THE KING OF FIGHTERS '98 
-Combo Compilation-
Ver. 1.1 
JVega
<jvega@geo.net.co> 
===========================================================================
INTRODUCTION
--------------

This Combo Compilation English version is not a complete translation to the 
Spanish version. For now, it has enough for you to understand it. The little
things missing (most of them explanation notes) will be added as soon as I 
have time to translate them. (or might never be translated depending on the 
difficulties the english readers have)
You can contact me at:
 
     
     jvega@geo.net.co

     or

     ssj5vga@yahoo.com


Send your suggestions.
Also send mail if you find any NON-TRANSLATED text.



                               Jesús Alejandro Vega

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

July 17/99 first version/ revision.

July 24/99 Added a some combos. A lot of combos added for Daimon.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===========================================================================
1. COMMANDS AND NOTATION
---------------------------------------------------------------------------


-Directional Commands-

f  :  (forward)      
b  :  (back)         
d  :  (down)         
u  :  (up)           
df :  (down-forward) 
db :  (down-back)    
ub :  (up-back)      
uf :  (up-forward)   

-Normal Attacks-

SK : (strong kick)  
SP : (strong punch) 
WK : (weak kick)    
WP : (weak punch)   

-Special Moves-

qcf : quarter circle forward 
qcb : quarter circle back    
hcf : half circle forward    
hcb : half circle back       

** This is a very generic notation, and you'll surely find it familiar, as
   a lot of movelist use it.

-Extra Notation-

J. : Next attack has to be done in mid-air (ex: J.SK is a jumping SK )
C. : Next attack has to be done crouching (ex: C.SK is a crouching SK)
DM : (Desperation Move) 
SDM: (Super Desperation Move) 



---------------------------------------------------------------------------
===========================================================================
2. COMBO COMPILATION
---------------------------------------------------------------------------

Note: The number in front of each combo represents the number of hits the
      combo scores. If it is a combo performed with a DM, then the number
      represents the number of hits the combo scores when the move is done
      as a SDM. (maximum hits possible)

Special Note for juggles:
      
      If a combo is listed as "juggle" then it might work better into a
      corner.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===========================================================================

So, here's the Combo Compilation.
I did a little movelist for each character, wich includes ONLY the moves you
need in the combos.

enjoy...

===========================================================================
Kyo Kusanagi
---------------------------------------------------------------------------

-Moves-
     
     75 Shiki     : qcf + K, K
(DM) Orochi Nagi  : qcb,hcf + P
(DM) Kessen Ougi  : qcf,qcf + P

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

-Combos-

1. C.SP, Orochi Nagi (3)
2. J.SK, C.SP, Orochi Nagi (3)
3. J.SK, SP, 75 Shiki, Orochi Nagi (5)
4. J.SK, SP, Kessen Ougi (16)
5. SP, f+WK, Orochi Nagi (4)

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

- Combo 1 it's a juggle.

- For the Combo 5 to connect, the Orochi Nagi must be a DM , not SDM.
     
===========================================================================
Benimaru Nikkaido
---------------------------------------------------------------------------

-Moves-

     Shinkuu Katategoma : qcb + P
(DM) Raikouken          : qcb,hcf + P
(DM) Elec-trigger       : hcb,hcb + P (close )

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

-Combos-

1. J.SK, C.SP, Raikouken (12)
2. f+WK, Elec-trigger
3. J.SK, C.SP, Shinkuu Katategoma (8)

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

- The Combo 2 it's not exactly a combo. There's no hit count, but anyway,
  if the kick connects or is high-blocked (not crouching) the opponent won't
  be able to avoid the grab.

