Ryo Sakazaki King of Fighters 98 FAQ

By Nima Mottacki
nima.mottacki@virgin.net

Version 1.0 26 May 1999
(First version, hence no version history)

Version 1.1 05 July 2001
(Lots of details fixed, some facts straightened out,
some BS removed. A cleaner, more to-the-point FAQ)

The next version will have a much revised combo section, but that will have 
to wait a couple of weeks. If anyone cares

Contents:

*The bit about me and why I'm mad enough to write this FAQ
*Ryo Who???
*General Introduction To Playing Ryo
*Ryo's Moves, Rated and Reviewed
*Tactics
*Combos For Weak, Impatient Souls
*Credits, acknoledgements and thanks

---------------------------------------------------------------------------------

*The bit about me and why I'm mad enough to write this FAQ

 Ryo Sakazaki can be a deadly character if played right, and the objective of 
this humble FAQ is to show people how to play right. So I guess the first 
assumption you need to make is that I can play. Good. No, seriously now, I 
have been playing Kof since the í95 version, and since 96 I use the same 
team of Ryo, Iori and Joe. I know itís a bit strange, but thatís irrelevant 
for now. So just read it. 

*Ryo Who???

 Ryo is the older son of Takuma Sakazaki, master of Kyokugenryo Karate, and 
older brother of Yuri Sakazaki. Being the oldest of the two children of Takuma, 
he has been chosen to be the heir of the Sakazaki legacy, and Ryo tries to live 
up to it by training very hard every day in the Kyokugenryo Karate dojo, using 
the power of the tiger to fight. He has trained since he was a little kid, and 
wants to make his father proud. He considers Yuri to be nothing more than a 
pest, and that she must not be training in Kyokugenryo Karate, since she is just 
a girl, and besides, Ryo fears she might be hurt in a battle.
 While still training, Ryo receives a new training partner, the son of one 
of Takuma's friends, Robert Garcia. Both became the best of friends, joined by 
the same style. They quarrel a bit, especially when Robert gets close to Yuri. 
However, they both respect each other, and sometimes get in a little battle once 
in awhile. Both fighters become the top students of the dojo, but suddenly, 
Takuma disappears with no notice, and Yuri is kidnapped shortly after. Ryo is 
resolved to go and seek his family in the dangerous and criminal Southtown, 
aided by Robert. Ryo and Robert divide themselves to look out for clues of 
Yuri's location. Ryo then meets a lot of enemies and friends, one of them being 
King, a bouncer of a bar which Ryo thought to be a man, and upon using a Koh-Ho-
Ken on her, Ryo breaks King's shirt, revealing Ryo that she is a woman. Pretty 
ashamed, Ryo offers to help King, and ever since, both have become the best of 
friends...and even a bit more than that, but both refuse to accept their true 
feelings...
 Finally, Ryo is informed that the man who kidnapped his sister was no 
other than Mr. Big, one of the more important gang leaders of Southtown. Ryo and 
Robert go to his lair, and Ryo furiously demands Mr. Big to give him back his 
sister. Mr. Big obviously smiles and tells them that the won't do anything 
unless they defeat him. Robert takes care in doing so, but then, the defeated 
Mr. Big calls infor Mr. Karate. This man wore a strange "tengu" (bird) mask, and 
Ryo sensed a powerful, but familiar, aura from him. Mr. Big orders Mr. Karate to 
attack them. Robert is exhausted from his battle with Mr. Big, and Ryo takes the 
battle on. The two warriors fight, and Ryo realizes with astonishment that this 
man uses Kyokugenryo Karate as well! However, Ryo is determined to save his 
sister, and with an exceptional display of courage and strength, defeats Mr. 
Karate. About to finish him off, determining he was the cause of Yuri's 
kidnapping, it is no other than Yuri herself who bids Ryo not to finish him. It 
turns out that Mr. Karate was really Takuma, who had been blackmailed by Geese 
Howard, main criminal leader of Southtown, to fight for him if he did not want 
Yuri to die. Ryo accords to stop Geese, but he already has his hands full with 
the Bogard brothers, who had come to exact revenge from him for the death of 
their father. Ryo decides to retire back to the dojo and continue with his 
training, now that his father and sister are all right.
 Ryo, after a few years, has been invited by Takuma to form a team with him 
and represent the Kyokugenryo Karate style in the new King of Fighters 
tournament, which introduced the team battle mode. Ryo personally refuses that 
Yuri to join in their team, since she is too unprepared to fight with them. So, 
Robert comes with them instead. Ryo then helps his father to show the world the 
power of Kyokugenryo Karate, and since Ryo is the heir to the family, he fights 
to live up to expectations, and fights with all his will. However, he dislikes 
being ordered to train again by Takuma after every tournament. Ryo takes a break 
in the King of Fighters tournament when Yuri asks him to help her in looking for 
Robert in Southtown, trying to help a childhood friend. After his return, Ryo is 
told by his father that Yuri will replace him instead. Ryo refuses that idea 
with fury, but Takuma has already made a decision. Not willing to stop showing 
the power of Kyokugenryo Karate, Ryo has to resign. He also has to keep an eye 
on Robert so he doesn't do anything smart as well! Ryo fights with spirit, but 
next year. Ryo is faced with the humilliation of the dojo being wrecked and the 
students in the dojo being defeated and wounded. Ryo is told by his father to go 
fight in the tournament once again, and clean the name of Kyokugenryo Karate. 
Now, Ryo is the leader of the Kyokugenryo Karate, the best martial art in the 
world!
 Ryo is a proud man, and is a very friendly man, but sometimes pretty 
stubborn. He cares for his sister very much, that is why he does not want her to 
be hurt by fighting. He also respects Robert as his friend, but since he is so 
jealous, he does not want him to get close to his sister. He wants to train hard 
to keep on to Takuma's exceptions. He is also very interested in King, but he 
thinks she will not pay attention to him, he tries to stay away.

