KOF97 FAQ from Yosha v1.0
The King Of Fighters '97
(Player's guide)
v. 1.0
By Yosha ! and Iro
Purpose
First of all , hello to all the KOF fans around the world . We have
become addicts of this great series of game since the '94 version for
some and since the '95 for the rest of us . Playing any KOF , you
certainly have noticed that this game is exceptionally various , rich
and fun ... On the other hand , the game is complex and a beginner in
the KOF world may be disadvantaged , and expert players doubtless want
to know every killer combo and strong character ...
So here is the purpose of this guide: explain you every detail useful to
increase your own gameplay , without changing your own style .
Codes & Tricks
Unlike the older versions of the game , KOF'97 allow the player to play
six hidden characters that is to say: Kyo Kusanagi '94 , Riot of Blood
Iori Yagami , Riot of Blood Leona , Riot of Blood Nanakase Yashiro ,
Riot of Blood Shermie , and at last Riot of Blood Chris. The following
codes work on the arcade machine .
+ Kyo'94 Code: Highlight Kyo and hold start then press either A or D
+ Riot of Blood Iori Code: hold start then press left , right , left ,
right, left, right , and press A + C .
+ Riot of Blood Leona Code: hold start then press up , down , up , down,
up , down , and press B + D .
+ Riot of Blood New Faces Team Code: hold start then , up , left ,
down ,right, up, down , and B + C
+ To fight Iori in Japan Team Ending : Use Kyo to defeat Orochi
+ To choose the winning pose : hold A or B or C to select the pose
+ Special Endings in Team Edit :
- Kyo - Shingo - anybody else ( except Iori )
- Kyo - Chizuru - Iori
- Kyo - Terry - Ryo
- Mai - King - Yuri
- Kyo - Mai - Billy (japanese version only)
- Yamazaki -Choi - Chang (japanese version only)
- Terry -Mary - Joe (japanese version only)
- Kim - Benimaru - Joe
- Ralf -Clark - Athena
Game system (general)
Basic movements and keys:
+ up= Up
+ dn= Down
+ bk= Back
+ fw= Forward
+ air = perform while jumping or in air in general
+ A= A button; B= B button; C = C button; D = D button ( the basic
attacks )
+ P = punch; K = kick
+ A/B = A or B; AB = A+B; A'B = A then B
+ x2 = do movement twice
+ QCF = quarter circle forward; QCB = quarter circle back
+ HCF = half circle forward; HCB = half circle back
+ DP = dragon punch; RDP = reverse dragon punch
+ Close = must be close to the opponent
+ Hold = charge for at least two seconds
+ Tap = go on taping the button until the move comes out
+ Overhead = the attack will hit you if you are crouch blocking
+ Autoguard = means that you don't need to block. Generally term
used for moves that breaks the opponent attack then hits (Kyo's
wild bite , Terry's Rising Tackle ... ).
+ Reversal = wait for an attack then counter with another attack,
or a throw
KOF '94 added the dodge and KOF '96 removed it in order to change the
game system , more offensive and including a roll . In KOF' 97 , it
looks like SNK couldn't choose between those two modes and decided to
let the player make his mind . So , everybody is free to choose between
a KOF'95 like mode (Extra mode) and a KOF'96 like mode (Advanced Mode ), and
this set KOF'97 as a twice as more interesting game . The two
modes are really different at every point: guard break , desperation
move and POW using , jumps etc... Extra and Advanced specificities are
the following:
Extra Mode (KOF '94 and '95 style - defensive mode )
+ Power Max allows you to increase damage of 50 %
+ Perform Desperation Moves when the lifebar flashes red
+ Dodge Using AB (note: don't works on command throw)
+ Power gauge charge using ABC
+ Hop ( à la '95 ) forward: fw , fw
+ Hop ( à la '95 ) backward: bk , bk
+ Normal Jump: up , or diagonally up or back
+ HyperJump: dn , then up
+ Guard cancel: while blocking an attack , press AB or CD (note: MAX
will decrease )
+ Quick recovery: AB as you land on the ground
+ Assist Attack: Press ABC when character is dizzy or struggling ( see
smiley section )
+ Throw escape: tap any button (note: during a normal throw , don't
work on command throw e.g. Clark Goro , Shermie...)
+Taunt: press start
The EXTRA mode , is a real defensive one . This mode allows your
to charge the power gauge , and consequenty to use CD or AB breakers
more often that if you're using the advanced system . Grabbers , are
really advantaged in this mode : the dodge helps to use command throws .
If the opponents passes in you back during the dodge , the command throw
will comes out whatever is the side you performed the grab move motion .
On the over side , the dodge must be used with care , : if your
character is dodging at the wrong time , he could easily be grabbed or
throwed . CD breaker could be used to knock down an opponent , and in
while he's getting up , you have the time to MAX you power gauge , up to
70-80 % . The lifebar also flashes red , so DM could be use more often
too . Dodge can be used to the infinite .
Advanced mode ( KOF'96 style - aggressive mode )
+ Power Max allows you to increase your damages of 25%
+ The lifebar doesn't flashes red
+ Roll: fw + AB or bk + AB
+ Power gauge charge when hit or attack
+ Store three crystals in the gauge , press ABC to MAX , then perform
Desperation Move (note: needs at least two crystals: this will empty the
first one , and the second is used for DM . It means two crystals for
Super Desperation Move ) .
+ Dash forward: fw , fw
+ Run: fw , fw then hold fw
+ Dash backward: bk , bk
+ Hop: tap diagonally up or back
+ Hyper Hop dn , tap up (note: works diagonally too)
+ Normal jump: up , or diagonally up or back
+ Hyper jump: tap dn then up (note: works diagonally too)
+ Guard cancel: while blocking an attack , press AB or CD (note: uses a
crystal stored)
+ Quick recovery: AB as you land on the ground
+ Throw escape: tap any button (note: during a normal throw , don't
work on command throw e.g. Clark Goro , Shermie...)
+ Assist Attack: Press ABC when character is dizzy or struggling (
depends of your team mate - see smiley section for details )
+Taunt: start
ADVANCED is the perfect mode for people who like to ... attack !
As you can't charge your meter , you always need to attack , if you
wants to use your DM/breakers . You also need to be careful with
breakers , because breaking use a crystal so , if you're breaking , it's
in order to trigger a combo or to perform an efficient string of attacks.
The hyper hop jump is also perfect to kill (mentaly ) your opponent
with pressing . Hyper hop really help in approaching the opponent , so
that you have more opportunities to combo . Rolling is a cool way to
approach the opponent , but you need to be very carefull using it , as
every rolling character can be hit , or grabbed/throwed . DM and crouch
lights seldom helps you understanding that rolling must be used with
care ...
Basic Gameplay
=> KOF '96/'97
First you must notice that a lot of little changes allows KOF 97 to be a
really different of KOF 96 .
General basic moves are slower , especially CD attack , but still can be
cancelled into special moves . It's now hard to juggle in counter with a
CD attack . Taunt action is triggered off by start button , this also
means that the opponent power doesn't decrease no more .Chain combos
appeared and set KOF as a combo based game for a lot of charcters such
as Terry . And '95 command attacks are back !
=>Priority
Learn to use the priorities of your character . Anti air priority , and
air to air priority . Some special moves or basic attacks are stronger
than others . If you know that , you can attack or defend yourself ,
with more care and efficiency . A little example : you're playing as
Yamazaki , and your opponent is King . King owns a very good low C ,
with great anti air priority , BUT Yamazaki owns the advantage on the
King's low C . So if Yamazaki try a jumped C on King whereas she's
performing her low C , Yamazaki will hit King , but King WON'T hit
Yamazaki ! . You also have to notice that some kind of specials/(S)DM
moves are overprioritizing every others attacks : that's the case of the
command throws ( see the matching section ) .
=> Power MAX
Power MAX property . When your power gauge reaches MAX point , you can
of course perform DM . But don't forget that MAX also increase your
strength a normal hit can damage up to 25-50% more (depending of the
mode ) . Thats the only reason why SDM exists and are so dangerous ! So
think about MAX-ing in your strategy ... This is also important in the
choice of your playing mode : the same combo , MAXed , will produce
different damages following EXTRA or ADVANCED mode ... More , the MAX
allow you to use breakers .
=> Breakers
In KOF'97 there are two kinds of breakers , that you can perform
provided the power gauge is at MAX , or that you own a crystal stored .
If you use the breaker , the MAX decrease or the crystal is used . The
AB breakers allows to roll forward or backward during a blocked attack .
It is very interesting , especially because you can break an pass in the
opponent's back to attack him/her . This can be very useful on very long
attacks , such as Robert/Ryo'DM like : as it is a very important DM ( in
terms of hits , and of time ) it is easily possible to break .
The CD breaker knocks down the opponent . Again , the CD breaker must be
a strategic choice , or a desesperate attack , if your life meter is
very low . More, the damage involved is very low . Another way to use
the CD breaker is a counter combo , or to escape from pressings . If the
counter message appears as you're breaking with CD , you can try to
juggle witha special/DM : e.g. Benimaru can juggle with the QCFx2 + P DM
after his CD breaker .
=> Grabbs (Command throws)
In construction .
=> Desperation Moves / Super Desperation Moves
Like every special move , DM should be combo -ed to be really
usefull and to maximize damages . There are differents kinds of DM in
KOF , with differents properties :
1) Projections of energy/projectiles like DM : this include for example
Kyo' Serpent Wave or Terry's Power Geyser and Haoh Sho Koh Ken . About
Power Geyser like , an important feature is the anti air use of those
attacks . It is also possible to cancel others attacks of this sort such
as Haoh Sho Koh Ken and less powerfull projectiles . Finally , you can
most of times add it in juggle combos .
2) Multiple attacks like DM : including DM such as Ryo/Robert's once .
Very interesting for the block damage , if the opponent is actually in
guard . It might trigger a guard crush , and the other attacks following
the one who caused the crush will hence hit the opponent , so really
think about add this in your corner traps , and general pressing
strategy . Unless the opponent is MAXed , you can enable the (S)DM to
finish him/her with the block damage tactic .
3) Throws/Grab like DM : DM such as Goro/Clark . Generally , you must be
close to the opponent to throw/grab him . A very good point of those
grabs are that it owns huge priority on every other attack , like an
aspiration phenomenom . But some like Clark's Running Spree must be
performed at good range (he runs , then grabs ) . For further
information about command throws using , refer to the matching section .
4) One hit like DM : such as Ralf's Galactica Phantom . On the whole
those are really hard to pull off and result in huge damage , especially
at the SDM state . Therefore there are two ways to success in with it .
First , combo it , if it is possible of course . Since it isn't possible,
it's only a question of pure stategy ( sorry ) : e.g , see the Ralf's
Galactica Phantom comment .
5) DM wich the first attack must hit to be triggered : Leona's V
Slasher . The comment is alike the one hit DM like : combo it if it's
possible , or be good , guy !
Finally , the air guard won't block (S)DM : it cannot be blocked , if
you're in the air ...
Smiley Section
The following is only available in case of advanced mode ( except for
assist attack system ) .
Something very important in KOF '97 is that the game include characters
relationship in the game system . For example , create the following
team: Terry Bogard; Blue Mary and Billy . Choose Terry as first fighter,
then push C and move the selector on Mary: a smiling smiley will
appear meaning that the relationship between the two characters are good
(they are in love ) . Then go on Billy : the smiley will have a «bad»
expression because the two characters are enemy ...
So what? He he ... there is a real effect on the whole team:
+J Good smiley: means that the relationship is good , hence , if the
member #1 loses , the second member of the team will be awarded by a
bonus crystal . e.g. Terry loses and owns 2 crystals , consequently if
Mary is the second team member , she will owns 3 crystals instead of 2 .
Bonus +1
+K Unexpressive smiley: no bonus crystals / no malus crystals . If the
member #1 loses the member #2 will keep his number of crystals . No
Bonus .
+L Bad smiley: means that the relationship between the two characters is
bad , so subsequently , if the member #1 loses , he won't pass his
crystals to the member #2 . e.g. Terry loses and owns 3 crystals , if
Billy is the the following member he will start the round with any
crystals . Malus .