===========================================================================
Goro Daimon
---------------------------------------------------------------------------

-Moves-

     Kirikabu Gaeshi         : hcf + P (This move can pick an opponent from
                                         the ground)
     Tenchi Gaeshi           : hcb,f + P (close)
     Chou Ukemi              : qcb + K
(DM) Jigoku Goukuraku Otoshi : hcb,hcb + P (close)

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

-Combos-

1. J.SK, WP, df+WP (3)
2. SP, df+SP, Kirikabu Gaeshi (3)
3. SP, df+SP, Tenchi Gaeshi (3)
4. SP, df+SP, Jigoku Goukuraku Otoshi (3)
5. J.SK, SP, Kirikabu Gaeshi (3)
6. J.SK, SP, Tenchi Gaeshi (3)
7. J.SK, SP, Jigoku Goukuraku Otoshi (3) 
8. J.SK, SP, df+SP, Kirikabu Gaeshi (4)
9. J.SK, SP, df+SP, Tenchi Gaeshi (4)
10. J.SK, SP, df+SP, Jigoku Goukuraku Otoshi (4)
11. df+SP, Chou Ukemi, Kirikabu Gaeshi (2)
12. df+SP, Chou Ukemi, df+SP, Kirikabu Gaeshi (3)
13. df+SP, df+SP, Kirikabu Gaeshi (3) 


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

- Combos 11, 12 and 13 are juggles. They must be done into a corner.

- In combos 12 and 13 the first df+SP must be a COUNTER.  

===========================================================================
Terry Bogard
---------------------------------------------------------------------------

-Moves-

(DM) Power Geyser      : qcb,hcf + P
(DM) High Angle Geyser : qcf,qcf + K

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

-Combos-

1. J.WK, SP, Power Geyser (6)
2. J.WK, SP, High Angle Geyser (13)

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

- In both combos the SP hits twice.

===========================================================================
Andy Bogard
---------------------------------------------------------------------------

-Moves-
     
     Shoryuudan          : f,d,df + P
     Gekiheki Haisuishou : hcf + P (close )
(DM) Chou Reppa Dan      : qcb,hcf + K 
(DM) Hisshou Ryuuseiken  : qcf,qcf +P

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

-Combos-

1. J.SK, SP, Gekiheki Haisuishou, Shoryuudan (12)
2. J. SK, SP, Gekiheki Haisuishou, Chou Reppa Dan (22)
3. J. SK, WK, Hisshou Ryuuseiken (8)
4. df+WP, Hissou Ryuuseiken (8)

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

- The SP in combos 1 and 2 is a 2-hit attack. It must be canceled in 
  the first hit.

- Combos 1 and 2 are juggles. 

- I've seen the move "Chou Reppa Dan" listed as "Chou Retsu Kuhadan".

===========================================================================
Joe Higashi
---------------------------------------------------------------------------

-Moves-

(DM) Screw Upper                    : qcf,qcf + P
(DM) Exploding Hurricane Tiger Heel : qcf,hcb + P

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

-Combos-

1. J.SK, SP, Screw Upper (8)
2. J.SK, SP, f+WK, Exploding Hurricane Tiger Heel (22)

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

- For the Combo 1 to connect, it must be a DM, not SDM

===========================================================================
Ryo Sakazaki
---------------------------------------------------------------------------

-Moves-

     Kyokugenryuu Renbuken : hcf + P (close )
     Kohou                 : f,d,df + P
(DM) Ryuukou Ranbu          : qcf,hcb + P
(DM) Tenchi Haouken        : qcf,qcf + P

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

-Combos-

1. J.SK, SP, Kyokugenryuu Renbuken, Kohou (7)
2. J.SK, C.SP, Ryuukou Ranbu (17)
3. J. SK, C.SP, Tenchi Haouken (3)

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

- Ryo is apparently not as good as Robert for combos.

- Combo 1 it's a juggle.

- For the Combo 1 to connect, the Ryuukou Ranbu must be DM, not SDM.

===========================================================================
Robert García
---------------------------------------------------------------------------

-Moves-

     Hien Ryuujinkyaku : qcb + K (in mid air)
(DM) Ryuukou Ranbu     : qcf,hcb + P

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

-Combos-

1. f+WK, Ryuukou Ranbu (29)
2. C.SP, Ryuukou Ranbu (29)
3. J.SP, SP, Ryuukou Ranbu (30)
4. J.SK, SP, f+WP, Hien Ryuujinkyaku (4)
5. J.SK, SP, f+WK, Ryuukou Ranbu (18)

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


- In Combo 4, the f+WP move makes Robert jump, so you can immediatly do the 
  Hien Ryuujinkyaku.

- Combo 5 is really hard to connect on small-sized opponents or as SDM.
  Theorically, if you can connect it as SDM, it's a 31 hit combo.   

