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    Ryo by NMottacki

    Version: 1.1 | Updated: 07/05/01 | Search Guide | Bookmark Guide

    Ryo Sakazaki King of Fighters 98 FAQ
    By Nima Mottacki
    Version 1.0 26 May 1999
    (First version, hence no version history)
    Version 1.1 05 July 2001
    (Lots of details fixed, some facts straightened out,
    some BS removed. A cleaner, more to-the-point FAQ)
    The next version will have a much revised combo section, but that will have 
    to wait a couple of weeks. If anyone cares
    *The bit about me and why I'm mad enough to write this FAQ
    *Ryo Who???
    *General Introduction To Playing Ryo
    *Ryo's Moves, Rated and Reviewed
    *Combos For Weak, Impatient Souls
    *Credits, acknoledgements and thanks
    *The bit about me and why I'm mad enough to write this FAQ
     Ryo Sakazaki can be a deadly character if played right, and the objective of 
    this humble FAQ is to show people how to play right. So I guess the first 
    assumption you need to make is that I can play. Good. No, seriously now, I 
    have been playing Kof since the í95 version, and since 96 I use the same 
    team of Ryo, Iori and Joe. I know itís a bit strange, but thatís irrelevant 
    for now. So just read it. 
    *Ryo Who???
     Ryo is the older son of Takuma Sakazaki, master of Kyokugenryo Karate, and 
    older brother of Yuri Sakazaki. Being the oldest of the two children of Takuma, 
    he has been chosen to be the heir of the Sakazaki legacy, and Ryo tries to live 
    up to it by training very hard every day in the Kyokugenryo Karate dojo, using 
    the power of the tiger to fight. He has trained since he was a little kid, and 
    wants to make his father proud. He considers Yuri to be nothing more than a 
    pest, and that she must not be training in Kyokugenryo Karate, since she is just 
    a girl, and besides, Ryo fears she might be hurt in a battle.
     While still training, Ryo receives a new training partner, the son of one 
    of Takuma's friends, Robert Garcia. Both became the best of friends, joined by 
    the same style. They quarrel a bit, especially when Robert gets close to Yuri. 
    However, they both respect each other, and sometimes get in a little battle once 
    in awhile. Both fighters become the top students of the dojo, but suddenly, 
    Takuma disappears with no notice, and Yuri is kidnapped shortly after. Ryo is 
    resolved to go and seek his family in the dangerous and criminal Southtown, 
    aided by Robert. Ryo and Robert divide themselves to look out for clues of 
    Yuri's location. Ryo then meets a lot of enemies and friends, one of them being 
    King, a bouncer of a bar which Ryo thought to be a man, and upon using a Koh-Ho-
    Ken on her, Ryo breaks King's shirt, revealing Ryo that she is a woman. Pretty 
    ashamed, Ryo offers to help King, and ever since, both have become the best of 
    friends...and even a bit more than that, but both refuse to accept their true 
     Finally, Ryo is informed that the man who kidnapped his sister was no 
    other than Mr. Big, one of the more important gang leaders of Southtown. Ryo and 
    Robert go to his lair, and Ryo furiously demands Mr. Big to give him back his 
    sister. Mr. Big obviously smiles and tells them that the won't do anything 
    unless they defeat him. Robert takes care in doing so, but then, the defeated 
    Mr. Big calls infor Mr. Karate. This man wore a strange "tengu" (bird) mask, and 
    Ryo sensed a powerful, but familiar, aura from him. Mr. Big orders Mr. Karate to 
    attack them. Robert is exhausted from his battle with Mr. Big, and Ryo takes the 
    battle on. The two warriors fight, and Ryo realizes with astonishment that this 
    man uses Kyokugenryo Karate as well! However, Ryo is determined to save his 
    sister, and with an exceptional display of courage and strength, defeats Mr. 
    Karate. About to finish him off, determining he was the cause of Yuri's 
    kidnapping, it is no other than Yuri herself who bids Ryo not to finish him. It 
    turns out that Mr. Karate was really Takuma, who had been blackmailed by Geese 
    Howard, main criminal leader of Southtown, to fight for him if he did not want 
    Yuri to die. Ryo accords to stop Geese, but he already has his hands full with 
    the Bogard brothers, who had come to exact revenge from him for the death of 
    their father. Ryo decides to retire back to the dojo and continue with his 
    training, now that his father and sister are all right.
     Ryo, after a few years, has been invited by Takuma to form a team with him 
    and represent the Kyokugenryo Karate style in the new King of Fighters 
    tournament, which introduced the team battle mode. Ryo personally refuses that 
    Yuri to join in their team, since she is too unprepared to fight with them. So, 
    Robert comes with them instead. Ryo then helps his father to show the world the 
    power of Kyokugenryo Karate, and since Ryo is the heir to the family, he fights 
    to live up to expectations, and fights with all his will. However, he dislikes 
    being ordered to train again by Takuma after every tournament. Ryo takes a break 
    in the King of Fighters tournament when Yuri asks him to help her in looking for 
    Robert in Southtown, trying to help a childhood friend. After his return, Ryo is 
    told by his father that Yuri will replace him instead. Ryo refuses that idea 
    with fury, but Takuma has already made a decision. Not willing to stop showing 
    the power of Kyokugenryo Karate, Ryo has to resign. He also has to keep an eye 
    on Robert so he doesn't do anything smart as well! Ryo fights with spirit, but 
    next year. Ryo is faced with the humilliation of the dojo being wrecked and the 
    students in the dojo being defeated and wounded. Ryo is told by his father to go 
    fight in the tournament once again, and clean the name of Kyokugenryo Karate. 
