x3.
    cX B/D, s C, f A (1), hcb P, j CD.
    cX B/D, s C, f A (2), qcf qcf P.(S)
    cX B/D, s C, f A (1), hcb P, qcf qcf P.(S)
    
    (counter mode)
    SA, qcf A.
    SA, hcb P, qcf qcf P.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Xiang Fei
    
    (intermediate)
    j B/D, c A, f A, qcf A.
    j B/D, c A, s A (2), df D.
    
    (expert)
    j B/D, c A, c A, s A (1), f A, qcf A.
    j B/D, c A, c A, s A (2), df D.
    cX B, c A, c A, s A (2), f A, qcf A.
    cX B, c A, c A, s A (2), df A.
    hcb f P, qcf qcf P.(S)
    
    (counter mode)
    SA, f A, qcf A.
    j B, s A, f A, qcf A, qcf hcb B.(C)
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Kim
    
    (low)
    c B, c B, c B, s A.
    c B, c B, c A, d u B.
    c B, c B, c A, d u C.
    c B, c A, f A (1), qcf K.
    c B, c A, f A (1), qcb db f K.(S)
    c B, c A, d d K, qcb db f K.(S)
    
    (basic)
    j A/C/D, s C (1), qcb K.
    j A/C/D, s C (1), b f K.
    j A/C/D, s C (1), d u P.
    j A/C/D, s C (1), d u D, d D.
    j A/C/D, s C (1), f A, qcf K.
    j A/C/D, s C (1), f A, qcb db f K.(S)
    
    (intermediate)
    cX A, s C (1), qcb K.
    cX A, s C (1), b f K.
    cX A, s C (1), d u P.
    cX A, s C (1), d u D, d D.
    cX A, s C (1), f A (1), qcf K.
    cX A, s C (1), f A (1), qcb db f K.(S)
    cX qcf B, s C (1), qcb K.
    cX qcf B, s C (1), b f K.
    cX qcf B, s C (1), d u P.
    cX qcf B, s C (1), d u D, d D.
    cX qcf B, s C (1), f A (1), qcf K.
    cX qcf B, s C (1), f A (1), qcb db f K.(S)
    
    (expert)
    cX A, c B, c B, c A, d u P.
    cX A, c B, c B, c A, d u D, d D.
    cX A, c B, c A, f A (1), qcf K.
    cX A, c B, c A, f A (1), qcb db f K.(S)
    cX A, c B, c A, d d K, qcb db f K.(S)
    cX A, c A, s C (1), qcb B.
    cX A, c A, s C (1), f A (1), qcf K.
    cX A, c A, s C (1), f A (1), qcb db f K.(S)
    cX A, c A, s C (1), d d K, qcb db f K.(S)
    cX qcf B, c B, c B, c A, d u P.
    cX qcf B, c B, c B, c A, d u D, d D.
    cX qcf B, c B, c A, f A (1), qcf K.
    cX qcf B, c B, c A, f A (1), qcb db f K.(S)
    cX qcf B, c B, c A, d d K, qcb db f K.(S)
    cX qcf B, c A, s C (1), qcb B.
    cX qcf B, c A, s C (1), f A (1), qcf K.
    cX qcf B, c A, s C (1), f A (1), qcb db f K.(S)
    cX qcf B, c A, s C (1), d d K, qcb db f K.(S)
    
    (counter mode)
    SA, qcb D (2), qcb db f K.
    j qcf B, qcb db f K.
    j A/C/D, s C (1), qcb D (2), qcb db f K.
    j A/C/D, s C (1), d d K, qcf qcf K.
    cX qcf B, qcb db f K.
    cX A, s C (1), qcb D (2), qcb db f K.
    cX A, s C (1), d d K, qcf qcf K.
    cX qcf B, s C (1), qcb D (2), qcb db f K.
    cX qcf B, s C (1), d d K, qcf qcf K.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Chang
    
    (low)
    c B, hcb f P.
    c B, df A.
    
    (basic)
    j B, s B, hcf f P.
    j B, s B, df A.
    s D, hcb f P.
    s D, tap P.
    s D, qcf hcb A.(S)
    
    (counter mode)
    SA, df A.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Choi
    
    (low)
    c B, c A, d u C.
    
    (basic)
    j D, c C, d u C.
    j D, c C, qcf hcb B.(S)
    
    (intermediate)
    cX C (1/2), c C, d u P.
    cX C (1/2), s C, f B, s B, qcf hcb B.(S)
    
    (expert)
    cX C (1/2), c B, c A, qcf hcb B.(S)
    cX C (1/2), s C, f A, qcf hcb B.(S)
    
    (counter mode)
    j qcf D, qcf qcf C.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
    
    Jhun
    
    (low)
    c B, c B, c A, d u P.
    
    (intermediate)
    j A/D, s C, f B (hold) - into d d B Combos
    j A/D, s C, qcb K.
    j A/D, s C, qcf qcf K.(S)
    qcb P, s C, f B (hold) - into d d B Combos
    qcb P, s C, qcb K.
    qcb P, s C, qcf qcf K.(S)
    cX A, s C, f B (hold) - into d d B Combos
    cX A, s C, qcb K.
    cX A, s C, qcf qcf K.(S)
    
    (expert)
    d d B:
    C - u C
    C - A (hold), u C
    
    d d A:
    C - u C - D
    C - u B - f B (hold) - into d d B Combos
    
    (counter mode)
    SA, f B (hold) - into d d B Combos)
    SA, qcb D (4), qcf qcf K.(C)
    j A/D, s C, qcb D (4), qcf qcf K.(C)
    qcb P, s C, qcb D (4), qcf qcf K.(C)
    qcb P, qcf qcf P.
    d d A (hold), C - u C, qcf qcf K.
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^/
    
    
    -= I N F I N I T E  C O M B O S =-
    
    
    K':
    -corner
    -Counter Mode
    -First Hit Catches Opp In The Air
    
    qcf P, f D(only f D hits opp), qcf P, f D(only f D hits opp), qcf P, f 
    D.......
    -----------------------------------
    Andy:
    -corner
    -vs Xiangfei
    hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P....
    