===========================================================================
Yuri Sakazaki
---------------------------------------------------------------------------

-Moves-

(DM) Hien Rekkou   : qcf,qcf + P
(DM) Hien Houkyaku : qcf,hcb + K

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

-Combos-

1. J.SP, SP, Hien Rekkou (13)
2. J.SK, C.SP, Hien Hououkyaku (28)

---------------------------------------------------------------------------
===========================================================================
Leona
---------------------------------------------------------------------------

-Moves-

     Baltic Launcher : b (cargar), f + P
(DM) Rebel Spark     : qcb,hcf + K
(DM) V Slasher       : qcf,hcb + P (in mid-air)
(DM) Gravity Storm   : qcf,qcf + P

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

-Combos-

1. Baltic Launcher, Gravity Storm (14)
2. J.SK, SK, Rebel Spark (4)
3. Baltic Launcher, V Slasher (13)
4. J.SK, V Slasher (2)
5. J.SK, SK, f+WK, V Slasher (5)

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

- For combos 1 and 3 the Baltic Launcher must be Strong (with SP).

- Combos 1 and 3 are juggles.

- The standing SK in Combo 2 hits twice. 

- The standing SK in Combo 5 hits twice. The f+WK in this combo makes Leona
  jump, so you can use the V Slashe immediatly.

===========================================================================
Ralf Jones
---------------------------------------------------------------------------

-Moves-

(DM) BariBari Vulcan Punch : qcf,hcb + P
(DM) Umanori Vulcan Punch  : qcb,hcf + K

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

-Combos-

1. J.SK, C.SP, BariBari Vulcan Punch (30)
2. J. SK, C.SP, Umanori Vulcan Punch (3 + 24)

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

- Combo 2 hits 3 times before Ralf knocks down the opponent, then hits 24
  times while in the floor.

===========================================================================
Clark Steel
---------------------------------------------------------------------------

-Moves-

(DM) Ultra Argentine Backbreaker : hcb,hcb + P (close )

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

-Combos-

1. f+WK, Ultra Argentine Backbreaker 

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

- The Combo 1 it's not exactly a combo. There's no hit count, but anyway,
  if the kick connects or is high-blocked (not crouching)the opponent won't
  be able to avoid the grab.

===========================================================================
Athena Asamiya
---------------------------------------------------------------------------

-Moves-

     Super Psychic Throw : hcf + P
     Psycho Sword        : f,d,df + P
     Kuchuu Psycho Sword : f,d,df + P (in mid air)
(DM) Phoenix Fang Arrow  : qcf,qcf + K (in mid air)
(DM) Shining Crystal Bit : hcb,hcb + P (puede ser usado in mid air)

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

-Combos-

1. Super Psychic Throw, salto, Shining Crystal Bit 
2. Super Psychic Throw, Kuchuu Psycho Sword (7)
3. Super Psychic Throw, Psycho Sword (7)
4. J.SK, WK, f+WK, Phoenix Fang Arrow (?)
5. f+WK, Phoenix Fang Arrow (23)

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

- Combos 1, 2 y 3 are juggles.

- The Phoenix Fang Arrow hits different amount of times, depending on height 
  and position, so I can't tell how many hits Combo 4 scores. Combo 5 is
  safer to connect.
  In both combos, Athena jumps diring the f+WK attack, so you can immediaty 
  do the Phoenix Fang Arrow in mid-air. 

- A Phoenix Fang Arrow done at the right height will connect 34 hits.

===========================================================================
Sie Kensou
---------------------------------------------------------------------------

-Moves-

(DM) Senki Hakkei            : qcf,qcf + P (close )
(DM) Shinryuu Seiou Rekkyaku : qcf,hcb + WK
(DM) Shinryuu Tenbukyaku     : qcf,hcb + SK

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

-Combos-

1. b+SP, Senki Hakkei (14)
2. b+SP, Shinryuu Seiou Rekkyaku (24)
3. b+SP, Shinryuu Tenbukyaku (24)

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

- The SP in combos 1, 2 and 3 is an attack done from certain distance, but
  to make it safer to connect, simply hold the back direction while you are
  close to your opponent.