Smileys are a new way to build up a strong team , so you may chose your
characters with more care knowing the smiley effects . We then decided
to include smiley sections , showing the relations between the
characters in the game .
Smileys also have an effect on the assist attack system : if your
character is dizzy/struggling , the others characters of your team
won't help you if they don't like him/her ... For example , if Kyo is
dizzy , you can push as fast as you can ABC but Iori will never help him
( they are enemies ) ...
The combos
The notation for the combos in this guide is the following :
* Desperation Combo : means that you need a power max/liferbar
flashes red to perform the combo
** Super Desperation Combo : means that you need two power bar stored or
in case of extra : lifebar flashing red and power max .
! Corner Combo : you need to be in the corner to perform this one ...
Notation is ( !) (*) (**) when a basic scheme of combo is given . So you
may be in the corner , and may use a (S)DM
You may have noticed that this notation is the one used by Kensou (
Kensou@aol.com ) . The reason is that some informations about KOF '97
are extracts of his own work , and more , his notation is simple and
good .
How to trigger a combo . Well there really are a few ways to do it :
+ Simply : if your opponent is dizzy , or doesn't use the guard ...
+ When the opponent is crouched : some jumped attacks will hit him in
his/her back (crossup) : when you land , you should be abble to go on
combo-ing .
+ The hop jump of the Advanced mode is really terrible if you like a
pressing like play style : wait for the error of the other player and
start the combo .
+ In the opponent's back , after a AB breaker for example
+ After a dodge , in Extra mode : hit the opponent in his/her back
+ When the opponent is rolling
+ Don't forget the chain combos : you could start with crouched light
attack to start hitting a standing opponent , and follow up by a strong
attack to combo with special and/or DM moves .
+ Counter/critical message : when it appears as your opponent fall or
land , you may start a combo .
About the first attack of a combo : most of time it's a jumped one :
beware to hit the opponent at the right moment : if you hit the opponent
too high , you may be blocked , or grabbed ( beware of command attacks )
. Then , if you realize a successfull jumped attack ( even blocked ) ,
dont stop attacking when you land , especially against Clark or Goro
like characters . So when you land you must have the right timing too or
the opponent will have the advantage .
Take your time when you realise a combo : if you perform it too fast it
won't work . So be calm , and don't forget that even if you think that
the combo won't be successfull , speeding , and mashing the buttons
won't pull it off ! Stay calm and have the right timing to interrupt
attacks . If you don't manage to realize the combo , simplify it when
it's possible , and only after , try the complete one .
Most of the command attacks , ans some of the basic attacks , are
interruptable , refer to the section for every character . Sometimes
it's hard to interrupt some of those attacks so , there's a solution ...
+ People owning 2 hits close standing attacks should not be annoyed with
interrupting . It's the case of Terry , Mary , etc ...
+ People such as Kyo or Shingo . No 2 hits close standing attack . In
this case , you may have problems to combos QCFx2 motions . My advice is
to use a crouching attack , instead of a standing one . For example with
Kyo , try the following : Jumping C/D , crouch C , QCF x2 + P . As the
direction is still down , it's less difficult to perform QCF x2 .
+ People with HCB x2 motions . An Hard to pull off one ! as Kensou
already wrote it :
If the character don't have a HCB + motion , you should use the
following : jumping D , HCB + C , HCB + C ...
If the character have a HCB + motion : try this : fw , dn fw , dn + C ,
dn bk , bk , HCB + C . The tip is to push C when the joystick position
is down .. It's a little hard , but less difficult than C , HCB x2 + C
+ Simplification : example with Ryuji Yamazaki : dn fw + C , bk , HCB + P
Generally speaking , the controls of this version of KOF are very , very
sensitive . This means that you realy need to be precise while you
perform the motion . A good way to banish underisables motions is to
adopt a neutral stick position , when you perform complex motions such
as QCF x2 . So after the poke , and each motion , stick should be
neutral , and not from fw to dn , or the CPU may understand it as a QCB, HCF
motion ...
Simplification of few basic motions
Taken from the Gamest Mook 86
HCF motion : dn bk , fw or bk , dn , fw
HCB motion : dn fw , dn bk , fw or fw , dn bk , fw
or dn fw , bk , fw
fw , HCF motion : dn fw , dn bk , fw or fw , dn bk , fw
QCF x2 motion : dn , dn fw , dn , dn fw , fw
QCB , HCF motion : dn , dn bk , fw
Pressing
A pressing is a string of attacks performed whereas the opponent is
blocking ( in guard ) . The goal is to work mentally your opponent , by
attacking him with various attacks , generally pokes ( jumped , crouched,
standing , close , far , etc ...) but also special moves , owning good
recovery and coming out quickly . This will involve no life damage , but
huge psychological hurts ! Of course the pressing generally leads to a
guard crush , that will let you combo a special/(S)DM move ... A good
way to escape the pressing is the CD breaker .
Screen displayed messages
Apart from the Rush count , there are :
=> Guard Crush
Guard crush appears when a character has blocked too much attacks
in guard . Every attack owns a value , in words of power . For example
the C value his often the highest of the basic attacks , and the A or B
value his very low . A special move also have a value : Mary have to hit
10 times her opponent with her close standing D to crush his/her guard
... but 4 D Vertical Arrow will have the same result .Generally speaking,
when you are in guard and blocks 7 or 8 attacks , the guard is crushed. At
this moment , the right following attack after the one who create
the guard crush , will hit , provided that it is a special move , or a
(S)DM . So you can more or less calculate the guard crush time . In this
way , you must combo your attacks . An interesting strategy is to
anticipate and to trigger a Ryo/Robert DM like (provided the opponent
cannot break ) .A guard crush is often the normal result of a good
pressing .
=> Counter
A counter occurs when a character hits his/her opponent whereas
this one is also attacking . If it happens , the one who realized the
counter could immediatly attack , most of time , with an air juggle . In
KOF'96 , CD attacks were really often used as a counter juggle , but in
the '97 version , CD attacks are too slower for this , hence you need to
use a special/(S)DM or a basic attack to juggle . A last word : when
your opponent is MAXed, if you hit him/her , the counter message will
appear , even if he/she isn't attacking .
=> Critical Hit
A critical hit occurs when ... ? Well , it's absolutely random ...
You can attack right after the critical even if the opponent is not
falling , and taking the attack who caused the critical . It don't works
on a knocked down opponent . Beware : if your opponent is falling , and
the message is only critical , you can't juggle ( if the opponent is
still in the air , you need the counter message ) . Counter and
criticals are therefore two ways to continue an attack . So , if a
critical occurs , you might have time to link on another attack . Few
characters generate a lot of criticals , like Shingo Yabuki . Therefore,
criticals may be used to start a combo .
Characters and gameplay
==> KYO KUSANAGI( Japan Strongest fighters Team )<==
Throws:
+ Hatsu Gane: close bk/fw + C
+ Issetsu Seoi Nage: close bk/fw + D
Command attacks:
+ Axe kick: fw + B (overhead)
+ Double foot sweep: Crouch fw + D
Comment : . Hit farther than dn + D . Very useful , especially against
grabbers , or dangerous characters using command throws , such as Daimon .
Hits twice .
+ In air : dn + C
Comment : knock downs ... it's possible to chain a standing C
Special moves:
+ Hyaku Shiki: Oniyaki: DP + P ( autoguard )
Comment: like the '96 version , Kyo's DP breaks the opponent attack ,
but most of times , there are no double impacts . Beware of C version
that doesn't knock downs , unlike the A version . Very good anti air
priority , provided that it is used at the right time . As every DP ,
vulnerable , when it lands . The basic gameplay with Kyo include to use
the A verion of DP when you recover from the ground , and as a opponent
is jumping towards you : as the DP have an autoguard , it's a safe move
. So , of course , never jump on a recovering Kyo ( or even Shingo )
except if you have calculated the right range of the jump , to land
right in front of Kyo . You can also cause a double impact , if it is
good to you , this mean that you're not breaked by the autoguard , as
Chang with his Maxed air CD . A good way to cool excessive DP users , is
to use a crouched light , genneraly a B , followed up by a combo ...
+ KuHyaku Shiki: Nue Tumi: QCB + P (reversal)
Comment: could be used as a counter attack on pokes , if performed at
the right moment . An important feature is that it is the only reversal
really useful against chrouched light attacks , hence this move is very
interesting againt characters playing a pressing style , due to the fact
that you can block attack and the worst for Kyo is a double impact .
Also be used as a DP .
+ NiHyakuJuuNi Shiki: Koto Tsuki You: HCB + K
Comment : Kyo run faster than in KOF'96 , hence it is easily comboable.
Very good to him . B version ranges 2/3 of the screen , and D version
ranges all the screen .
+ ShichiHyakuShichi Shiki KomaHoFuri: RDP + K
Comment : The D version of the move allows Kyo to hit very far and high
. It is possible for example to hit Athena , when she performs her air
DM . This knock downs , but the attack isn't an overhead , more even if
you're opponent isn't blocking while he's crouching , the hit won't
touch him ! The only real advantage of this attack is that the B version
is surprising ... and you can also use it in juggles ...B version ranges
1/2 of the screen and D 3/4
+ ShichiJuuGo Shiki: Kai: QCF K'K
Comment : you can still juggle with this but this time , even with a
(S)DM . Comboable , but the problem is that the second kick will push
the opponent too far to hit , or to juggle , therefore it should be
combo-ed only with the corner condition . B version ranges 1/4 of the
screen ... D version more than 1/3 .
+ HyakuJuuYon Shiki: AraGami: QCF + A ( autoguard ) then Ku no Kizu or
Ya no Sabi
Comment:General : this kind of attack (Terry , rising Tackle etc...)
cancels energy ball like Athena's Psycho Ball . Ranges 1/2 of the
screen .
+ Ku no kizu: QCF + P then Nana Ne or Migiri Ugachi
+ Ya no Sabi: HCB + P then Mirigi Ugashi
+ Nana Ne: K
+ Migiri Ugachi: P (overhead if done after Ku no kizu)
Comment : in case of QCF + A , HCB + P , P . The last hit is a low
attack , but is also very low to come out , so , if you're not sure to
it with , it's better to don't use it .
+ HyakuJuuGo Shiki: DokuGami: QCF + C ( autoguard )then
ShiHyakuJuuIchi Shiki: TomiYomi
Comment : ranges 3/4 of the screen
+ ShiHyakuJuuIchi Shiki: TomiYomi: HCB + P then ShiHyakuJuuNi Shiki:
BatsuYomi
+ ShiHyakuJuuNi Shiki: BatsuYomi: fw + P
Comment : if your opponent is a grabber , never execute a full combo :
the throw will catch you , and extra mode users can dodge your attack .
Desperation moves:
+ Ura Hyakuhachi Shiki: Orochinagi: QCB , HCF + P
Comment: Hold the punch button used to delay the attack . You could keep
the fury for 3 seconds maximum , after this delay , Kyo will aumatically
attacks . Could be combo-ed or used in juggles , especially after QCF
D'D ( no need to be in the corner ) . The SDM version hit the opponent
three times . If Kyo perform this DM with the A button : his body his
vulnerable to attacks but not his foots . If the DM is performed with
the C button , is body is invulnerable ( even to Haochokoken like ) ,
but crouched weak attack could easily hit and stop him . Something
interesting his to use the SDM to counter : the flamme could do a juggle
counter after that an attacking opponent hit his burning body . If your
opponent is playing advanced mode and is a rolling guy , you can also
punish him/her easily with the SDM . A version ranges3/4 of the screen
and C version ranges the same
+ Saishiuuketsuken Ougi: QCF x2 + P
Comment : Use Kusanagi no Ken with care especially versus command throws
users and don't forget that the SDM include the full wild bite combo and
a DP , so if you're not sure to hit.... Think about using the DM as DP
against flyers (weak anti air priority ) . Another interesting thing
about this move : if you have hitten enough your opponent whereas he was
holding his guard , a Guard Crush will occur , and kusanagi no ken combo
will hit the character ( very interesting for advanced mode players ) .
