|---------------------------------------------------------------------| | The King of Fighters '99:Millennium Battle | | BAO | |---------------------------------------------------------------------| |Character Guide by ShawnL(email@example.com) Version 1.0 3/11/99| |=====================================================================| Disclaimer ---------- Please agree to the terms that this FAQ is solely for entertainment purposes and IS NOT for sale. No charges are applied whatsoever for this FAQ. You may put it anywhere (on a webpage, in a CD, BBSs, etc.) but with the promise of keeping the original version and not send in an edited version. The author must be credited. You may print it out for your own reference but not sell the printed version. Thanks!! Contents ======== 0. Version updates 1. Introduction 1.1>Bio-data 1.2>How to read my FAQ 1.3>Ratings guide 2. Normal moves 2.1>Taunt 2.2>Throws 3. Special moves 4. DMs 5. Combos 6. Techniques to play Bao. i> Technique 1 ii> Technique 2 iii> Final/Best Technique 7. Credits Version updates --------------- Version 1.0- First version. Most combos added. Techniques not added. Introduction ------------ Hello! My name is Shawn. This is actually my first FAQ but I'll make sure is the best Bao FAQ you'll ever read (no offense Edwin!). "Okay, so he's new but I don't have to use him, do I?" you ask. Ask? Heck, you shouldn't have even asked. Bao is a projectile shooter, much like Athena and quite a defensive character. We don't have such characters come around so you should try him out. A good player should have a fair mixture of a close range attacker (K', Clark), a projectile shooter (Athena, Bao) and a good combo-er (Iori, Terry) plus an effective Striker (Ryo, Original Kyo). And that's why YOU should use him. Even though he is a small little kid, he can be a real pain in the a**. Especially when he starts throwing his Psycho Balls. He is quite a well-balanced character but he's a dead kid if anyone comes close. So without further ado, let's get IT ON! But first, his Bio-Data; Name : Bao Place of Birth : China Fighting Style : ESP Age : 12 DOB : 18th July Blood Type : Unknown Height : 153 cm Weight : 40 kg Hobby : Home Game Favourite food : Hot milk with no sugar Good Sports : River Fishing Important Thing: B class game and Family Games (Monolopy, etc.) Hated Thing : Epic Role Playing Games (Final Fantasy...) How to read my FAQ ------------------ b Back f Forward u Up d Down j Jump df Down-forward db Down-backwards A Low punch B Low kick C High punch D High kick qcf Quarter circle front qcb Quarter circle back hcf Half circle front hcb Half circle back dp Forward, down, down-forward rdp Back, down, down-backwards NOTE: My rating system goes like this: -- Don't use it - Really bad * Neutral/ Cautious + Good! ++ Great! Abuse it! Normal Moves ------------ Soushou : in air, b+A Rating: * Bao Put his palms together and attacks you. It has terrible range and will lose out to most air attacks but it's good for chaining combos. Aerial Driving HeadButt : in air, d+B Rating: -- Bao goes downward attacking with his head. Very slow and useless. Kakugi : f+A Rating: + Bao punches forward towards kneecap area. Can destroy all projectiles but not King's Double-Strike, just her Venom Stike. Main combo starter. If you do the move alone, it is an overhead and must be guarded high. If done in combos, it can be guarded low. Cartwheel : f+B Rating: * Bao leaps and attacks the opponent. An overhead and must be guarded high. Use it to confuse. A bit on the slow side. High Cartwheel : df+B Rating: - Same as above but Bao jumps really high. It is slow and easily countered. Don't use it to much. Rikotsu Shuu : df+D Rating: ++ Turns around and kicks low. Very fast and accurate. Can push the opponent far away. Guard low to block. Use it a LOT of times to annoy. A button Rating: - Bao does a straight punch. Short range. Comboable. Close A Rating: - Same as above. B button Rating: - Bao kicks downwards towards the opponent's shin area. Used for poking. Close B Rating: - Same as B button. C button Rating: * Bao turns and uses his back to attack oppponent. Comboable. Close C Rating: + A shoulder knock. Used to start main combos. D button Rating: * A jumping straight kick. Use against people who likes to low-D on you. Close D Rating: * A straight kick to the stomach followed by a kick to the chin. 2 hits. Comboable. A bit more damage than his close C. Ducking A Rating: -- Bao attacks with the back of his fist. Beware of this useless move. Ducking B Rating: - Kicks forward a little. Beware of this move too. Ducking C Rating:+ A two fisted attack at an angle of 45 degrees. Will hit most air attacks. Comboable. Ducking D Rating: * A leg split. Okay to use once in a while. Jumping A Rating: - A straight punch downwards. Good for jumping in attacks. Jumping B Rating: -- A knee thrust. Utterly useless. Will lose to almost all air attacks. Jumping C Rating: + A punch downwards similar to the jumping A. A combo starter. Jumping D Rating: + A leg split in mid-air. Will win against most air attacks. Good priority. C+D Rating: + A head butt at an angle of 45 degrees. Will win against some air attacks. It has the most range of any of Bao's normals & has good priorty. Pretty hard to cancel this move. Jumping C+D Rating: + Looks a bit like Clark's jumping D. Has good range. Dodge Attack(Press A+B, then f + any button) Rating: - Bao uppercuts the opponent. Taunt ----- Bao stands there, opens his mouth and says I'm not a weakling! Throws ------ Gen'ei Tougi : When near, b/f+C Rating: * Bao climbs up and hits with his head. Press A & C for more damage Critical Throw : When near, b/f+D Rating: * Lifts up the opponent & drops him ot the other side. Special Moves ============= Psycho Ball Attack . Front : QCB + A Rating: * Throws a blue projectile across the screen, like Athena's. Moderate speed and damage. Can be used in combos. His