===========================================================================
Chin Gentsai
---------------------------------------------------------------------------

-Moves-

(DM) Gouran Enpou : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Gouran Enpou (3)
2. J.SP, WK, Gouran Enpou (4)

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

- Chin's J.SP can hit twice.

===========================================================================
Chizuru Kagura
---------------------------------------------------------------------------

-Moves-

(DM) Sanrai no Fujin : qcf,qcf + K

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

-Combos- 

1. J.SK, SP, f+WP, Sanrai no Fujin (13)

---------------------------------------------------------------------------
===========================================================================
Mai Shiranui
---------------------------------------------------------------------------

-Moves-

(DM) Suichou no Mai             : qcf,qcf + P
(DM) Chou Hissatsu Shinobibachi : qcb,hcf + K

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

-Combos-

1. J.SK, C.SP, df+WK (4)
2. J.SK, C.SP, Suichou no Mai (5)
3. J.SK, C.SP, Chou Hissatsu Shinobibachi (13)
4. C.SP, Chou Hissatsu Shinobibachi (13)

---------------------------------------------------------------------------
===========================================================================
King
---------------------------------------------------------------------------

-Moves-

     Trap Shot : f,d,df + K

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

-Combos-

1. J.SK, SK, Trap Shot (14)

---------------------------------------------------------------------------
===========================================================================
Kim Kaphwan
---------------------------------------------------------------------------

-Moves-

(DM) Hououkyaku : qcb,hcf + K (mid air too)

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

-Combos-

1. J.SP, SP, f+WP, Hououkyaku (24)

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

- The standing SP in Combo 1 hits twice, but it must be canceled in the first
  hit, or the combo won't work.

- Kim jumps during the f+WP attack, so you can immediatly connect an aereal
  Hououkyaku.

===========================================================================
Chan Koehan
---------------------------------------------------------------------------

-Moves-

(DM) Tekkyuu Dai Assatsu : qcf,qcf + P

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

-Combos-

1. J.SK, WK, df+WP (3)
2. J.SK, WK, Tekkyuu Dai Assatsu (3)

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

- In Combo 2, the Tekkyuu Dai Assatsu must be DM, not SDM.

===========================================================================
Choi Bounge
---------------------------------------------------------------------------

-Moves-

(DM) HououKyaku                           : qcf,hcb + K
(DM) Shin! Chouzetsu Tatsumaki Shinkuuzan : hcb,hcb + P

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

-Combos-

1. SP, Hououkyaku (29)
2. f+WP, Hououkyaku (29)
3. f+WP, Shin! Shouzetsu Tatsumaki Shinkuuzan (4)

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

- In combos 2 and 3 f+WP hits twice, it must be canceled in the
  first hit or the combos won't work.

- The Shin! Chouzetsu Tatsumaki Shinkuuzan of Combo 3 must be SDM.

===========================================================================
Yashiro Nanakase
---------------------------------------------------------------------------

-Moves-

(DM) Final Impact        : qcf,qcf + P
(DM) Million Bash Stream : hcb,qcf + P (Tap P repeatedly to increase hit
                                         count)

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

-Combos-

1. J.WK, SP, Final Impact (3)
2. J.WK, SP, f+WP, Million Bash Stream (26)
3. J.WK, SP, f+WK, Million Bash Stream (26)

---------------------------------------------------------------------------
===========================================================================
Shermie
---------------------------------------------------------------------------

-Moves-

     Shermie Spiral   : hcf + P (close)
     Shermie Whip     : qcb + P
(DM) Shermie Flash    : hcb,hcb + P (close)
(DM) Shermie Carnival : hcf,hcf + P (close)
     

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

-Combos-

1. J.WK, SP, f+WK (4)
2. J.SP, SP, Shermie Spiral (3)
3. J.SP, SP, Shermie Whip (3)
4. J.SP, SP, Shermie Flash (3)
5. J.SP, SP, Shermie Carnival (3)



---------------------------------------------------------------------------
===========================================================================
Chris
---------------------------------------------------------------------------

-Moves-

(DM) Chain Slide Touch : qcf,qcf + P
(DM) Twister Drive     : qcb,qcb + K

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

-Combos-

1. J.SK, SP, Chain Slide Touch (10)
2. SP, f+WP, Chain Slide Touch (10)
3. J.SK, SP, Twister Drive (17)

---------------------------------------------------------------------------
===========================================================================
Ryuji Yamazaki
---------------------------------------------------------------------------

-Moves-

     Sabaki no Aikuchi : f,d,df + P
(DM) Gillotine         : qcf,qcf + P

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

-Combos-

1. J.SK, SP, Sabaki no Aikuchi (6)
2. J.SK, SP, Gillotine (5 + 7)

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

- In Combo 2, Yamazaki connects 3 hits while lifting the opponent, and
  then kicks 7 times.