[I feel it necessary to stress that the above description of Ryo as a character
is taken directly from Kailu Lantis' "Tormented Battles, The Story Of The King
Of Fighters Tournament" FAQ, and is copyrighted to him. This is a class piece 
of writing, which should be read by anyone interested in KOF. You can mail 
the author at lantis@mailexcite.com]

*General Introduction To Playing Ryo

Ryo could be said to be the Ryu/Ken character of the KOF series, i.e. you 
can win with him even if you are shit. This makes the people that go into 
the arcades for the first time to play KOF98 happy. This makes the rest of 
us pissed. Thus, we have scrubs. Nevermind them, though. The main point that 
is to be made for Ryoís tactics, however, is that if played correctly, not 
only will he completely kick other charactersí asses, but he will save us 
from scrubdom/scrubhood/you know. The reason for this is that SNK, in their 
divine glory, felt it appropriate to endow him with some real moves and limit 
the extent to which he can be played haphazardly. If timed right, used right 
and thought of right, Ryo will show to be a character of much depth. This 
being my first FAQ and all (you noticed? Well, screw you, too), I thought Iíd 
copy the style of the first KOF98 character FAQ I ever read (check the credits) 
and list the moves below, together with a ranking out of five and their 
usefulness I always use Advanced Mode, so the whole FAQ is written based on 
this:

*Ryo's Moves, Rated and Reviewed

These are the moves. Not really much to say, except for the explanation 
below. As always, assume you are facing right:

f = forwards
b = backwards
crouch = crouching
jump = jumping move (perform while in air)
qcf = quarter circle forwards
qcb = quarter circle backwards
hcf = half circle forwards
hcb = half circle backwards
A, B, C, D = corresponding buttons
DM = Desperation move, perform while 
ABC = MAXing in Advanced Mode

Standing moves:

Standing A: 3/5
Good poking move; has a deceptively long range (it will actually hit very 
slightly outside of the animation) and can be comboed into the uppercut 
(only A version) or the knockout kick (either version). Thatís about it, 
really. Priority is actually quite high, as it is for most jabs, but I find 
usefulness its is limited to catching the opponent off-guard and slamming 
him with a special move. 