Could be combo-ed or used in juggles , especially after QCF D'D ( no
need to be in the corner ) . Ranges 3/4 of the screen .
+ Desperation taunt : after any DM or SDM : tap C (only if DM/SDM hits)
Comment : it's so hot ! Only for the style ...
Smiley Section :
( Shingo
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : AC
Standing close : ABCD
Crouching : ACD
About Kyo...
+ Kyo sure is stronger . Full Wild Bite combo , is for example easy to
perform , and every QCF based combo too .
+ A big problem with Kyo is that a lot of his basic attacks own big lag
time but a descent range . The basic example is his far standing D
attack : to keep the opponent at safety range , it's better to use the
irritant far standing B , fast enough to this , with short lag time .
+ Crouched C has descent anti air priority .
Combos Section
Still the same scheme that the '96 Kyo , but upgraded .
Basic scheme is the following :
=> ( !) (*) (**) Jumping C/D , Standing /Crouching C , then any
special or (S)DM
If the special move is QCF D'D you can juggle after it this way :
=> ! Jumping C/D , Standing /Crouching C , QCF D'D and juggle with
-- QCF D'D ( if B'D then QCB HCF + P )
-- DP + P
-- QCF + A , QCF + A , DP + A
-- QCF + A , HCB + P , P
-- RDP + B
-- HCB + B
-- QCF + C , fw + P ( corner the opponent to drive it easy )
-- CD
=> ( !) */** Dn + B x2 , Dn + A , QCF x2 + P
=> Crossup C , Close Standing C , Fw+B (2hits) then
-- HCB+D
-- QCB HCF+P
=> ! */** Jumping C/D , Standing/Crouching C , QCF D'D , then juggle
with any (S)DM
Comment : if you juggle with QCF x2 + P , not all the hits
will connect .
Infinite Combo
=> ! QCF + D'D then dn + A whiffed into QCF + D'D , repeat ...
Comment : the dn + A mustn't hit
==> KYO KUSANAGI '94 STYLE <==
Throws:
+ Hatsu Gane: close bk/fw + C
+ Issetsu Seoi Nage: close bk/fw + D
Command attacks:
+ Axe kick: fw + D (overhead)
+ Double foot sweep: Crouch fw + D
+ in air : dn + C
Special moves:
+ HyakuHachi Shiki: YamiBarai: QCF + P
+ Hyaku Shiki: OniYaki: DP + P( autoguard )
+ HyakuJuuIchi Shiki: OboroGuruma: RDP + K
Desperation moves:
+ Ura Hyakuhachi Shiki: Orochinagi: QCB , HCF + P
Comment: Hold the punch button used to delay the attack . You could keep
the fury for 3 seconds maximum , after this delay , Kyo will aumatically
attacks .
Combos Section
=> ( !) (*) (**) Jumpind C/D , Close Standing C/D -- DP +A
-- QCF +A
=> ( !) Jumping C , dn+B , Standing C , RDP + K
=> Crossup C , Close Standing C , Fw+B (2hits) then QCB HCF + P
=> ( !) (*) (**) Jumping C/D , Dn+B , Close Standing C then QCF+C
or RDP + D
=> ( !) Dn+B x3 then :
-- DP+A
-- RDP + B
Kyo 94's Dizzy is :
=> QCF + A , Jump forward and punch the opponent with dn+C ,
Standing C as you land, then QCF + A
Chain Combos
==> BENIMARU NIKKAIDO(Japan Strongest fighters Team )<==
Throws:
+ Catch And Shoot: close bk/fw + C
+ Front Suplex: close bk/fw + D
Command attacks:
+ Foot Drill: in air dn + D
Comment : can be used to trigger a combo , especially on the big
characters : you can perform Raijiken /Raikouken as you land . Hits 5
times and can be used as a crossup
+ Hoping Kick: fw + B
Comment : Not combo-able . Descent range :1/3 of the screen.
Special Moves:
+ Raijiken ( Lighting Fist ): QCF + P
Comment: Raijiken can be used in air or on the ground . On the ground
the direction depends of the punch button: A is for front attack , C for
upper attack . Beware of air Raijiken : this move is very different of
the '96 version : Beni stop in the air to do it . Raijiken is Benimaru's
weapon : good damage , high anti air priority (can be used as a DP ) and
high priority , generally speaking . Ranges 1/3 of the screen .
+ Shinkuu Katategoma ( Vaccumm Spinning Kick ): QCB + P
Comment : a cheezing one ... a basic apply of this move ifs of course to
involve block damage . At the end , Benimaru performs a back hop . Be
carefull because Benimaru is vulnerable to air attacks when he does the
Shinkuu Katategoma . Ranges more or less half of the screen .
+ Super Lighting Kick: DP + K
Comment : very good anti air priority .
+ Iaido Kick: QCF + K
Comment : not very useful , except after crouched light kicks , since
you can't add the Hando San Dan Geri .
+ Hando San Dan Geri HCB + K
Comment: now do combo , like the '95 version : if the opponent get the
first hit , he'll also eat the following 3 kicks . Benimaru performs a
final back hop , and is a little bit safer ... Ranges 2/3 of the screen
.
+ Benimaru Koreda: close: HCB , fw + P
Comment : no more HCF ... too easy ! Bad range , you really
need to be very vlose to the opponent
Desperation moves:
+ Raikouken ( Lighting Fist ): QCF x2 + P
Comment: same as Raijiken , A button for ground attack , C for jumped
attack . In fact if you're not sure that the opponent will jump , you
can nethertheless perform the A version , that will hit a jumping
character too , due to the size of the electro ball . Be carefull
jumping above is hard , but not impossible .... In fact this version of
the Raijiken , is close to the '95 one : understand that it don't pushes
the opponent away , but keep him/her , that's why it is the most
dangerous weapon of Benimaru . Ranges half of the screen and do great
damage.
+ Electro Trigger: close HCB x2 + P
Comment : bad range ...
About Benimaru...
+ Due to his various and complete panoply of moves , he's one of the
stronger characters of the Game : a beginner player can easily involve
important damages . Understand that Beni is a good turtle ... because of
Raijiken and far standing D .
+ Benimaru is a very fast and thin character : you easily escape
and counter
+ Standing D is a very useful fast and strong kick , especially to stay
away , and with good priority .
+ Fw + B is really easy to combo and is useful to involve more
damage in a combo .
Smiley Section :
( Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : ABCD
Air : CD /C+D
Comment : air standing C+D isn't interruptable .
Combo Section:
Lots of his combos are based on the same basic scheme :
=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , then any
special/(S)DM .
=> ( !) Jumping D , dn+B x2 , HCB + P
=> ( !) */** Hit an opponent in the air with dn+D drill kick ,
then QCFx2 + P as you land
CD breaker combo
=> ( !) */** CD breaker , then QCFx2 +P (S)DM
Comment : counter condition required
==> GORO DAIMON(Japan Strongest fighters Team ) <==
Throws:
+ Juji Shime: close bk/fw + C
+ Tsukami Tataki Tsuke: close to the opponent but not right next
to him: bk/fw + C
+ Tsukami Tataki Tsuke: close bk/fw + D
Command attacks :
+ crouch fw + C
Comment : could be used as a DP , and if Goro hit the opponent in the
air with his elbow , he's then able to catch him with HCF+A .
+ fw + A ( overhead )
Comment : pick the opponent off the ground with the HCF + C
Special Moves:
+ Ji Rai Shin: DP + P
Comment: C button to hit and A button to fake . The result of the A
version is an earthquake , that knocks down the opponent if he/she's not
crouched .
+ Foot Flicker: HCF + K (reversal)
Comment: B button for ? ? ?attack , D button for ? ? ?attack . Humm
actually there seems to be no differences : both are usefull against
standing pokes and some crounching pokes , like Terry Low C , but no
against sweepts
+ Chou Ukemi: QCB + K
Comment: passes through some attacks . B version ranges 1/3 of the
screen whereas D version ranges half of the screen .
+ Kumo Tsukami Nage: HCF + P
Comment: A button catches air attack , C button ground attack . C
version is also very interesting because you can catch a lied opponent .
If you knock downs your opponent using CD , down + D , fw+A ... ( but
not with a command throw ), you can catch him right on the ground . If
you hit a jumping opponent with the dn fw + C , you can catch him with
HCF+A .
+ ? ? ? DP + K
+ Tenchikaeshi: close HCB , fw + P
+ Uranage: HCB , fw + K
Comment : beware : can be hit , and will let Goro vulnerable
...but ranges all the screen !
Desperation moves:
+ Jigoku Gukuraku Otoshi: close HCB x2 + P
+ Kaze No Yama: close HCFx2 + K , then HCF + K ,then DP + K
Comment : after the HCF + K , you can either use the DP + K (normal DM
mutipart) or a HCF + C , to pick him off the ground (this will involve
more damage) .
About Daimon...
+ DA MAN is more dangerous , due to his news blocks . This means
no more far D against him ...
Smiley Section :
( Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : ABC /C+D
Standing close : ABCD
Crouching : AD
Combo Section:
=> ( !) (*) (**) Jumping C/D , Close Standing C/D , then
-- any special move , except the DP + P and QCB + K . HCF +
A , only on tall characters ...
-- any (S)DM . In case of HCF x2 + K , you can finish using the HCF + C
instead of the last part : DP + K
=> ( !) CD or Crouching D or Fw+A then HCF + C to pick off the
ground
=> ( !) Dn fw +C , juggle with HCF+A
Comment : Dn Fw +C must hit a jumping opponent
=> ( !) (*) (**) Jumping C/D , Dn fw + C , then HCF + A or HCB Fw
+ P , or HCB x2 + P
=> ( !) (*) (**) Jumping C , Close standing C/D , Dn fw + C , then
-- HCB fw + C
-- HCB x2 + P
-- HCF x2 +K , HCF + K , DP + K or HCF +C
==> TERRY BOGARD ( Fatal Fury Team ) <==
Throws:
+ Grasping Upper : close , fw/bk + C
+ Buster Throw : close , fw/bk + D
Command attacks :
+ Spinning elbow smash : fw + A
Comment : rather use this one , after a close standing C in the corner ,
if you want to combo something after it . In fact it is possible to add
fw + A after Standing C in the middle of the screen but you need to hit
your opponent in his/her back ... unless Power Charge won't connect .
Good range : 1/3 of the screen and descent recovery .
+ Crouching uppercut : crouch fw + C
Comment : can be used as an anti air , or linked into a
HCF+K for maximum damage...
Special moves :
+ Power Wave : QCF + P
Comment : interesting attack , because it is fast enough and owns a good
range , to keep the opponent away , and may calm too excessive jump
users , especially the advanced hop . But High jumped attack s could
will hit Terry ... The A version ranges half of the screen and the C
version covers 3/4 of the screen .
+ Burn Knuckle : QCB + P
Comment : A version ranges 1/3 of the screen , C ranges all
the screen
+ Crack Shoot : QCB + K
Comment : B version ranges 1/3 of the screen and D , covers
2/3 of the screen .
+ Rising Tackle : DP + P ( autoguard )
Comment: Good anti air priority . But owns reversal properties of a
traditional DP , this means that Terry is vulnerable on his body ,
especially legs , so it may be use to stop hopers , but used wit care
against high jumped attacks .
+ Power Dunk : DP + K
+ Power Charge : HCF + K
Comment : this is THE move that set Terry as a very strong and
interesting character . You can combo the Power charge and even hit
after it with any special move : e.g : Power charge and power geyser .
The timing is a little bit different for each special move . In the
corner : you're the king ! Rather use the B version . B ranges 1/3 of
the screen and D is about half of the screen .
Desperation Moves :
+ Power Geyser : QCB , HCF + P
Comment : can be used as a DP . You can of course use the Geyser in your
Power Charge juggles , but beware of the corner : if your Terry is very
close to the corner , the Geyser won't hit the opponent . So in this
situation , you should think about the fw + A command attack . After the
2 hits C , the fw + A will push Terry back enough , so both Power Charge
and the Geyser , can be connected with success . SDM version is a triple
geyser that hit three times (sometimes) , but one more time , to be used
with great care . A version ranges half of the screen , C version covers
all the screen .