main weapon. Psycho Ball Attack . Air Front : air, QCB + A Rating: + Like above but throws his projectile in air. It's better in the sense that it has faster recovery time than the normal PsychoBall. Psycho Ball Crash . Front : QCB + C Rating: - Bao tranform into a moving blue projectile and hurls himself onto the opponent. Slow recovery time & short range. Use to escape only. Psycho Ball Crash . Air Front : air, QCB + C Rating: - Same as above with slightly better recover time. Don't overdo it. Psycho Ball Attack . Rise : QCF + A Rating: * An anti-air move. He throws a PsychoBall upwards. You're dead if it doesn't reach the opponent as he stands there for a while. The range isn't great, either. You've to time correctly or the opponent will jump in front of you and they can get a free attack in. Beware! Psycho Ball Crash . Rise : QCF + C Rating: * Same as above but he hurls himself up this time. It has two hits and he moves a bit forward in this version. Dangerous if it doesn't hit the opponent. If you want to use anti-air use QCF+K (explained below) Psycho Ball Attack . Bound : QCF + B Rating: + This can be an anti-air move or a normal projectile. Bao throws a projectile towards the floor which then bounces upwards at a 45-degree angle. It can hit opponents earlier than his QCF+P and more priority too. His recover is quite fast here so use it frequently when opponent is far. Psycho Ball Crash . Bound : QCF + D Rating: ++ This is also a great anti-air move and can also be used to escape from corners. It is the same as above but Bao turns into a blue ball & then he jumps forward a bit and the bounces up 45 degrees to jump from one end to the other end. His recovery time is so-so, but if people who likes to do corner combos use this to escape. Beware not to do this when the opponent is waiting at the other side. Just use his projectile Psycho Ball Attack . Air Bound : air, QCF + B Rating: + He performs a PsychoBall in the air that shoots downwards and then bounces up. You can use this as an alternative to his original anti-air Psycho Ball Crash . Air Bound : air, QCF + D Rating: + It's the same as above but instead he turns into a moving projectile. He bounce a cross the screen like before, but with an additional shot downwards. Use it when opponent is running towards you. Psycho Ball Attack . Reflect : QCB + B Rating: + Used to reflect most projectiles (not Krizalid's). It is quite useful as it can reflect and also hit (7 hits). If you go near the opponent and execute this move you'll gain a stock whether he blocks or doesn't. This is the best 'close-up' attack you can use. Does tick damage. Psycho Ball Bound . Reflect : QCB + D Rating: * This is a bit like his Pyscho Ball Crash . Front (QCF + C) where he throws himself forward to hit the opponent. I gave it a higher rating because of the fact that it can also reflect projectiles. The down- side is it comes out much slower so you'll ave to anticipate it. DMs === DM: Psycho Ball Attack . Max : QCBx2 + P Rating: + Bao charges a big PsychoBall in his palms and then releases it, like Ryo's Haou Shou Ko Ken DM. Easily jumped or dodged over, though. After he shoots the PsychoBall he rolls backwards for a lag. The lag can escape most air projectiles (like Ryo's Haoh Shou Ko Ken). DM: Psycho Ball Attack . DX : f, HCF + K Rating: + This has to be one of the better DMs this year. He charges a small PsychoBall in his hand and then shoots it at the opponent. It's a bit slow but if it comes into contact it will turn into something like Benimaru's DM: Raikoken. After that things get better as you can then add in anything you like, a combo, a (S)DM, Special Attack, whatever! DM: Psycho Ball Attack . SP : QCBx2 + K Rating: ++ Quite good too, but lags a lot. A big glowing Psycho Ball surrounds him like Athena's Shining Crystal Bit DM. He glows only a while and then sits down for a long lag. But what makes it so good is that it has 100% hit accuracy, 100% priority and 100% speed. Some characters who like to combo (e.g. Iori/K') can get into a trap. If they jump to you, do it. If they slide towards you, they will get it too. His damage is quite okay compared to the first DM. Even if Athena and Bao does their DM together Athena will suffer first!!! Combos ====== The main thing in KOF games these days are combos. They reflect a person's profesionality in playing the game. A player should have a few combos up their sleeves each time they play so here are the incomplete combos for Bao. All combos have to be done close so beware because not everyone can use Bao to attack close-up. Stick to the basics first. As a note I don't put ratings for combos. Jump D, Stand C, f+B then do any heavy Psycho Ball Crash/Bound Stand C, f+A then QCB+C Do df+B, d+C, df+D MORE TO COME!!! Techniques to play Bao ====================== Just to let you know, the following aren't combos, ok? They are just fighting patterns to really confuse your opponent. It ranges from close attacks to far ones. Technique 1 is suited for the one who likes to stay away and keep throwing cheap projectiles. This is targeted to those who are amateurs but beware, they may be using a tactic too. Technique 2 is for those who like to come close and make Bao 12 year old butt get sore, like K'. They are more agressive, so this guide might help you, a LOT! The Final technique is a technique to make sure no one else looks bigger than you, forever. Use it with caution though as you might get trapped too. Let's get it on now!!! Technique 1 ----------- <to be written> Technique 2 ----------- <to be written> Fina/Best Technique ------------------- <to be written> Credits ======= SNK, for making a game that is of a true Capcom rival. Kao Megura, for the inspiration in his FAQs Gunsmith, for the bits of info I copied from his movelist. Edwin 'Shinji' Chow, for most of the info here taken from his FAQ. To all other contributers I have not mentioned, thanks!