Close A: 4/5
Much better. A hit with the elbow to the face. Will combo into most anything, 
is very quick to come out of and wonít leave you hanging if you miss. Use 
this together with dp + B for quick 3-hitters. A good move is 
[crouch A, close A, dp + B]. Four quick hits in a very short amount of time.

Standing B: 5/5
Right, in the previous version of this FAQ, I came down on this move like a 
thunderstorm. Completely disregard that, since this move in actual fact rocks
and I was being an imbecile for not seeing it. The uses of this move in my Ryo
arsenal nowadays range from keeping opponents at bay since it comes out so damn
quick, to pissing people off by staying at its maximum range and just poking
them with it. Even SNK thought this move was too quick and showed it by slowing
it considerably in KOF99 (though I love that game, Ryo and Robert were ruined in
it). 


Close B: 3/5
A quick forward quick to the abdominal area or the face, depending on your 
opponent, though as useful as the close A. I tend to use it in jumping combos, 
whereas the close A is mostly used in ground combos. Itís a good companion for 
both the uppercut and the knockdown kick, so a good combo is [jump D, close B, 
dp + B/hcb + D]. Again, good for quick bread-and butter combos in pressure 
tactic games. 

Standing C: 2/5
Semi-useful. Can be good for quick hit-and-run damage, but canít be comboed 
into any useful moves, so we wonít bother with it. Using this is a bad habit 
that should be got rid of, unless youíre in for some piss-taking. Negative 
aspects are the delay before it commences, since a quick player could roll right 
behind you and combo your ass, and the lack of comboing opportunity. 

Close C: 4/5
I love this move. It is not quite as useful as the crouching C, but it is 
easier to use correctly. I tend to push the opponent into a corner, and 
then go [jump D, close C into hcf + C, dp + B]. The part about 'into' Iíll 
explain in the section about the hcf + A/C. This move is good after having 
jumped in, so I tend to use it to connect combos, i.e. as a stop-over move 
while I decide which special/DM/SDM to use. Actually, while jumping in on 
a standing opponent, you should make a habit out of doing jump D, close C. 
It will pay off, I promise. 

Standing D: 3/5
Here we go. Another misjudgement on my part in the last FAQ. Donít think 
about comboing, but it is relatively quick, does very good damage, 
has decent priority and hits high. And it looks cool. If timed correctly, 
it can kill air attacks, if used sensibly, itís good addition to your 
armoury of attacks. Use it when an opponent is out of range for other 
moves. Good for poking if youíre afraid that a special move might damage 
you, though the standing B is preferred. Use this move occasionally so 
as not to get predictable. 

Close D: 3/5
Not a bad move, but seeing how its range is limited I rather use the 
close C. Usefulness is equal to close C, and might be preferable if 
you donít like to keep switching buttons: for combos finishing with 
a knockdown kick, use D, for uppercut or KohKen combos, use C, 
since this has a longer stun. This move can be interrupted into the 
DMs/SDMs, something that does not seem to be possible with the close C 
(not with the same ease). Personally, I tend only to link 
qcf hcb + A/C into combos, and this move is perfect for that reason. 
Using the DM, do [jump D, close D, qcf hcb + A/C] for a nice 
17-hitter. 

Standing CD: 5/5
Oh yes. LOVE this. Although the range is fairly short, this baby 
is so quick to come out that it will combo out of almost any air 
move with ease. Jumping D, standing CD is a great way of pushing 
the opponent into the corner and it does a load of damage for such 
a ridiculously quick CD. Priority is quite high (as with a 
lot of Ryoís moves), and can be most effective is used in quick 
series of moves. Over-use is, however, warned against, since there 
are only so many situations in which it is useful. A human opponent 
will learn. Against the CPU? Once every five seconds, thank you 
very much. A bit cheap, though. Pressure your oppononent by cancelling 
this move into a qcf + B, and vary that with a dp + A/C very occasionally
so that your opponent gets caught out and you don not become predictable. 
If the CD is a counter hit, the game engine allows the special move to
combo off it. The qcf + B will always combo in this situation, but the
KoHo will only combo in a corner.