+ High Angle Geyser : QCF x2 + K
Comment : a DM that needs to be combo-ed to be really useful . Beware of
the Corner : the first elbow hit will hit , as the DP , but not the
geyser . Has descent ground priority , and bad anti air priority ... You
can do it after a Power Charge , but the elbow won't hit : only the DP
and the geyser . Ranges all the screen .
About Terry ...
+ The strong Terry is back ! Unlike '96 Terry is know able to perform
great combos , and own lots of advantages .
+ Terry's chain combos are easy to perform and very various , e.g.
standing C , fw + A etc..
+ Standing C hits twice , so , you can really take your time to perform
your combos
+ Don't forget to use the strong Power Charge to involve a maximum
damage in your combos .
+ Far standing D has a descent range but is a little slow , with weak
priority .
+ Same for his standing CD .
Smiley Section :
( Andy , Joe ,Blue Mary
( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori
Interruptables :
Standing far : A
Standing close : ABCD
Comment : Standing C is a 2 hits . An be interrupted on
either hit
Crouching : ACD
Combos section :
Terry's nickname should be combo-man is this '97 version . Most of
his combos deal with this scheme :
( !) (*) (**) Jumping C/D , Standing C (2 hits ) , then any
Special or (S)DM
Comment : after the first hit of standing C , you can chain
into crouch fw + C . The same for fw + A , but this one often
pushes the opponent too far , so rather use this one in the corner , or
in the opponent's back . So :
! (*) (**) Jumping C/D , Standing C ( 2 hits ) , fw + A then any
Special or (S)DM
If the special move used after the standing C is the Power Charge
: you can juggle again . So the scheme is the following :
( !) (*) (**)Jumping C/D , Standing C , HCF + B then any basic
attack , Special or (S)DM except Power Charge again .
Comment : The timing is a little beat different , for each attack . Use
QCF x2 +K but alls the hits won't connect ( as the triple geyser , or
seldom the normal geyser in the corner ) . If the special move is a B
crackshoot , it is also possible to juggle after it with A Rising
Tackle.
The TODs
=> ! Jumping D , Close Standing D , fw + A (2 hits ) , HCF + D , juggle
with QCB + B , juggle again with DP + A
=> ! Jumping D , Close standing D , HCF + B , juggle with QCB + D
, then juggle again with QCB + B
=> ! Jumping D , Close Standing C (2 hits) , Dn Fw + C , HCF + B ,
juggle with QCB + B , juggle again with DP + A
Terry's infinite combo
=> HCF + B then dn+A/C/D whiffed into HCF + B , repeat ...
==>ANDY BOGARD ( Fatal Fury Team ) <==
Throws :
+ Gourin Kai : close fw/bk + C
+ Kakaekomi : close fw/bk + K
Command attacks :
+ Leaping Fall Kick : fw+B
Comment : can be used to juggle after the dance
Special Moves :
+ Hisho Ken : QCB + P
+ Sho Ryu Dan : DP +P
+ Kuuhadan : HCF + K
+ Geki Heki Hai Sui Sho : close , HCF + P
+ Zan Ei Ken : Dn bk , fw +P then Gadankoh :
+ Gadankoh : QCF + P
+ Genei Shiranui : in air : QCF + K or QCF , up fw + K then Genei
Shiranui Shimo Agito or Uwa Agito
+ Genei Shiranui Shimo Agito : fw + P
+ Genei Shiranui Uwa Agito : fw + K
Desperation Moves :
+ Cho Reppadan : QCB , HCF + K
+ Hisho Rysei Ken : QCF x2 + P
Comment : must be combo -ed ... but it is combo-able only at
the SDM level .
About Andy...
Smiley Section :
( Terry , Joe ,Mai
( Yashiro , Shermie , Chris , Billy , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABC
Comment : standing C is a 2 hits .
Crouching : ABC
Combos section :
=> ( !) Jumping D , Close Standing C (2 hits ) then
-- QCB + P or HCF + B or db fw + P , QCF + C
You can also use Andy's dance : HCF + P
=> ( !) Jumping D , Close Standing C (1 hit ) HCF + C , juggle
with
-- Jumping CD
-- ! fw+B then then DP + P
-- HCF + B
-- db fw + P , QCF + C
-- dash forward , DP + P
-- ! ** QCB HCF + K
=> ( !) ** Close Standing C (1 hit) QCF x2 + P
==>JOE HIGASHI ( Fatal Fury Team ) <==
Throws :
+ Hiza Jigoku : close , fw/bk + C
+ Leg toss : close , fw/bk + D
Command attacks :
+ Leg Slide : crouch fw + B
Comment : Joe's slide knock downs ranges less than half of
the screen .
+ fw + B
Comment : a hard to chain attack . You need to have the correct timing
to combo a special move .
Special Moves :
+ Hurricane Upper : HCF + P
Comment : the hurricane is a good weapon ! The A vesion doesn't knock
downs and ranges half of the screen : very stressing when your opponent
uses it again and again . More , the Advanced hop is useless and the
tornado can hence be used as an anti air ... The C version covers 2/3 of
the screen and Joe does two tornados , the second knock downs even if
the opponent isn't hit by the first one . Can easily be used in corner
trap .
+ Tiger Kick : DP + K
Comment : B version knock downs .
+ Slash Kick : HCF + K
Comment : B version ranges 2/3 of the screen whereas D
covers 3/4 . But both knock downs .
+ Ohgon No Kakato : QCB + K
Comment : Allows Joe to pass over some characters . Can also be used to
finish , after the Screw Upper .Provided you catch opponent in the air ,
juggle with Slash Kick or with the same move in the corner for an
infinite combo (until the opponent is dizzyed) . This move doesn't knock
downs , B version ranges half of the screen ans D covers 3/4 .
+ Bakuretsu Ken : Tap P then Bakuratsu Ken Finisher
+ Bakuretsu Ken Finiser : QCF + P
Desperation Moves :
+ Screw Upper : QCF x2 + P
Comment : you can juggle with QCB + K after it . The SDM covers all the
screen and is really lethal !
+ Bakuretsu Shippu Kokakato : QCF , HCB + P
About Joe ...
Smiley Section :
( Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : AB
Standing close : ABC
Crouching : ACD
Combos section :
=> ( !) Jumping D , Close Standing C the any special move except
HCB + K
=> ( !) (*) (**) Jumping D , Close Standing C , fw + B then
-- HCF + B ( then QCF HCB + P DM in the corner)
-- any (S)DM
=> * QCF x2 + P , then juggle with
-- QCB + K or DP + K
=> ( !) */** Dn+B x3 , Standing A , QCF HCB + P
=> ! Jumping D , Close Standing C , HCF + A , dn+C , fw+B , HCF +
K
Comment : Works vs Chang ... this will dizzy
=> ! */** Jumping D , Close Standing C , fw+B , QCB + K , QCF HCB
+ P
Comment : Works vs Chang ... this will dizzy
=> Hit opponent in the air with QCB + B , then juggle with
-- ! QCB + B , the fourth one will dizzy
-- HCF + K
-- QCF HCB + P
==>RYO SAKAZAKI ( Kyokugen Ryu Karate Team ) <==
Throws :
+ Tani Otoshi : close bk/fw + C
+ Tomoe Nage : close bk/fw + D
Command attacks :
+ Overhead Smash : fw + A
Special Moves :
+ Koh Ken : QCF + P
+ Koho : DP + P
Comment : still the same , with great priority .
+ Mo Ho Raijin Ko : QCB + P ( autoguard )
Comment : don't forget that it is possible to add a DP
during this move .
+ Mo Ho Raijin Satsujin : QCF + K (overhead)
Comment : The B version covers half of the screen , and D version 3/4 .
It will hit a jumping opponent too .
+ Hien Shippu Kyaku : HCB + K ( autoguard )
Comment : Hien Shippu Kyaku can also pass over some
projectiles . D version now hits 3 times
+ Kyokugen Ryu Ranbuken : close , HCF + C
Comment : it's now hard to juggle after this move , you must
calculate the height of the fall .
Desperation Moves :
+ Haoh Sho Koh Ken : fw , HCF + P
Comment : C version is a real missile . Generally speaking , the Haoh
Sho Koh Ken eats smaller projectiles ( this is also true for Robert and
Yuri ) .
+ Ryuko Ranbu : QCF , HCB + P
+Tenchi Haoh Ken : QCF x2 + P
Comment : the SDM knock downs the opponent , who is then dizzy. See the
combo section to learn how to use it as an infinite ...
About Ryo...
Smiley Section :
( Yuri , King
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : ACD
Combo section :
=> ( !) (*) (**) Jumping C/D , Close Standing C/D , then any
special move or (S)DM except QCF + K
If the special move is the dance :
=> ( !) (*) (**) Jumping C/D , Close Standing C/D , HCF + P juggle
with
-- Jumping CD
-- DP + P
-- QCB + P , into DP + P
-- QCF x2 + P only vs Kyo , Benimaru , Goro , Mary , Billy and Shingo
(cannot be done in the corner)
=> ( !) in the opponent 's back : Close standing C , QCB + P ,
DP+C
Comment : will knock downs
Oh my god ! This guy owns a terrible easy to drive TOD !
Conditions : Be MAXed out and owning 2 crystals stored ( or red
bar flashing )
=> ** Jumping D , Standing C , QCF x2 + P
Comment : this won't kill your opponent . But the SDM will dizzy the
opponent so trigger a QCF , HCB + P as fast as you can ,and he's dead .
If you cannot finish the opponent with a DM , use a combo such as
Jumping D , Close C , HCB + D .
Infinite combo : only in case of EXTRA mode :
QCF x2 + P SDM then charge to the MAX and repeat QCF x2 + P SDM ,
repeat ...
Comment : in EXTRA mode , if you hit the opponent with this SDM when
he's dizzy , the result will be a re-dizzy and hence ... an infinite .
But this is very tricky , because if you're in the « bad » corner , your
opponent can attempt an assist attack , and in the middle of the screen
, he can struggle to recover ...
==> ROBERT GARCIA ( Kyokugen Ryu Karate Team ) <==
Throws :
+ Ryuchouu Kyaku : close , fw/bk + C
+ Kubikiri Nage : close , fw/bk + D
Command attacks :
+ Mule Kick : fw + B
Comment : good ! Can be interrupted after a standing/crouching C . Good
anti air priority , and ranges as a far standing C . Combo it to cancel
the ending lag time .
Special Moves :
+ Ryu Geki Ken : QCF + P
Comment : as the energy blast is remaining , it can be used for is anti
air priority , and to protect Robert from some projectile . This even
Cancel double projectiles such as King's Double Strike and Joe's
Hurricane Upeer ( C version ) . More , it is very difficult to roll
trough it .
+ Ryuga : DP + P
Comment : Robert's DP is now very stronger , don't hesitate to use it ,
ase often as Ryo's one . Good range and general priority . The
trajectory is not straight vertical , as Ryo's one , but it looks like
Ken's DP in the SF series ( since the SF2' )
+ Hien Shippu Kyaku : HCB + K
Comment : The B version knocks down the opponent after the second hit ,
but is long to comes out , and huge lag time . Be carefull when you use
this move : the opponent can jump and hit you , or roll through it .
Weak lag time for D , so can be used in a pressing strategy .
+ Kyokugen Ryu Ranbu Kyaku : close , HCF + K
Comment : the kick dance still could be amorced by a close standing B .
Juggle with air CD or a DP P/K . You can also try the HSK : the 2 hits
of the B version will hit , but not all the hits of the D HSK . The Muen
Shippuu Jyuu Dan Kyaku (S)DM will also juggle , but not all will hit
...
+ Ryzan Sho : DP + K
Comment : a strange flip kick , that need to be combo-ed . The D version
is interesting againt Yamazaki' Sado Maso . Generally speaking , be
careful with this DP and combo it , or use it , after a kick dance . A
good point is that if Robert is blocked , he will hop backward .