    Note: Xiangfei's Recovery Roll is vulnerable to attacks, thus making this 
    infinite possible.
    -----------------------------------
    Robert:
    -corner
    -vs Xiangfei
    d u P, Xiangfei R.Rolls, c A, d u P, Xiangfei R.Rolls, c A, d u P....
    
    Note: Same principle as Andy's Infinite.
    -----------------------------------
    King:
    -corner
    -vs Xiangfei
    hcf P, Xiangfei R.Rolls, c A, hcf P, Xiangfei R.Rolls, c A, hcf P....
    
    Note: Same principle as Andy/Robert's Infinites.
    -----------------------------------
    Kensou (blockable):
    
    s D, dp P, s D, dp P, s D, dp P.....
    
    Note: CD Counter-able/Max Roll-able
    -----------------------------------
    Kensou:
    -corner
    dp P, qcf B (2nd hit only), qcf B (2nd hit only), qcf B (2nd hit only), qcf 
    B (2nd hit only)...
    -----------------------------------
    Kim:
    -corner
    -opp in air
    
    j qcf B, j qcf B, j qcf B, j qcf B, j qcf B.....
    -----------------------------------
    FLOATING INFINITES:
    -----------------------------------
    
    Characters with Floating Bugs all have this infinite.
    Those characters are:
    
    Athena
    Bao
    Choi
    Mai
    
    There are 2 ways in order for you to float:
    
    1.
    - corner
    - counter hit
    
    j CD, Special Move, qcb ub P/K (depending on what move will make you 
    character float, eg.
    Mai uses P, for her qcb P move).
    
    or
    
    - corner
    - opp in the air
    j CD, qcb ub P/K.
    
    2.
    -player must be in corner
    
    qcf uf P/K (depending on what move will make you character float, eg.
    Mai uses P, for her qcb P move).
    
    Note: Player must be in the extreme corner for this to work, a step after 
    the corner and
    it will fail.
    This doesn't work for Choi, simply because he has no qcf move.
    
    ------------------------------------------------------------------------------------------>
    
    Miscellaneous:
    
    Air Pop Help:
    In able to perform (AIR) combos, u may need some help from certain strikers 
    or moves.
    Here's a list of useful Strikers/Moves:
    
    Pop Strikers:
    Maxima
    Benimaru
    Terry
    Andy
    Robert
    Yuri
    Kyo Clones(75 Bouncer)
    Shin Kyo
    Leona
    Ralf
    Clark
    King
    Mary
    Kim
    
    Pop Moves:
    Andy - hcf P
    Robert - d u P
    Takuma - db f D
    Kyo-1 - qcf KK
    Kyo-2 - s D
    Shin Kyo - qcf DD
    Athena - hcf P
    Kasumi - hcb P
    
    Everyone - j CD (Counter Hit)
    
    
    
    ====
    Bugs
    ====
    
    Unblockable Projectiles:
    Long Range Projectiles/Projectile Strikers thrown timed to connect on 
    opponents wake up, and
    quickly executing a Command Throw at the exact moment of impact.
    
    Unblockable Normal Attacks/Hit Strikers (Author's Explanation, unofficial):
    Player cornered, Striker (eg. Yuri) on wake up, but during Striker attacks, 
    the player
    trades hits with the opp, after the opponent is pushed back, striker 
    continues to advance,
    the opponent is unable to execute block.
    
    
    ------------------------------------------------------------------------------------------>
    
    Credits:
    
    m00nrun 	- 	for the inspiration to even make a combo FAQ!
    <http://i.am/moonrun>
    
    SNK      	-	for making KoF'99, even though it requires more bug testing.
    <http://www.snkusa.com>
    
    Yashiro		-	for being the enthusiastic combo maniac.
    <http://www.multimania.com/yashiro/>
    
    Blurkof		-	another combo freak like myself and m00nrun.
    <http://i.am/blurkof>
    
    Gunsmith	-	took some of the movenames from his FAQ.
    <http://i.am/wu-tech>
    
    Kao Megura	-	for the disclaimer as always.
    <http://i.am/kao>
    
    MJL		-	for pointing out some mistakes.
    <http://fly.to/mjl>
    
    ------------------------------------------------------------------------------------------>
    
    Conclusion:
    
    v1.2 ...
    Perfect?.
    
    How to contact me:
    
    e-mail  serpent_wave@hotmail.com
    ICQ 	35297025
    
    others:
    	KoF Combo ML			<http://welcome.to/kof_combo>
    	KoF Discussion ML		<kof@dhp.com>
    	KoF4ever BBS			<http://kofforever.hypermart.net/bbs/index.cgi>
    	Wu-Tech Discussion Board	<http://members.boardhost.com/wutech/>
    	The KoF Combo Lair		<http://www.guestbook.de/yasg.cgi?X=210317>
    	Combos Graveyard		<http://www.guestbook.de/yasg.cgi?X=70567>
    
    
    ___________________________________________________________________________________________
    							 The King of Fighters '99 is
    							 (c) SNK <snkusa.com>
    							 (c) NeoGeo Japan <neogeo.co.jp>
    							 (c) NeoGeo USA <neogeo-usa.com>
    http://i.am/serpent_wave_________________________________<c>Serpent 
    Wave_2000______________