Crouching moves:

Crouching A: 4/5
Good move. Can be used to set someone up for a combo they didnít know was 
coming. It will combo into the uppercut and the knockdown kick, which is 
always useful. If two successive presses are timed right, they will combo 
for a simple two-hitter that can be interrupted into a special move. 
Also, it can be comboed into a crouching B into a standing A into a 
special. Itís useful and should form the basis of your close-up arsenal
against defensively apt players who wait for you to make mistakes. How-
ever, do not canel it into the hcb + B/D, as opponents have a nasty habit 
to go into a crouching guard as they see the first hit, and a the kicks
will leave you painfully open for revenge. 

Crouching B: 4/5
I use this a lot. Anyone who played with Ryu or Ken in SFII will now it, 
since it basically looks the same and is basically the same move. Quick 
to come out, no real lag and can be comboed into a low A or from a low 
A. It wonít combo in the same way as the low A will, but that is compen-
sated for by the fact that it will combo into the low A, and most 
specials will connect from there. Use it as a teaser or to set yourself 
up for a combo from a relatively protected position. Vary this with other
quick mid-range moves, such as the standing B. For the tenth time, do not
get predictable.

Crouching C: 5/5
This is good. This move will annihilate air defence if timed correctly, 
and for a standing opponent will combo into the KohKen (the Ďfireballí) 
or the uppercut. Can be used with a quick succession of moves knock to 
the opponent into the corner, from whence combos galore can commence. 
More about those later. In other words, this is your standard crouching
uppercut move, and analogous to those of other characters in this game,
such as Yashiro, it has good vertical range, but poor horizontal range.
use it wisely. Mixed with the dp + A/C, it is valuable as a mind-game 
move.

Crouching D: 2/5
You know, good move, but whatís the point of knocking someone down if 
you can combo with other moves? Considering the amount of combos 
available at Ryoís disposal, I mainly use this when Iím low on life 
and need some scrub-like tactic to get me out of it. Or for the type 
of player who likes fakes, it will interrupt into almost any special 
move, like the KohKen, the uppercut and the knockdown kick. Useful in 
the right circumstances against a specific type of opponent, and can 
be highly valuable against opponents who are uncomfortable with a 
high/low game together with Ryo's overhead moves. 


Jumping moves:

Jumping A: 1/5
No. Donít use this, it wonít do you any favours. No priority, relatively 
slow to come out... Not a good move, and I believe that for every given 
situation where you could justify using this, there is a better move which
you should have used. If you are of a different opinion, my e-mail is at the
bottom of the page. 



Jumping B: 3/5
Better. Longer range, quicker to come out. It is, however, almost completely 
horizontal, so itís best used in air-to-air combat. Priority is still kind 
of low, but if timed correctly it can take out some solid air defence. I 
use it regularly against Ioriís uppercut, although a good player will take 
you out. 

Jumping C: 3/5
Alright move. Best thing about it is the lag. "What?" you ask, amazed. 
Actually, the lag seems to be timed so that if done at the same time as 
the jumping D, it will hit lower. Everyone who remembers the old charts 
that showed you how to combo in SFII will know that this means more 
likelihood of comboing. It also means that youíre left vulnerable for 
longer. However, it goes well with the close C in that the two moves 
performed in succession will lead to good multiple-hit scenarios (combos, 
goddammit, just got bored of that word). One of my favourites is 
[jump C, close C, qcb + A, dp + A]. Does great damage and is practically 
unstoppable after the first hit. If timed correctly. 

Jumping D: 5/5
As with most KOF98 characters, the best air-to-ground move. Will combo 
into everything (well, just about), has immense priority and is quick 
to come out. However, there is a lag before it hits which is not to be 
forgotten. Timing is paramount with this move if itís to be used regularly. 
As I said before, make a habit out of doing jumping D, standing C when 
going air-to ground. Will set you up for a lot of combos. 

Jumping CD: 1/5
Donít use it. Why? Slow to come out, hits too low, medium priority, 
canít be comboed since it knocks down... Anything else?


Command Attacks:

Tani Otoshi (close f/b + C): 4/5
Iím rating throws, I know. Well, this is an exceptionally good throw. 
It gets you out of trouble, and will throw the opponent quite far 
away from you, giving you some opportunity to recuperate if youíre 
taking a beating. 