+ Hien Ryujin Kyaku : in air : QCB + K
Comment : no more knock down with this move . But might be used to start
a Combo , when triggered close to the ground .
Desperation Moves :
+ Haoh Sho Koh Ken : fw , HCF + P
+ Kyokugenru Ryo Ranbu Kyaku : QCF , HCB + P
Comment : as all DM or this kind : can be used to involve block damage
or to get the right guard crush . Beware of breakers/combos users .
+ Muen Shippuu Jyuu Dan Kyaku : QCF x2 + K
Comment : a DM that needs to be combo-ed to be really useful . Strange
as if it hits a standing opponent , the first attacks are unblockable ,
whereas the other IS blockable .
About Robert...
+ Robert is now stronger , with a great and invincible DP .
+ Standing D should be used as Beni's one .
Smiley Section :
( Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : none
Standing close : BC
Crouching : ABCD
Combo section :
Classic basic scheme :
=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , any
special/(S)DM
Comment : rather use the standing B to compo HCF + K and DP
+ K but more dangerous ...
The command attack fw + B is also very usefull :
=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , fw + B , HCB
+ K or QCF , HCB + P
Finally don't forget to juggle after the kick dance (HCF + K) :
=> ( !) (*) (**) Jumping C/D , Standing/Crouching C or close standing B
, HCF + K then air CD or DP + P/K or HCB + K or QCFx2 + K
Robert's aestethic combo :
=>( !) Jumping C/D , Close Standing C , HCF + K , jump and in air QCB +
B and juggle with DP + A as you land or a far standing C
Super Robert :
=> Connect the kick dance : close HCF + K , then dn + A/D/Standing
C whiffed into QCF HCB + P
==>YURI SAKAZAKI ( Kyokugen Ryu Karate Team ) <==
Throws :
+ Oniharite : close , fw/bk + C
+ Sairento Nage : close fw/bk + K
+ Tsubame Otoshi : in air , close fw/bk/dn + P/K
Basic attack variations :
+ Oshiri Attack : fw+B
Special Moves :
+ Ko Oh Ken : QCF + P
+ Rai Koh Ken : QCF + K (overhead)
Comment : Can passes over projectiles or opponent .
+ Yuri Cho Upper : DP + P then double Yuri Cho Upper
+ Double Yuri Cho Upper : DP + P ( only if Yuri Cho Upper if
performed with C )
+ Yuri Cho Knuckle : QCB + P
Comment : Yuri cannot be hit at the beggining of this move
+ Yuri Cho Mawashi Geri : QCB + K
+ Hyakuretsu Binat Attack : HCB + P
Desperation Moves :
+ Haoh Sho Koh Ken : fw , HCF + P
+ Hien Houou Kyaku : QCF , HCB + K
+ Hien Rekkou : QCF x2 + P
About Yuri...
Smiley Section :
( Benimaru , Ryo , Robert , Mai , King
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Crouching : ACD
Combo section :
=> Jumping C/D , Standing C/D then :
-- QCF + A
-- QCB + K
-- DP + C , DP + C
-- */** QCF HCB + P
==> LEONA ( New Ikari Team ) <==
Throws :
+ Killer Bite : close fw/bk + C
+ Orient Buckler : close fw/bk + D
+ Heidern Inferno : in air , close fw/bk/dn + C/D
Comment : huge air to air priority .
Special moves :
+ Moon Slasher : hold dn , up + P
Comment : a good anti air priority .
+ X - Caliber : hold dn , up + K
Comment : can go over projectiles , but Leona is vulnerable if the
attack is blocked , due to a bad big lag time .
+ Grand Saber : hold bk , fw + K then Sonic Kick Finisher
Comment : the corner condition allows to juggle after this move . The
Gravity Storm , and Rebel Spark both connect after it .
+ Sonic Kick Finisher : fw + D
+ Voltaic Launcher : hold bk , fw + P
+ I - Slasher : QCB + P
Comment : Leona remains immobile until the boomerang is back to her .
This means that the opponent can roll through the boomerang and attack
her , or wait for it to be back , jump/run ( advanced ) and attack Leona
. This move is very long to come out and have a bad lag time .
Desperation Moves :
+ V - Slasher : in air : QCF , HCB + P
Comment : the angle of this attack is different for A and C
button .
+ Gravity Storm : QCF x2 + P
Comment : pretty , but bad range .
+ Rebel Spark : QCB , HCF + K
Comment : a very fast attack ...
About Leona...
+ No more Standing C after a successfull grand Saber .
Smiley Section :
( Benimaru , Ralf , Clark
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Comment : standing C is a 2 hits that must be interrupted on the first
hit . Standing D is a 2 hits that can be interrupted on either hit .
Crouching : AC
Combo section :
=> ( !) Jumping D , Crouching C then hold dn , up + C
=> ( !) (*) (**) Jumping D , Close Standing D (2 hits ) , then
-- QCB , HCF + K
-- Hold bk , fw + D and juggle with fw + D or hold dn , up + C
=> */** Jumping C , Close Standing D (1 hits ) , then QCFx2 + P
=> ( !) (*) (**) Hold bk , fw + P then
-- air CD
-- air QCF HCB + C
=> */** Jumping D , V Slasher
=> ! */** Hold bk , fw + K , then any (S)DM except V Slasher ; or
hold dn , up + P
Comment : Here , the corner condition allows Leona to juggle
after the Grand Saber .
==> RALF JONES ( New Ikari Team ) <==
Throws :
+ Dynamite headbutt : close fw/bk + C
+ Northern Light Bomb : close fw/bk + D
Special Moves :
+ Vulcan Punch : tap P
Comment : you can move forward or backward during the Vulcan
Punch .
+ Gatling Attack : hold bk , fw + P
Comment : HUGE lag time after the C version : so you already
guessed : combo is the word .
+ Diving Bomb Punch : hold dn , up + P or in air QCF + P
Comment : can be used to finish the opponent . Low lag time ( not to say
no lag time ...) , as he land , but Ralf cannot be hit when he's landed
, and have priority ...
+ Ralf Kick : hold bk , fw + K
Comment : it is possible to juggle after the Ralf kick , if it connects
. To perform it , you rather use the B version of the Ralf Kick . Then
you can juggle ( without
coun********************************************************************
**********************
***********************************************
*
*******************
***************************************
************************************************************************
************************************************************************
************************************************************************
************************************************************************
********************** ... bye bye !
+ Mount Position Vulcan Punch : QCF , HCB + K
Comment : Fast but easy to block . could be used after a successful Ralf
Kick . Catch opponents in the air .
+ Galactica Phantom : QCF x2 + P
Comment : a strange DM . If it hits , damage is great ( up to 80 % , for
the SDM ) but Galactica Phantom is easy to counter . Use it with care or
non against master players . Something interesting should be using it
against opponent with DM such as Robert or Kim : break with AB on the
first hit : you're in his back , the immediatly , trigger a Galactica
Phantom . Another stategy is to interrupt a standing move , or to konock
down the opponent , and during the time he/she is on the ground ,
trigger the Galactica Phantom .
In fact , to have chances to be successfull , a Galactica Phantom , must
be done at good range . If you trigger it very close to the opponent ,
he/she'll pass in your back , hit you , or grab/throw you . So at good
range , the opponent will wonders what he/she would do : attack , or
escape backwards : during this time of wondering , the Galactica Phantom
may hit .
Finally , if the opponent is MAXed and runs , and generally with the
counter condition , the Galactica Phantom is ...a 100% damage .
About Ralf...
+ Has barelly changed .
Smiley Section :
( Clark
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : BC
Crouching : AC
Combo section :
Basic scheme :
=> ( !) (*) (**) Jumping C/D , Close Standing/Crouching C , then
-- any Special move except the Ralf Kick
-- any (S)DM except the Galactica Phantom
=> (*) (**) Hold bk , fw + K then juggle with
-- QCB HCF + K
-- hold bk , fw + P
-- standing C
Comment : to land the juggle you must hit the opponent as
late as possible ...
Ralf's dizzy combo :
=> ! Jumping D , Croucning C , hold bk , fw + C
Comment : all the 3 hits of the gattling attack MUST hit
(Rush 5)
==> CLARK STEEL ( New Ikari Team ) <==
Throws :
+ Pyramid Driver EX : close fw/bk + C
+ Fisherman Buster : close fw/bk + D
+ Death Lake Dive : in air , close fw/bk/dn + C/D
Command attacks :
+ Arc Kick : fw + B
Special Moves :
+ Vulcan Punch : tap C
+ Napalm Stretch : DP + P then Flashing Elbow
+ Frankeinsteiner : close , DP + K then Flashing Elbow
+ Super Argentine Back Breaker : close , HCF + D then Flashing
Elbow
+ Rolling Cradler : HCF + P then Flashing Elbow
+ Flashing Elbow : QCF + P
Desperation Moves :
+ Ultra Argentine Back Breaker : close HCB x2 + P
+ Running Spree : HCF x2 + K
Comment : use it with care , the opponent can stop it easily
.
About Clark...
+ The guy is still strong , but less powerfull .
Smiley Section :
( Ralf
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : A
Standing close : ABC
Comment : standing C is a 2 hits that must be interrupted on
the first hit
Crouching : A
Combo section :
Don't forget to finish , after every command throw , except (S)DM
.
=> ( !) (*) (**) Jumping D , Standing C ( 1 hit ) then
-- any Special Move except Napalm Stretch or Rolling Cradler
-- HCB x 2 + P
=> ( !) (*) (**) Standing C ( 1 hit ) , fw + B then
-- HCF + D
-- HCB x2 + P
==> ATHENA ASAMIYA ( Psycho soldiers team ) <==
Throws :
+ Bit Throw : close , fw/bk + C
+ Psychic Throw : close , fw/bk + D
Command attacks :
+ Hopping Double Kick : fw + B ( autoguard )
+ Butt Attack : in air , dn + B
Special Moves :
+ Psycho Ball Attack : QCB + P
+ Phoenix Arrow : in air , QCB + P
Comment : A version to don't add the final kick hit .
+ Psycho Sword : DP + P
Comment : can also be performed in air .
+ Psycho Reflector : HCB + K
Comment : could reflect projectiles
+ Super Psycho throw : close , HCF + P
Comment : an interesting throw , since you can juggle with a
lots of attacks , even DM .
Desperation Moves :
+ Shining Crystal bit : bk , HCB + P then Crystal shoot
Comment : can be performed in air . ABCD to cancel . This DM wins
against Chin's Gouran En Poh .
+ Crystal shoot : QCB + P
Comment : must be performed during Shining crystal bit . You can hold
the P button to delay the attack .
+ Phoenix Fang Arrow : in air QCF + P
Comment : eat the crouch guard of the opponent .
About Athena ...
+ Most of her skills now are linked to her command throw .
Smiley Section :
( Benimaru , Chin , Kensou
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : ABCD
Combo section :
=> Standing C , DP + P
=> ( !) (*) (**) Jumping D , Close Standing C , HCF + P then juggle with
any spevial or (S) DM or air CD/dn + B
=> ( !) Jumping C , DP + P
=> ! */** Jumping D , Close Standing C , HCF + P , juggle with HCB
+ B then juggle with Bk , HCB + A
==> KENSOU SIE ( Psycho soldiers team ) <==
Throws :
+ Hakei : close fw/bk + C
+ Tomo Nage : close fw/bk + D
Command attacks :
+ 2 handed overhead smash : fw + A
+ Leaning spin kick : fw + B
Special moves :
+ Cho Kyu Dan : QCB + P
+ Ryu So Geki : in air , QCF + P
+ Ryu Ren Ga : close , DP + P
Comment : tap P to increase the number of hits . Up to 12
(More ?) .
+ Ryu Ren Ga Ten Ryu : HCF + C
+ Ryu Gaku Sai : RDP + K
Desperation Moves :
+ Shinryu Tenbu Kyaku : QCF , HCB + B
+ Senki Hagin : close , QCF x2 + P
Comment : Unblockable .