===========================================================================
Blue Mary 
---------------------------------------------------------------------------

-Moves-
 
     Vertical Arrow      : f,d,df + K
     Snatcher            : f,d,df + K (after Vertical Arrow)
(DM) Mary Splash Rose    : qcf,hcb + P
(DM) Mary Dynamite Swing : qcf,qcf + K

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

-Combos-

1. J.SK, SP, f+WP, Mary Splash Rose (32)
2. J.SK, SP, f+WP, Mary Dynamite Swing (5)
3. J.SK, SP, f+WP, Verical Arrow, Snatcher (4)

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

- In combos 1, 2 y 3, the SP hits twice.

===========================================================================
Billy Kane
---------------------------------------------------------------------------

-Moves-

(DM) Chou Kaen Senpuukon : qcf,hcb + P
(DM) Dai Senpuu          : qcf,qcf + P

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

-Combos-

1. J.SK, Chou Kaen Senpuukon (11)
2. J.SK, SP, Dai Senpuu (6)

---------------------------------------------------------------------------
===========================================================================
Iori Yagami
---------------------------------------------------------------------------

-Moves-

(DM) Yaotome : qcf,hcb + P

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

-Combos-

1. WK, f+WP, WP, Yaotome (11)
2. J.SK, C.SP, Yaotome (10)
3. J.SK, SP, f+WP, Yaotome (11)
4. J.SK, C.WK, C.WP, Yaotome (11)
5. J.b+WK, C.WK, C.WP, Yaotome (11)
6. J.b+WK, WP, f+WP, WP, Yaotome (12)

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

- All combos were done with the Yaotome DM, but some might work with the SDM.
  The Yaotome SDM is slower, though.

- The J.b+WK is a cross-up. A little tip to do it is jumping above your 
  opponent while holding forward, continue holding forward and press WK
  as soon as you are on the other side.

===========================================================================
Mature
---------------------------------------------------------------------------

-Moves-

     Death Row        : qcb + P (can be repeated 3 times)
(DM) Heaven's Gate    : qcb,hcf + K     
(DM) Nocturnal Lights : qcf,qcf + P

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

-Combos-

1. SK, Nocturnal Lights (12)
2. J.SK, WK, Nocturnal Lights (13)
3. J.SK, WK, Death Row (3 veces) (12)
4. J.SK, C.SP, Heaven's Gate (3)

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

- The SK in Combo 1 hits twice.

- The WK in combos 2 and 3 hits twice.

===========================================================================
Vice
---------------------------------------------------------------------------

-Moves-

     Mayhem : qcb + P
     Gore Fest     : hcb,f + P (close)
     Decider       : hcf + K
     Mithan's Robe : After Mayhem qcf + P
(DM) Negative Gain : hcb,hcb + K (close)


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

-Combos-

1. J.SK, SP, Mayhem (3)
2. J.SP, SK, f+WP, Decider (5)
3. J.SP, SK, (f+WP), Mayhem, Mithan's Robe (5)
4. J.SP, SK, (f+WP), Gore Fest (4)
5. J.SP, SK, (f+WP), Negative Gain (4)


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

- Outrage (qcb + K) is too slow to combo.

- Depending on the opponent and the position, you might be able to connect
  the f+WP of combos 3, 4 and 5.

===========================================================================
Heidern
---------------------------------------------------------------------------

-Moves-

(DM) Heidern End   : qcb,hcf + K
(DM) Final Bringer : qcf,qcf + P

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

-Combos-

1. J.WP, SP, Heidern End (4)
2. SP, f+WK, Heidern End (4)
3. SP, Final Bringer (3)
4. SP, f+WK, Final Bringer (4)
5. J.WP, SP, Final Bringer (4)

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

- In combos 1 and 2  Heidern End must be SDM.