Tomoe Nage (close f/b + D): 2/5
Not bad, but nothing special. Will make you switch sides with the 
opponent. I can only see this being good in corners, but in a 
corner, the opponent will make a point out of pounding you. Use the 
Tani Otoshi. 

Overhead Smash: 4/5
Quick overhead, and it will combo out of strong attacks 
(notably close C and D), but it wonít combo into anything and if 
used alone has a sever amount of lag. It is Ryo's only standing 
overhead, so it has its uses in high-low games and against turtlers.
Bear in mind, however, that the move loses its overhead ability when
chained from another attack, so it is less useful in that situation,
though it can be used to push yourself further away from the opponent
while leaving you open for only a very short time.

Special Moves:

KohKen [Tiger Flame Punch] (qcf + A/C): 4/5
No range, but has VERY high priority and covers a big area in 
front of you, so it will be good for combos and incoming opponents 
alike. You will use this a lot. If you are good, you will learn 
to stop fireballs with it (use the C version). The A version can 
be comboed out of a lot of things, notably close C and D. 
Also good for finishing off the hcf + A/C if youíre not in a corner. 
More about that in the hcf + A/C section. 

KoHo [Tiger Roar] (dp + A/C): 5/5
Damn! Not only is this Godís gift to air defence, it will combo out 
of almost any normal move and comes straight out of the Mo-Ko 
Raijin Ko (qcb + A/C). Nothing more to say, really. I know VERY 
few attacks that can take this out, and itís probably the best 
anti-air move in the game. Well, I think so. Try to use A version 
mostly, since the B version doesnít knock out until the second hit, 
which is almost never achieved in combos. It has autoguard, so itíll 
go through most things, and itís good for pushing opponents into 
corners. Its speed allow you to use it as late as you dare, thus 
virtually eliminating the risk of being hit. Use it wisely, though,
and not too often. Mix your game up.

Mo-Ko Raijin Ko [Fierce Thunder Tiger God's Might] (qcb + A/C): 3/5
Moderately useful. If it connects, it can be comboed straight into 
the KoHo, and the A version is good for combos. B version can be, 
as well, but itís a hit-and-miss game with the timing. A good move 
is [jump D, close C, qcb + A, dp + A]. Timing is, however, crucial 
and is the KoHo misses, the last hit of the qcb A/C wonít knock down, 
leaving you open. If youíre close enough to combo with this move, 
you will be close enough to use the qcf A/C. Do that instead. 

Mo-ko Raijin Satsujin [Fierce Thunder Tiger God's Murder] (qcf + B/D): 4/5
Do use this, and don't listen to my previous version. Used together 
with the CD knockout, this is a very useful move, arguably the cornerstone
of a high-low pressure tactics game. learn the range of the two versions, 
but don't ause it since it (especially the D version) can be hit mid-air.

HienShippuKyaku [Lightning Legs Knockout Kick] (hcb + B/D): 2/5
A less than great move. Can be comboed out of most normal moves, 
but so can everything else. It is immensely punishable, but its use
lies in the fact that it does a great deal of damage and moves both 
you and the opponent close to the corner. As such, it can be used to 
great effect, but only if you KNOW it's going to hit. Never, and I do
mean never, use it on crouching opponents, who will only be hit by the
first kick of either version and can then punish you. Avoid that.
The first hit is almost immediate in both versions, so the D 
version can be used for combos almost all of the time. 

Kyokugenryu Ranbuken [Kyokugenryu Punch Dance] (close hcf + A/C): 5/5
This move alone will make you into a combo God, and that is a promise. 
Observe: [jump D, close C into hcf + C, qcf  + A]. This move will give 
you a few useful 8- or 9-hitters, especially if you have cornered the 
opponent in which case the KohKen can be replaced by a KoHo for even 
more damage. Do note, however, that the move has a highly limited range,
but on the plus side, there is no miss animation, and the worst that can
happen if you are out of range is a qcf + A/C.