+ Mighty Bun : QCB x2 + P
Comment : A button , for life recover , and C for a fake . If Kensou is
hit , he will sometimes counter . You can manually counter , by pressing
QCF x2 + P . Use it with care , it's easy to hit Kensou when he perform
this
About Kensou...
Smiley Section :
( Athena , Chin
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : AC
Comment : standing C is a 2 hits that must be interrupted on
the second hit
Standing close : ABCD
Crouching : ACD
Combo section :
=> ( !) (*) (**) Jumping D , Standing C/D then
-- HCF + A
-- QCF HCB + B
=> ( !) Jumping D , Crouching A , then HCF + C
=> ( !) Standing C , then
-- RDP + B
-- DP + P , then Standing B or HCF +A or QCF HCB + B
=> ( !) (*) (**) Jumping D , Close standing D
-- QCF x2 +P
-- DP + P (12 hits) standing B
=> */** QCB + A , Jump forward and kick the opponent with D , then
D as you land , QCF x2 + A
=> ( !) ** Standing C , QCF x2 + P
==> CHIN GENZAI ( Psycho soldiers team ) <==
Throws :
+ Alcoholic Forcing : close fw/bk + C
+ Sakakyaku Nage : close fw/bk + D
Command attacks :
+ fw + A
Special Moves :
+ Hyotan Geki : QCB + P
Comment : can cancel some projectiles .
+ Ryurin Hourai : DP + P ( autoguard )
+ Kaiten Teki Karatokken : HCF + K
+ Suikankanoh : QCF + P then Cho Shu Riku Gyo or or Kaiten Teki
Kuu Totsu Ken
Comment : ABCD to cancel
+ Cho Shu Riku Gyo : fw + P or QCF + P ( hold )
+ Bou Getsu Sui : QCB + K then Kaiten Teki Karatokken or Kaiten Teki Kuu
Totsu Ken or Ro Ja Hannoh or Rigyo Hanhoh
Comment : you can move forward or backward . ABCD to cancel . When he's
lied , Chin is vulnerable to Grab/Command Throws and Ryo/Robert running
(S)DM
+ Kaiten Teki Kuu Totsu Ken : fw + K
+ Ro Ja Hannoh : up + B
+ Rigyo Hanhoh : up + D
Desperation Moves :
+ Gouran En Poh : QCF x2 + P
Comment : choose direction of the attack with A ( front ) or
C ( air )
+ Gourai En Poh : QCF , HCB + P
About Chin...
Smiley Section :
( Athena , Kensou
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : ABC
Standing close : ABCD
Comment : standing D is a 2 hits that can be interrupted on
either hit .
Crouching : AC
Combo section :
=> ( !) (*) Jumping C (2 hits) , Close standing C , then :
-- QCB + P
-- DP + C
-- QCF x2 + P
-- QCF HCB + P
==> CHIZURU KAGURA ( Girls Team ) <==
Throws :
+ Reigetsu : close , fw/bk + C
+ Kaiten : close , fw/bk + D
Special Moves :
+ Hyakukatsu Tenshin No Kotowari : DP + P
+ Nihyaku Jyuunikatsu Shinsoku No Nokori : HCB +A/B/C/D then
Tenzui
+ Tenzui : QCB + A/B/C/D
Comment : use the same button than Nihyaku Jyuunikatsu
Shinsoku No Nokori
+ Nihyaku Jyuunikatsu Choumon No Ishhin : QCF + A/B/C/D
+ Hyakuhachikatsu Tamayura No Shitsune : HCF + P
Comment : reflect projectiles
Desperation Moves :
+ Rimenichikatsu Sanrai No Fujin : QCB , HCF + P
Comment : involves no damages , but the opponent is unable to perform
specials or desperations moves .
+ Rimenichijugokatsu Reigi No Ishizue : QCF x2 + K
About Chizuru ...
Smiley Section :
( Benimaru , Mai , King
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : ACD
Combo section :
=> ( !) (*) (**) Jumping D , Close Standing C/D then
-- HCF + A
-- DP + P
-- QCF x2 + K
=> Jumping D , Close standing C , QCB + D then
-- QCB + B
-- DP + P
A TOD
=> ** Jumping D , Close standing C , QCFx2 +K , C , C , D , D
Comment : will dizzy . 23 hits combo
==> MAI SHIRANUI (Girls team ) <==
Throws :
+ Shiranui Gourin : close , fw/bk + C
+ Kazukurumabonsi : close , fw/bk + D
+ Yume sakura : in air : close fw/bk/dn + C/D
Command attacks :
+ Sliding Kick : crouch fw + B
Special moves :
+ Kacho Sen : QCF + P
+ Ryu En Bu : QCB + P
+ Hisho Ryu En Jin : DP + K
+ Musasabi No Mai : hold dn , up + P or in air , QCF + P
+ Hissatsu Shinobibachi : HCF + K
+ Shiroi Tsuru No Mai : DP + P
Comment : good block damage , good range recovery , good
allll ! ! ! Terrible !
Desperation Moves :
+ Cho Hissatsu Shinobibachi : QCB , HCF + K
+ Houou Ryu Sei : QCB x2 + P
+ Sui Chou No Mai : QCF x 2 + P
About Mai ...
Smiley Section :
( Benimaru , Andy , Yuri , Chizuru , King
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Crouching : C
Combo section :
=> ( !) (*) Jumping D , Standing/Crouching C then
-- QCB + P
-- DP + K
-- DP + P
-- HCF + K
-- QCB HCF + K
=> ( !) (*) Jumping QCB + P then
-- QCF x2 + P
-- QCB HCF + K
-- DP + K
-- DP + P
-- HCF + P
==> KING ( Girls Team ) <==
Throws :
+ Hold Rush : close fw/bk + C
+ Hook Buster : close fw/bk + D
Command attacks :
+ Slide Kick : crouch fw + D
Comment : good range but huge lag time if blocked .
Special moves :
+ Venom Strike : QCF + K
+ Double Strike : QCF x2 + K
+ Tornado Kick : HCB + K
+ Mirage Kick : HCF + K
+ Surprise Rose : DP + P
Comment : juggle with the Tornado Kick in the corner .
+ Trap Shot : DP + K
Desperation Moves :
+ Illusion Dance : QCF , HCB + K
+ Silent Flash : QCB x2 + K
Comment : very bad range . Better use it as an anti air move
.
About King ...
+ Low C has a great anti air priority .
+ Jumping D has descent air to ground priority , low air to air
priority but acts as an overhead .
Smiley Section :
( Benimaru , Ryo , Yuri , Chizuru , Yuri
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Comment : standing D is a 2 hits that can be interrupted on
either hit .
Crouching : AC
Combo section :
=> Jumping D , Standing D (2 hits) then
-- QCF + D
-- HCF + K
-- DP + K
=> Jumping D , Standing D (1 hit ) then
-- QCFx2 +K
-- DP + C
-- HCB + D
=> ** Jumping D , Close Standing D (1 hit) QCB x2 + K , juggle with HCB
+ K
King has a TOD , and dizzies her opponent
Conditions : corner
=> ! Jumping D , close standing D (1 hit) , DP + C , HCB + D
Infinite Combo
=> ! DP + A , crouching A whiffed into DP + A , repeat ...
==> KIM KAP HWAN ( Korea' strangest team ) <==
Throws :
+ Kubi Kwame Otoshi : close fw/bk + C
+ Sakkyaku Nage : close fw/bk + D
Command attacks :
+ Nelio Tchagui : fw + B
+ fw + A
Special Moves :
+ Hien Zan : hold dn , up + K , then dn , after D Hien Zan
+ Ku Sa Jin : Hold dn , up + P
+ Hangetu Zan : QCB + K
+ Hishokyaku : in air , QCF + K
+ Ryusei Raku : hold bk , fw + K
Desperation Moves :
+ Houou Kyaku : QCB , HCF + K
+ Houou Ten Buken : in air QCF , HCB + K
About Kim ...
+ No more air A , QCF + K .
+ Basic moves are now hard to interupt .
+ Air D now hits only one time .
Smiley Section :
( Choi , Chang , Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : none
Standing close : ABC
Comment : standing C is a 2 hits that must be interrupted on
the first hit .
Crouching : AC
Combo section :
=> ( !) Jumping D , Close Standing C (1 hit) then
-- QCB + K
-- Hold dn , fw + K
=> ( !) Crouching B x3 , Crouching A , then hold dn , up + P/K
=> ( !) */** Jumping D , Close C (1hit) , fw + A , QCB , HCF + K
(in air )
=> ! In air (as the opponent is in air) QCF + B , then as you land
: QCB + B , then dn , up + K
=>( !) In air (as the opponent is in air) QCF + B , then as you
land dn up + P
==> CHANG KOEHAN ( Korea' strangest team ) <==
Throws :
+ Hagane Geki : close fw/bk + C
+ Kusari Jime : close fw/bk + D
Command attacks :
+ Sliding iron ball : crouch fw + A
Comment : surprising , as it comes out quickly ... sometimes
, can be used as a DP .
Special Moves :
+ Tekkyu Dai Kaiten : tap C ( autoguard )
Comment : ABCD to cancel . You can move forward or backward .
+ Tekkyu Funsai Geki : hold bk , fw + P ( autoguard )
+ Tekkyu Hien Zan : hold dn , up + K
+ Dai Hakai Nage : close , HCB , fw + C
Desperation Moves :
+ Tekkyu Daiboso : QCF , HCB + P
Comment : there are 6 differents endings .
+ Tekkyu Dai Satsujin : QCF x2 + P
Comment : when Chang hits the ground , the effect is the same that
Goro's Ji Rai Shin( DP + C ) . As Chang falls on the opponent , this
attack is hard to block in the middle of the screen , but in the corner
you must be first standing blocking , then crouching blocking .
About Chang ...
Smiley Section :
( Choi
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : B
Standing close : ABD
Crouching : ABCD
Combo section :
=> ( !) Jumping D , Close Standing D , then
-- Tap C
-- HCB fw + C
=> Jumping C/D , Crouching C hold dn , up + K
=> ( !) Jumping D , Crouching B , Crouching A then hold dn , up +
K
=> Jumping D/A , Standing/Crouching A , QCF x2 + P
Comment : will let Chang vulnerable
=> ( !) (*) (**) In the opponent's back : dn+C , QCF HCB + P
==> CHOI BOUNGE ( Korea' strangest team ) <==
Throws :
+ Zujo Sashi : close , fw/bk + C
+ Tatsumaki Shippu Zan : hold dn , up + P
Comment : dangerous , for Choi ! If the opponent performs the recovery
roll , he could hit Choi , as he lands
+ Hishokuretsu Zan : hold dn , up + K
Comment : hold K to continue attack .
+ Senpu Hien Shitotsu : hold bk , fw + K then Hokoten Kan
Comment : juggle with QCF HCB + K
+ Hokoten Kan : any direction + button x3
+ Kaiten Hienzan : hold bk , fw + P
Comment : with C , it means press C to attack .
+ Hisho Kyaku : in air , QCF + K
Desperation Moves :
+ Shin ! Chozetsu Tatsumaki Shinku Zan : HCB x2 + P
Comment : you can move forward or backward . The tornado boundaries will
cancel projectiles , but is not invulnerable at the DM begining ...
+ Houou Kyaku : QCF , HCB + K
About Choi ...
Smiley Section :
( Chang
( Yashiro , Shermie , Chris , Yamazaki , Iori
Interruptables :
Standing far : BC
Standing close : ABC
Crouching : AC
Combo section :
=> Jumping C , Crouching B , Crouching A , then
-- Hold dn , up + C
-- QCF HCB + K
=> Jumping C , Crouching C then
-- Hold dn , up + C
-- QCF HCB + K
=> */** Crossup C (1 hit) , dn+B , dn+A , Standing A , QCF HCB +
K
=> */** Crossup C (2hits) , dn+C , fw+B , standing A , QCF HCB + K
=> ( !) */** Close standing C , fw+B , QCF HCB + K
=> ( !) */** Hold Bk , Fw + K then QCF HCB + K
100 % Combo ...