- In Combo 4, Final Bringer must be DM.

===========================================================================
Takuma Sakazaki
---------------------------------------------------------------------------

-Moves-

     Hien Shippukyaku : db (cargar), f + K
     Zanretsuken      : f, b, f + P
(DM) Ryuukou Ranbu    : qcf,hcb + P
(DM) Shin Kishingeki  : qcf,qcf + P (close )

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

-Combos-

1. C.SP, Shin Kishingeki (4)
2. C.WK, C.WP, Ryuukou Ranbu (16)
3. Hien Shippukyaku, Zanretsuken (15)
4. J.SK, WP, Shin Kishingeki (5)
5. J.SK, SP, f+WP, Ryuukou Ranbu (17)
6. J.SK, C.WK, C.WP, Ryuukou Ranbu (17)
7. C.WK, C.WP, f+WP, Ryuukou Ranbu (17)
8. J.SP, WK, WP, Ryuukou Ranbu (17)

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

- In combos 1 and 4  Shin Kishingeki must be DM, not SDM.

- Combo 3 is a juggle.

===========================================================================
Saishuu Kusanagi
---------------------------------------------------------------------------

-Moves-

(DM) Orochi Nagi   : qcb,hcf + P
(DM) Miyako Bougai : qcf,qcf + P

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

-Combos-

1. J.SK, SP, Orochi Nagi (6)
2. SP, f+WP, Orochi Nagi (6)
3. SP, f+WP, Miyako Bougai (6)
4. SP, Miyako Bougai (16)
5. J.SK, SP, Miyako Bougai (17)
6. J.WP, SP, f+WP, Orochi Nagi (17)

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

- The SP in combos 1, 2, 3, 4, 5 and 6 hits twice.

- The  Miyako Bougai of Combo 3 must be DM

- In the game, the name of this character is spelled "SAISYU". 

===========================================================================
Heavy D!
---------------------------------------------------------------------------

-Moves-

     Dancing Beat : f,d,df + P
(DM) D.Crazy      : qcb,hcf + P

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

-Combos-

1. J.SK, WK, Dancing Beat (7)
2. J.SK, WK, WP, D.Crazy (21)
3. J.SK, WK, f+WP, D.Crazy (21)
4. J.SK, SK, Dancing Beat (7)
5. J.SK, SK, f+WP, D.Crazy (21)

---------------------------------------------------------------------------
===========================================================================
Lucky Glauber
---------------------------------------------------------------------------

-Moves-

     Death Heel : f,d,df + K
(DM) Hellbound    : qcf,qcf + P
(DM) Lucky Driver : qcf,qcf + K

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

-Combos-

1. WK, WP, Death Heel
2. J.SK, SP, f+WK, Lucky Driver (11)
3. J.SK, SP, f+WK, HellBound (4)
4. SP, f+WK, Lucky Driver (17) 

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

- Combos 2 and 3 must be done as DM.

===========================================================================
Brian Battler
---------------------------------------------------------------------------

-Moves-

(DM) Big Bang Tackle : qcf,qcf + K

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

-Combos-

1. J.WK, SP, Big Bang Tackle (6)

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

- In Combo 1 the SP hits twice. To fully connect the Big Bang Tackle, don't
  do the combo into a corner.

===========================================================================
Rugal Bernstein
---------------------------------------------------------------------------

-Moves-

     Genocide Cutter   : f,d,df + K
(DM) Gigatech Pressure : qcf,hcb + P

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

-Combos- 

1. J.SK, SP, f+WK, Genocide Cutter (5)
2. J.SK, SP, Gigatech Pressure (4)

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

- In Combo 1, the SP must hit twice, while  f+WK must be canceled in the
  first hit.

- In Combo 2, the SP hits twice.

===========================================================================
Shingo Yabuki
---------------------------------------------------------------------------

-Moves-

     Katogi           : f,d,df + K (close )
     Oniyaki Mikansei : f,d,df + P
(DM) Kake Hourin      : qcf,qcf + P
(DM) Burning Shingo   : qcb,hcf + P

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

-Combos-

1. J.SK, C.SP, Kake Hourin (3)
2. J.SK, C.SP, Burning Shingo (4)
3. J.SK, SP, Katogi, Oniyaki Mikansei (6)

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

- Combo 3 is a juggle.

