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 
************************************************************************
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*************************************
************************************************************************
**********************

****************
*********************************
***********
*
****************
*****************
********************
****************
**************************************************************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***********
*
***
***

****************

********************************************************************

*******************************

**********

************************************************************************
*******************


********************

**********************

****************
*
***************
*********

***************

************************************************************************
*********************

**********************************************************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-