=> ( !)** bk fw + B , fw+ B x2 (two forward drills) , dn fw+ B
(another drill) , dn+C , QCF HCB +K
==> YASHIRO NANAKASE ( New Faces Team ) <==
Throws :
+ close fw/bk + C
+ close fw/bk + D
Command attacks :
+ Forward Poke Kick : fw + B
Special Moves :
+ Duel Upper : DP + P (autoguard)
Comment : As this is not a real DP , and Yashiro punches the opponent
first . It owns an autoguard property , so if someone jump and attack ,
use it . The A version has a better recovery time but the C version will
result as a 2 hits .
+ Sledge Hammer : QCB + P
Comment : a good move , if you use it to surprise your opponent . Owns
an overhead property , and can consequently be used in vicious traps ...
The A version has a 1/3 screen reach , and the C version a 1/2 reach .
The recovery time ise also a little bit important for the C version , so
in all cases , don't use this close to the opponent . A last problem
with this move is that the motion , matches with the Mighty Missile Bash
, so be very precise if you don't want it to comes out . Interrupt a CD
or a dn+D for a full surprising effect ...
+ Mighty Missile Bash : HCB + P
Comment : a sequence of punches , with a very bad range and recovery
time . The only way to use it is to combo it , unless you're sure to be
punished ...
+ Jet Counter : HCF + P
Comment : a very fast and surprising punch : its range is very limited ,
but it can be used to keep the pressure . If your opponent is not awake
, he'll eat the punch ... Try to onterrupt a low D with for full effect
.
Desperation Moves :
+ Million Bash Stream : QCB , HCF + P
Comment : same as the Mighty Missile Bash . Really need to be combo-ed ,
unless the last punch let Yashiro very vulnerable .
+ Final Impact : QCF x2 + P
Comment : hold P to power up the attack , after 3 seconds , Yashiro will
release the attack . The 3 second attack is unblockable , the others
make the guard be crush , hence , Yashiro is not as vulnerable as after
the Million Bash Stream .
About Yashiro ...
+ Yashiro owns a very interesting D . First you can use far D as Beni or
Robert . More , close standing D breaks the opponent low guard , that
mean you can easily combo a DM after hit , due to the slowness of the
hit .
+ Yashiro own a very good crouched
************************************************************************
******************
************************************************************************
**************
*************************************
************************************************************************
**********************
****************
*********************************
***********
*
****************
*****************
********************
****************
**************************************************************n the
first hit
Combo Section :
Yashiro has a limited number of combos due to his pressing style .
Playing Yashiro is dealing with works mentally your opponent and always
keep the pressure . He really could let the opponent at good range and
surprise him by traps and lighting attacks . So try to experiment this :
=> ( !) Jumping D , Standing C/D , then
-- HCF + A
-- HCB + A
-- fw + B
=> ( !) */** Jumping D , Standing C/D , QCB HCF + A
==> SHERMIE ( New Faces Team ) <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Command attacks :
+ fw + B
Special Moves :
+ Shermie Whip : close , DP + K
Comment : even if it doesn't look like a DP , it can be used as a real
DP ( that is to say , for anti air using )
+ Axel Spin Kick : QCB + K
+ Shermie Shoot : HCF + K
+ Shermie Spiral : close , HCF + P
Desperation Moves :
+ Shermie Flash : close , HCB x2 + P
+ Shermie Carnival : close , HCF x2 + P
Comment : the opponent can escape from this grab by shaking
controller and tapping the buttons
About Shermie ...
+ Strange basic attacks . Rather use the close B to combo her
comnand throws ( even if it possible with C ) .
+ Standing CD have a good range ( as Robert's one ) , and very
useful against sweeps
+ Standig D ( far ) has a good range and anti air priority , but must be
used at the right time , as it's a really slow move .
+ Crouched C is also a terrible anti air ....
+ Standing B ( far ) can also be used as an anti air attack , but is
more useful as an overhead , if your opponent is at roll range .
+ Air D have huge priority
Smiley Section :
( Chang , Choi , Yashiro , Chris
( Benimaru
Interruptables :
Standing far : B
Standing close : ABC
Comment : standing B is a 2 hits that must be interrupted on
the first hit
Crouching : AC
Combo section :
Few combos based on the same scheme :
=> ( !) (*) (**) Jumping D , Close Standing/Crouching C , then HCF
+ P or any (S)DM
==> CHRIS ( New Faces Team ) <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Command attacks :
+ fw + A
Special Moves :
+ Slide Touch : QCF + P
Comment : C is the image of Chris . A for actual Chris .
+ Gliding Stomp : in air , QCF + K
+ Shooting Dancer Thrust : HCB + P
Comment : hits standing blocking opponent .
+ Shooting Dancer Step : HCB + K (overhead)
+ Huting Air Blast : DP + K
Desperation Moves :
+ Chain Slide Touch : QCF x2 + P
+ Twister Drive : QCB x2 + K
About Chris ...
Smiley Section :
( Chang , Choi , Yashiro , Shermie
( Others
Interruptables :
Standing far : AC
Comment : standing C is a 2 hits that must be interrupted on
the first hit
Standing close : ABCD
Crouching : AC
Combo section :
=> ( !) (*) (**) Jumping C/D , Standing/Crouching C , then
-- fw+A , QCF + A
-- fw +A , DP + K
-- QCF x2 + P
-- fw+A , QCB x2 + K
=> ( !) Jumping D , dn+A , dn+C , fw+A , HCB+C
=> ( !) */** Jumping D , dn+A , fw+A , QCFx2 + P
=> ( !) ** Jumping D , Far Standing C , fw+A , QCFx2 + P
=> Crouching B x2 , Crouching A , Fw + A then QCF + A or QCB x2 +
K
==> RYUJI YAMAZAKI ( '97 Special Team ) <==
Throws :
+ Bun Nage : close fw/bk + C
+ close fw/bk + D
Command attacks :
+ Bussashi : fw + A
Special Moves :
+ Hebi Tsukai : QCB + A/B/C
Comment : A is for jumped attack , B for front attacks , C hits low on
the ground . You can hold the button to delay the attack and D can be
used to cancel ( hence it could be used to charge your power gauge , in
advanced mode ) . B and C can be combo-ed , but you shouldn't combo the
A version .
+ Sabaki No Shichikubi : DP + P
Comment : Very good range .
+ Baikaeshi : QCF + P
Comment : C button to reflect projectiles .
+ Suna Kake : DP + K
Comment : after this attack , there is a little time
meanwhile the opponent cannot attack .
+ Budan Bachiki : close , HCF + C
+ Sado Maso : HCF + K
Comment : Yamazaki wait to be attacked then hits . Beware of command
throws users ... It is possible to juggle with the QCB + A/B provided
the counter message appears . When Yamazaki is hit in his back , he'll
still counter , but the move is not safe , if the opponent is combo-ing
...
Desperation Moves :
+ La Guillotine : QCF x2 + P
Comment : can pass over projectiles and attacks . Catches
opponents in the air .
+ La Drill : close , HCB x2 + P , tap C
Comment : there are 8 differents endings (4 for the DM and 4 for the
SDM) . Tap C+A for better effect .
About Ryuji ...
+ A very good far standing D , as Beni and Robert .
+ Air C wins against King's crouch C
+ A good command throw .
Smiley Section :
( Chang , Choi
( Terry , Andy , Kim , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Comment : standing D is a 2 hits that must be interrupted on
the first hit .
Crouching : AC
Combo section :
Ryuji's combos are :
=> ( !) Jumping D , Close Standing/Crouching C , then
-- QCB + B/C (A version only vs tll characters)
-- DP + P , then QCB + B/C
-- HCF + P
=> ( !) Close Standing/Crouching C then DP + B , then QCB + B/C
=> ( !) Jumping C/D , close standing C , fw+A , QCB + B/C
=> ( !) (*) (**)Close Standing/Crouching C the any (S)DM
Comment : for this one , it's better to use the 2 hits close
standing D .
Yamazaki can also do a very hard to pull off infinite :
=> Crouched A then DP + D canceled into QCB + C , canceled by D
button , repeat ...
==> BLUE MARY (Mary Ryan) ( '97 Special Team ) <==
Throws :
+ Axle Hold : close fw/bk + C
+ close bk/fw + D
Command attacks :
+ Low Swipe Punch : fw + A
Comment : very useful in a combo , after a 2 hits standing C
, for example .
+ Handstand : crouch fw + B
Comment : Mary's anti air poke .
Special moves :
+ M. Spider : QCF + P
Comment : try to include this move in your pressing . Such
as this : C , fw + A , QCF + P .
+¨Spin Fall : QCF + K
+ Straight Slider : hold bk , fw + K then M. Crab Clutch
Comment : goes under projectiles ( not Iori or Terry like ,
that is to say , really on the ground ) .
+ M. Crab Clutch : QCF + K
+ Vertical Arrow : DP + K , then M. Snatcher
+ M. Snatcher : DP + K
Comment : Mary Snatcher owns a huge anti air priority . Most Mary user
try to use the Vertical Arrow to counter jumped attacks , but in fact ,
you increase your chance using the Snatcher instead of the Arrow . This
means that you have to perform the second DP , right after the first one
: the Snatcher is a real air grab with great range , and is certainly
one of the best anti air in the whole game , because as it is a grab ,
it's an overprioritized move .... First you may think that the vertical
arrow is a problem , because , you're vulnerable ... but it could be
used to fake , and tease the opponent , he will try to attack with a
crossup or a jump . And the Snatcher will grab him/her . ...You can
seldom finish the opponent with it , like after M. Typhoon , the
Backdrop Real or any jumped attack , provided you land before him/her .
Works also with crouched D .
+ M. Head Buster : QCB + B (reversal)
Comment : blocks specials attacks , some (S)DM , and jumped
attacks .
+ Stungun Smasher : QCB + D (reversal)
Comment : blocks ground pokes . Throw opponent in the air , hence , you
can juggle after it , with the M. Splash Rose or M. Dynamite Swing .
+ Backdrop Real : close , HCF + C
Comment : finish with M.Snatcher , only in the corner ( or
close to ) .
Desperation Moves :
+ M. Typhoon : close , HCB x2 + P
+ M. Splash Rose : QCF , HCB + P
Comment : this move has a huge anti air priority , and can be used as a
DP . Juggle with M. Snatcher , but the opponent can roll with AB ... so
be sure to grab him
+ M. Dynamite Swing : QCF x2 + K
Comment : Juggle with M. Snatcher
About Mary ...
+ She's in ! a real combo character , at least as Terry is .
+ Her chain combos are easy to perform , and her 2 hits C allows to take
time , performing combos . You can really combo easily her DM ( at leat
M. Typhoon and M. Dynamite Swing ) .
+ Her crouch D goes under some projectiles ( Kensou , Athena ... )
+ Mary is an powerfull character because she owns every advantages of
each kind of fighting style . She has a command throw ans is then
dangerous at close range . She's really good in combo-ing and owns a
deadly 100 % . Reversals and various good panoply of basic attack , can
allows her to turtle ... The M.Snatcher is the best move in the game to
counter air attacks so ... I think we can say that she's overpowered .
Smiley Section :
( Benimaru , Terry
( Yamazaki , Iori
Interruptables :
Standing far : none
Standing close : ABCD
Comment : standing C is a 2 hits that can be interrupted on
either hit
Crouching : AC
Combo section :
Basic classic scheme
=> ( !) (*) (**) Jumping D Close Standing C (2 hits) any special
or (S)DM excet QCF + P/K
But Mary can also add fw + A after the close C :
=> ( !) (*) (**) Jumping D Close Standing C (2 hits ) fw + A ,
then
-- HCF + C
-- QCF , HCB + P (M.Splash Rose)
-- QCF x2 + P
Don't forget that the corner allows to juggle with the M.Snatcher
after the M.Head Buster
=> ( !) */** dn+B , dn+A x2 , HCBx2 + K
She can also juggle after her reversal D with :
-- 1 hit standing C , DP + K , DP + K
-- QCF , HCB + P
-- QCF x2 + K ( need to take the opponent very late )
Mary hence owns a deadly 100 % :
Conditions : MAXed , one crystal stored or life bar flashing red
=> ** Jumping D , Close C (2 hits) , fw + A , QCF HCB + P , DP + K
DP + K
Comment : the Vertical Arrow won't hit but the Snatcher will
grab .