DMs/SDMs:

Haoh Sho Koh Ken [Supreme Roar] (f hcf + A/C): 3/5
In terms of usefulness, this is actually not bad, but the 
problem with it is the whole concept of an SDM that is meant 
as a projectile. For standing opponents, it will just not do. 
However, If an opponent is about to land, the sheer speed of 
the thing is murderous, together with the fact that it covers 
almost the whole screen vertically. Good, but more useful if 
youíre playing with Takuma (his version doesnít use any power-
bars). If you manage to get it to connect, the SDM will easily 
do twice the damage or more in its 5 hits. Use that. It is 
apparently possible to combo this into the same moves as the 
other DMs, but as with the close C comboed into a DM, KOF98ís 
move detection makes this very hard indeed. I donít use it in 
combos since it seems to be more trouble than itís worth. A 
mind-game move.

Ryuko Ranbu [Tiger Boisterous Dance] (qcf hcb + A/C): 3/5
Not one of the best DMs/SDMs in the game, as I stated previously. 
Ryo lounges forward across 8/10 of the screen if you use A, and the 
whole screen if you use C, at the expense of some delay, and starts 
pounding away when he gets to the opponent, even if he/she is blocking. 
The DM does 15 hits, but the SDM does 28 and is mad. Both moves have 
godlike priority, they will pull someone down from the air if properly
timed and can be comboed easily from jump D, close D. Even if the opponent 
is blocking, this will do some good damage. 

Tenchi Haoh Ken [Heaven and Earthís Supreme Roar] (qcf qcf + A/C): 3/5
No point in using the DM. It wonít do any real damage. However, the 
SDM leads to an automatic dizzy. Only use I can imagine is as part of a 
redizzy combo (has to be the fastest in the game), e.g. 
[ABC, close D, qcf qcf  + A]. Question is, is it worth two bars? 
Maybe, if you have another one left you could go into a 
[jump D, close D, qcf hcb + A]. I f executed correctly, that 
little baby is going to do some serious damage, about 80%!!! 

*Tactics

And so we have reached the important tactics part. I donít have 
a lot to say that I havenít said in the rest of the FAQ. 
Basic guidelines are as follows, laid out for your easy reading:

1) Play offensively. Defensive play is very possible given Ryoís air 
defence and his high-priority attacks, but itís not likely to be very 
successful against stronger opponents. Ryo's strength lies in his immense
offensive ability, his pressure tactics and his combos. Keep the 
pressure on your oponent, mix your attacks up and do not get predictable.
Some opponents will not respond to this, so beware of their style of play.
If your opponent waits for you to attack, change your game to accomodate
that. Mix high and low attacks with overheads so as to chip away 
their guard meter and build your super meter, and combo when a hit lands
cleanly.

2) Weigh your options at every stage. Ryo has many different attacks, 
with many different ranges in which he can work. But looking at the 
ratings above for the moves, itís obvious that short to mid-range 
moves dominate the list of top attacks. Ryo is a comboing type of 
character if played right, so use this and attempt to infer the 
maximum damage at all times, while protecting yourself against 
attack, which will surely come when you are this close. 

3) Zoning. Follows on from above. Keep the opponent at a good 
distance away unless you are ready to fight. Gauge his/her style
of play. Push him/her into a corner, where it is easiest for you to 
do a lot of damage, and where Ryo is very comfortable. Once there,
pressure them with [CD, qcf + B/dp + A]. Use the standing B's speed
to your advantage.

4) Combos. Follows on from above. Combos are best performed in corners. 
This gives you the most effective and devastating moves. For example, 
although the 80% combo described above can be started anywhere, it always 
finishes off in corners. If youíre in your second or third round, have 
three bars or more and want to kick ass, use that combo and combo something 
else afterwards, e.g. [jump D, close C into hcf + C, qcf  + A]. The last 
20% are nothing. 

*Combos for weak, impatient souls

Hereís what youíve all been waiting for. Combos galore. These are by no 
means all of the combos possible, but they should be fairly complete.

Bread-and-butter:
Most of these can be preceded by a deep jumping attack or crossover.