===========================================================================
Kyo Kusanagi (version '95)
---------------------------------------------------------------------------

- Combos for Kyo '98 will work.

===========================================================================
Inuita Daichi no Yashiro (OROCHI YASHIRO)
---------------------------------------------------------------------------

-Moves-
     
     Musebu Daichi                  : hcb,f + P (de cerca) 
(DM) Ankoku Jigoku Goukuraku Otoshi : hcb,hcb + P (de cerca)

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

-Combos-

1. J.SK, SP, f+WP (3)
2. J.SK, SP, f+WP, Musebu Daichi (4)
3. J.SK, SP, f+WP, Ankoku Jigoku Goukuraku Otoshi (4)

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

- Throw-based character.

===========================================================================
Irakuruu Inazuma no Shermie (OROCHI SHERMIE)
---------------------------------------------------------------------------

-Moves-

     Yatanagi no Muchi      : qcb + P
(DM) Shumei, Genei, Shinshi : qcf,qcf + K
(DM) Ankoku Raikouken       : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Shumei, Genei, Shinshi (7)
2. J.SK, C.SP, Ankoku Raikouken (10)
3. J.SK, C.SP, f+WK, Yatanagi no Muchi (6)

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

- Has moves stolen from Benimaru!.

- Combo 3 is hard to connect. 

===========================================================================
Honou no Sadame no Chris (OROCHI CHRIS)
---------------------------------------------------------------------------

-Moves-

(DM) Daichi o Harau Gouka : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Daichi o Harau Gouka (4)

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

- For Daichi o Harau Gouka to fully connect, don't do it into a corner.

===========================================================================
Terry Bogard (version Real Bout)
---------------------------------------------------------------------------

-Moves-

     Fire Kick : hcf + K

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

-Combos-

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

- Everything from Terry '98 will work.

===========================================================================
Andy Bogard (version Real Bout)
---------------------------------------------------------------------------

-Moves-

(DM) Dan DaDan : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Dan DaDan (14)
2. SP, Dan DaDan (14)

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

- In Combo 2, the SP hits twice. 

===========================================================================
Joe Higashi (version '94) 
---------------------------------------------------------------------------

-Moves-

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

-Combos-

1. J.SK, SP, f+WK, Screw Upper (10)

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

- For Combo 1 to connect, the Screw Upper must be DM.

===========================================================================
Mai Shiranui (version Real Bout)
---------------------------------------------------------------------------

-Moves-

(DM) Hana Arashi : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Hana Arashi (15)

---------------------------------------------------------------------------
===========================================================================
Billy Kane (version Real Bout)
---------------------------------------------------------------------------

-Moves-

(DM) Salamander Stream : qcf,qcf + P

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

-Combos-

1. J.SK, C.SP, Salamander Stream (6)

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

- Salamander Stream must be DM in Combo 1.

===========================================================================
Ryo Sakazaki (version '94) y Robert García (version '94)
---------------------------------------------------------------------------

- Nothing interesting here. Some combos from their '98 versions will work.

===========================================================================
Yuri Sakazaki (version '94)
---------------------------------------------------------------------------

-Moves-

(DM) Shin Yuri Chou Upper : qcf,qcf + P

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

-Combos-

1. J.SP, SP, Shin Yuri Chou Upper (5)

---------------------------------------------------------------------------
===========================================================================
Omega Rugal 
---------------------------------------------------------------------------

-Moves-

(DM) Destruction Omega : qcf,qcf + K

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

-Combos-

1. J.SK, SP, Destruction Omega (18)

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

- In Combo 1, the SP hits twice.

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

*****SPECIAL THANKS*****

++VERSION 1.1++

- Carlos Alemán : <c_aleman@hotmail.com> : For contributing with several 
                                         : combos, specially with
                                         : Goro Daimon.
                                         
===========================================================================
This document is owned by Jesús Alejandro Vega.
Don't use it for personal/commercial purposes, or you will have to 
asume the consecuences.

1999 JVega
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