==> BILLY KANE ( '97 Special Team ) <==
Throws :
+ Fish Toss : close fw/bk + C
Command attacks :
+ Mid thrust : fw + A
+ Hell Drop : fw + B
Special moves :
+ Senpuu Kon : Tap A
Comment : cancels projectiles
+ Jyou Ten Reha Kon : Tap C
+ Senen Sa Kon : DP + P then Kaen Sansetsu Kon
+ Kaen Sansetsu Kon : HCF + P then QCF + P
+ Kyoretsu Hisho Kon : DP + K
Comment : you can move forward or backward .
+ Ka Ryu Tsuigeki Kon : QCB + B (reversal)
Comment : blocks ground pokes
+ Sui Ryu Tsuigeki Kon : QCB + D (reversal)
Comment : air attacks block and sweeps
Desperation Moves :
+ Cho Kaen Senpuu Kon : QCF , HCB + P
Comment : cancels projectiles . In the corner , you can
juggle with the DP + A .
+ Tai Senpuu Kon : QCF x2 + P
About Billy ...
Smiley Section :
( Terry , Andy , Yamazaki , Iori
( Others
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : C
Combo section :
Billy is a limited combo character :
=> ( !) Jumping D , Crouching C , HCF + P , QCF + P
=> ( !) (**) Crouching C then
-- DP + P
-- Tap A/C
-- QCF x2 + P
=> ( !) Dn + B , Standing B , DP +C
Billy can dizzies his opponent with the following :
=> DP + K (3 hits) , Dn+C , HCF + A , QCF + A
==> IORI YAGAMI ( Solo Entry ) <==
Throws :
+ Saka Hagi : close , fw/bk + C
+ Saka Saka Hagi : close , fw/bk + D
Command attacks :
+ Double Knuckle Smash : fw + A'A
+ Double Overhead Kick : fw + B (overhead)
+ Reverse Kick : in air , bk + B
Comment : a crossup kick .
Special Moves :
+ 108 Yami Barai : QCF + P
+ 207 Aoi Hana : QCB + P ( x3 )
+ 100 Shiki Oniyaki : DP + P
Comment : the A version doesn't knock down no more .
+ 212 Shiki Kototuki In : HCB + K
Comment : slower than the '96 version ...
+ Kuzu Kaze : close , HCF + P
Comment : after this move , Iori can hit his opponent with a Standing C
and follow up with a DM or another attack ... In the corner , he can use
this grab another time after the standing C
Desperation Moves :
+ Kin 1211 Shiki Yaotome : QCF , HCB + P
Comment : Goes under some projectiles , such as Kensou/Athena's and owns
a great priority , generally speaking ...
+ Ura 108 Yattsu Sakazuki : QCB HCF + P
Comment : Doesn't damage but freeze the opponent for a short time . Iori
could do whatever he wants ... This is NOT combo-able . There is a way
to delay this attack (à la Kyo) : just do it using B+C or C+D
About Iori ...
Smiley Section :
( Chang , Choi
( Chizuru , Yashiro , Shermie , Chris
Interruptables :
Standing far : C
Standing close : ABC
Crouching : ABC
Combo section :
Scheme :
=> ( !) (*) (**) Jumping D , Close Standing C , any special move ,
or QCF HCB + P (S)DM
The HCF + P in the corner allow to juggle with C and QCB x2 + P , then C
again etc ... but not to do the old '96 infinite . Don't forget to combo
after the QCF x2 (S)DM
=> ! (*) (**) QCB + A , QCB + A then DP + A or QCF HCB + P
Comment : only the second QCB + A have to hit . Hard to pull
off .
=> Crossup bk + B , Close Standing B , Fw + A'A , QCB + P x3
Corner scum gale
=> ! (*) (**) connect HCF + P then QCB + A , QCB + A , Close Standing C
, QCB + A , QCB + A Close Standing C QCF , HCB + P
Another Corner scum gale , who dizzies
=> ! Crossup bk+B , Close Standing C , HCF+C , Close standing C ,
HCF + C , QCB + C x3
==> SHINGO YABUKI ( Solo Entry ) <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Command attacks :
+ Axe Kick : fw + B
Comment : same as Kyo's one , but not an overhead .
Special Moves :
+ Mikansei Ara Kami : QCF + A
Comment : better use this one in the corner ...
+ Mikansei Doku Kami : QCF + C
Comment : knock downs the opponent
+ Mikansei Oniyaki : DP + P
Comment : same as Kyo , with no fire , but owns an autoguard
.
+ 101 Privations : QCB + K
Comment : the D version need to be combo -ed in the corner ( like
Shingo' specials , in general ) , hence , all the three kicks , will hit
. Can be used as an anti air .
+ Shingo Kick : HCF + K (overhead)
Comment : a good range , and good recovery , allowing Shingo to use this
, in a pressing sequence . The Shingo Kick owns a special overhead
property : if the first point of contact of the kick hits , he will
knock downs crouched opponent , but not if the second point of impact
hits .
Desperation Moves :
+ Cho Kototuki You : QCF x2 + P
Comment : really need to be comboed ! You can juggle after it ,
especially in the corner , with a standing D , or a DP . Be carefull ,
this move as really low priority . On the other side , it is really
powerfull ... And allows to perform a guard crush with the SDM , so if
you have another bar stored , you can combo another one right after the
crush !
+ Burning Shingo : QCB , HCF + P
About Shingo...
+ Standing C break the opponent's low guard
+ Standing D has a descent anti air priority , and his far enough
to be used in a pressing .
+ Shingo generate a lots of criticals hits : immediatly attack ,
if you're at good range .
Smiley Section :
( Yashiro , Shermie , Chris , Yamazaki , Iori
( Others
Interruptables :
Standing far : A
Standing close : ABCD
Crouching : ACD
Combo section :
Scheme :
=> ( !) (*) (**) Jumping D , Close Standing/Crouch C , any
special move/(S)DM
Comment : you need the corner condition to combo the 3 hits
of the D version of 101 Privations .
=> ( !) ** QCF x2 + P , when the opponent is blocking then :
-- QCF x2 + P
-- any special/(S)DM
=> ( !) ** dn + B , dn +C , QCB HCF + P
Shingo owns a 100 %
Conditions : MAXed and 2 crystals stored or life bar flashing red
=> ! ** Jumping C , Crouch C , QCF x2 + P , HCB + D
Comment : in fact you can use the Standing D , the DP + P or
the HCB + K to end this combo ...
==> OROCHI YASHIRO <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Special moves :
+ Slam attack : close , HCF + P
+ Grab attack : close , HCB , fw + P
+ Running Grab : HCF + K
+ Leaping Stunner : QCB + P
Comment : This move doesn't damage the opponent lifebar and works like
Iori's HCF + P . After this , you're in the opponent back , therefore ,
think about using another grab , even (S)DM . An interesting tactic
could be : crouch D , interrupted , then QCB + A .
Desperation moves :
+ Super Grab : close : HCB x2 + P
+ QCF x2 + P
Comment : tap P to power up
+ Super Grab Two : close : HCF x2 + P
About Orochi Yashiro ...
Combo section :
O.Yashiro has also a limited number of combos :
=> ( !) (*) (**) Jumping D , Close standing C/D then HCF+P or HCB
fw + P or HCB x2/HCF x2 + P
==> OROCHI SHERMIE <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Special moves :
+ Electric Kiss : HCF + A/B/C/D
Comment : set the distance with the right button . Interesting because
you can use the kiss as Leona's ball , this mean that as the opponent is
caught by the kiss , you can attack him . With combo of course , and
even with the An Ko Ku Raikoken (S)DM ...
+ Electric Slash : QCB + P
+ Electric Drill Kick : QCB + K
+ Electic Flip : in air , QCF + K
Desperation moves :
+ Dark Lighting Fist ( An Ko Ku Raikoken ) QCF x2 + P
Comment : same as Benimaru .
+ Super Drill Kick Style : QCF , HCB + K
About Orochi Shermie ...
Combos section :
Few combos ....
=> */** Jumping D , Close Standing C , QCF x2 + P or QCB x2 + P .
Also HCF + A
.
If you are close to the opponent :
=> */** HCF + B then
-- dn+C , QCF x2 + K
-- Close Standing C , fw+B , QCF x2 + P
=> Crossup C , dn+C , fw+B , QCB + P
==> OROCHI CHRIS <==
Throws :
+ close bk/fw + C
+ close bk/fw + D
Special moves :
+ Fire Clouds : QCF + P
+ Leap : QCB + P
+ Special throw : close , HCF + P
+ Uppercut : DP + P
Desperation moves :
+ Kyo Like Super : QCB , HCF + P
+ Purple Cloud Super : QCF x2 + P
About Orochi Chris ...
Combos section :
=>( !) (*) (**) Jumping C/D , Standing C , Fw+A then DP + P or HCF
+ P . If HCF + P , follow with
-- DP + A
-- Standing CD
-- any DM
=> ( !) (*) (**) dn+B , dn+A , fw+A , HCF+C , any dance juggle
=> */** QCF + P , dash forward , fw+A ; QCB HCF + P
=> ( !) (*) (**) dn + D , then as the opponent recovers : dash forward ,
QCB + P , fw+A , HCB + P , any dance juggle
=> ! (*) (**) QCB + P , dn+B , dn+A , fw+A , HCF + C , any dance
juggle
O.Chris owns a 100% combo :
=> ! ** QCF + P , QCB + P , Close standing C , fw+A , HCF + C ,
QCF x2 + P
==> OROCHI IORI <==
About this ?# !*£$ ...
Smile***********
*
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*
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************************************************************************
*********************
**********************************************************bk , fw + K
then
-- dn , up + P
-- jump , QCF HCB + A
=> ( !) */** Jumping C , Jumping D , QCF HCB + A
Credits and KOF references
* The King of fighters mailling list : kof-ml@umich.edu
Where you can find a looooottt of information from a looottt of
KOF addicts ... Thanx to all of U !
* Olivier : fj891558@er.uquam.ca
For his master spirit ;) , lots of stupids ideas :p , criticy this faq
preview , testing few things and correcting a lot of errors/mistakes !
* Matt Hall aka Sie Kensou : Kensou@aol.com
To allow me to include some info from his combo faq . A reallyyy
ggoooood work ! Yes !
http://www.geocities.com/TimesSquare/Arcade/9873/
* mOOnrun : moonrun@pacific.net.sg
Note that the whiff infinite combos basis is from him ! check his web
page here :
http://home2.pacific.net.sg/~moonrun/index.html
* Sheila aka YuriMai : YuRiMai@netcom.ca
RER !One of the best KOF référence. Check the Queen of Fighter
garbage here :
http://tor-pw1.netcom.ca/~yurimai/index.html
*Andrew Seyoon Park aka Ex Andy asp@uclink2.berkeley.edu
Who written the basis faq . The best KOF référence for a beginner . Find
it on the KOF help page , with others characters guides :
http://www.geocities.com/TimesSquare/Alley/4810/
* David aka DRC : drcone@hotmail.com
For sending few combos , and hosting this faq on his homepage .
Check DRC's place here :
http ://www.mygale.org/~drcone/
* Vincent aka TITOU(T2) : t2vince@mygale.org
He hosts this faq on his homepage . Check his KOF page at :
http ://www.mygale.org/07/t2vince/
More to come in next updates ...
* Guard crush and maybe KO table for every characters
* More comments 'bout chracters and their basic/special/DM moves
* Grabber section
* Pressing suggestions for few characters
Feedback ?
Please sent comments , additions , like/dislike etc... or suggestions :
you can mail me via my private e-mail at rossetti@alpes-net.fr
This faq is just for entertainment u see ... hence it must not be used
as a source of profit . Feel free to use it for your own , but please
give credit when credit is due or I'll catch you and force you to play
MK4 vs the scrubs of my local arcade center !
The King Of Fighter Player Guide v.1.1 - Last updated on 21/11/97-