Crouch A, crouch A (2)
Crouch A, crouch B (2)
Crouch A, crouch B, stand A (3)
Crouch A, crouch B, stand B (3)
Crouch A, crouch A, dp + A/C or hcb + B/D (3/4)
Crouch A, close A, dp + A/C (3/4)

Crouch B, crouch B (2)
Crouch B, crouch B, crouch B (3)
Crouch B, crouch B, stand B (3)
Crouch B, Crouch B, stand A (3)
Crouch B, crouch B, stand A, qcf qcf A (4)

Close C, f + A (2)
Close C, qcf + A/C [C version wonít actually combo] (2)
Close C, dp + A/C (2/3)
Close C, hcb + B/D (3/4)
Close C, qcb + A/C (3)
Close C, qcb + A/C, dp + A/C (4)
Close C into hcf + C (5)
Close C into hcf + C, qcf + A/C [if not in a corner] (6)
Close C into hcf + C, dp + A/C [if in a corner] (6)

Close D, f + A 
Close D, qcf + A/C
Close D, dp + A/C
Close D, hcb + B/D
Close D, qcb + A/C
Close D, qcb + A/C, dp + A/C
Close D, qcf hcb +A/C

Crouch C, f + A (2)
Crouch C, qcf + A/C [C version wonít actually combo] (2)
Crouch C, dp + A/C (2/3)
Crouch C, hcb + B/D (3/4)
Crouch C, qcb + A/C (3)
Crouch C, qcb + A/C, dp + A/C

CD (counter hit), qcf + B/D
CD (counter hit), dp + A/C
CD (counter hit), qcf + A

OK, those were probably the main ground combos upon which 
to build a successful game. The following are whole combos 
that I regularly use during gameplay. Most of them were in 
the text, but a recap wonít hurt anyone. 

[jump C/D, close B/C/D, dp + A/C / hcb + B/D] 
(3/4 for uppercut, 4/5 for knockdown kick)

[jump C/D, close C/D, dp + A/C] (3/4) 
C version wonít knock down in this case

[jump C/D, close C/D, qcb + A/C, dp + A/C] (5)

[jump C/D, close C into hcf + C, qcf + A/dp + B] (7) 
Use fireball when not in corners. 

[jump D, close D, qcf hcb + A/C] (17)

[ABC, jump D, close D, qcf qcf  + A], wait until opponent gets up, 
[jump D, close D, qcf hcb + A/C]. (3 + 17) Redizzy combo. 
Lethal if used right. 

[(ABC), jump C/D, Stand D, f hcf + A/C] (3 if not SDM, 7 if SDM) 
Frigginí lethal if you get it in.


*Credits, Acknoledgements and Thanks

Thatís about it, folks. Below is a list of the places Where I obtained 
information for my FAQ. Although I have yet to detail where I got the 
exact information from, If the author of any of the Faqs below feels 
that he or she wants the material contained herein removed, I will gladly 
comply. All of the below FAQs are immensely useful, and you are well advised 
to look at them

Credits, thanks and acknoledgements, in no particular order, go out to:

SNK: For one of the best games of all time (I like LB2 better, but thatís 
still SNK ["Sacrilege", you scream]. 
Webpage: www.neogeo.co.jp

Joe Palanca: For one of the best FAQs EVER! The translations for the move 
names come from his KOF98 FAQ. Thank you. 
E-mail: JGPalanca@aol.com

Kailu Lantis: For a brilliant FAQ containing the whole of the storyline
for the KOF series. Read it. 
E-mail: lantis@mailexcite.com

m00nrun: For a great combo FAQ, from which I had to get the very last combo
in my FAQ. I mailed him and asked, but I still haven't received a mail back. 
Hope he approves...
E-mail:moonrun@moonman.com

Brian Lui: For the KOF98 Iori FAQ from which I got most of my ideas, although
I'm more longwinded than he is. Good job. Actually, I didn't play with Iori 
in '98 'till I read that FAQ (he was too weak!), so thank him if you find 
this FAQ useful. 
E-mail:luibr@hkstar.com

If you have any comments or suggestions, mail me on nima.mottacki@virgin.net
I'm going to send this first draft to the KOF mailing list to get some comments. 
Nuff said.