    Now, Ryo is the leader of the Kyokugenryo Karate, the best martial art in the 
     Ryo is a proud man, and is a very friendly man, but sometimes pretty 
    stubborn. He cares for his sister very much, that is why he does not want her to 
    be hurt by fighting. He also respects Robert as his friend, but since he is so 
    jealous, he does not want him to get close to his sister. He wants to train hard 
    to keep on to Takuma's exceptions. He is also very interested in King, but he 
    thinks she will not pay attention to him, he tries to stay away.
    [I feel it necessary to stress that the above description of Ryo as a character
    is taken directly from Kailu Lantis' "Tormented Battles, The Story Of The King
    Of Fighters Tournament" FAQ, and is copyrighted to him. This is a class piece 
    of writing, which should be read by anyone interested in KOF. You can mail 
    the author at lantis@mailexcite.com]
    *General Introduction To Playing Ryo
    Ryo could be said to be the Ryu/Ken character of the KOF series, i.e. you 
    can win with him even if you are shit. This makes the people that go into 
    the arcades for the first time to play KOF98 happy. This makes the rest of 
    us pissed. Thus, we have scrubs. Nevermind them, though. The main point that 
    is to be made for Ryoís tactics, however, is that if played correctly, not 
    only will he completely kick other charactersí asses, but he will save us 
    from scrubdom/scrubhood/you know. The reason for this is that SNK, in their 
    divine glory, felt it appropriate to endow him with some real moves and limit 
    the extent to which he can be played haphazardly. If timed right, used right 
    and thought of right, Ryo will show to be a character of much depth. This 
    being my first FAQ and all (you noticed? Well, screw you, too), I thought Iíd 
    copy the style of the first KOF98 character FAQ I ever read (check the credits) 
    and list the moves below, together with a ranking out of five and their 
    usefulness I always use Advanced Mode, so the whole FAQ is written based on 
    *Ryo's Moves, Rated and Reviewed
    These are the moves. Not really much to say, except for the explanation 
    below. As always, assume you are facing right:
    f = forwards
    b = backwards
    crouch = crouching
    jump = jumping move (perform while in air)
    qcf = quarter circle forwards
    qcb = quarter circle backwards
    hcf = half circle forwards
    hcb = half circle backwards
    A, B, C, D = corresponding buttons
    DM = Desperation move, perform while 
    ABC = MAXing in Advanced Mode
    Standing moves:
    Standing A: 3/5
    Good poking move; has a deceptively long range (it will actually hit very 
    slightly outside of the animation) and can be comboed into the uppercut 
    (only A version) or the knockout kick (either version). Thatís about it, 
    really. Priority is actually quite high, as it is for most jabs, but I find 
    usefulness its is limited to catching the opponent off-guard and slamming 
    him with a special move. 
    Close A: 4/5
    Much better. A hit with the elbow to the face. Will combo into most anything, 
    is very quick to come out of and wonít leave you hanging if you miss. Use 
    this together with dp + B for quick 3-hitters. A good move is 
    [crouch A, close A, dp + B]. Four quick hits in a very short amount of time.
    Standing B: 5/5
    Right, in the previous version of this FAQ, I came down on this move like a 
    thunderstorm. Completely disregard that, since this move in actual fact rocks
    and I was being an imbecile for not seeing it. The uses of this move in my Ryo
    arsenal nowadays range from keeping opponents at bay since it comes out so damn
    quick, to pissing people off by staying at its maximum range and just poking
    them with it. Even SNK thought this move was too quick and showed it by slowing
    it considerably in KOF99 (though I love that game, Ryo and Robert were ruined in
    Close B: 3/5
    A quick forward quick to the abdominal area or the face, depending on your 
    opponent, though as useful as the close A. I tend to use it in jumping combos, 
    whereas the close A is mostly used in ground combos. Itís a good companion for 
    both the uppercut and the knockdown kick, so a good combo is [jump D, close B, 
    dp + B/hcb + D]. Again, good for quick bread-and butter combos in pressure 
    tactic games. 
    Standing C: 2/5
    Semi-useful. Can be good for quick hit-and-run damage, but canít be comboed 
    into any useful moves, so we wonít bother with it. Using this is a bad habit 
    that should be got rid of, unless youíre in for some piss-taking. Negative 
    aspects are the delay before it commences, since a quick player could roll right 
    behind you and combo your ass, and the lack of comboing opportunity. 
    Close C: 4/5
    I love this move. It is not quite as useful as the crouching C, but it is 
    easier to use correctly. I tend to push the opponent into a corner, and 
    then go [jump D, close C into hcf + C, dp + B]. The part about 'into' Iíll 
    explain in the section about the hcf + A/C. This move is good after having 
    jumped in, so I tend to use it to connect combos, i.e. as a stop-over move 
    while I decide which special/DM/SDM to use. Actually, while jumping in on 
    a standing opponent, you should make a habit out of doing jump D, close C. 
    It will pay off, I promise. 
    Standing D: 3/5
    Here we go. Another misjudgement on my part in the last FAQ. Donít think 
    about comboing, but it is relatively quick, does very good damage, 
    has decent priority and hits high. And it looks cool. If timed correctly, 
    it can kill air attacks, if used sensibly, itís good addition to your 
    armoury of attacks. Use it when an opponent is out of range for other 
    moves. Good for poking if youíre afraid that a special move might damage 
    you, though the standing B is preferred. Use this move occasionally so 
    as not to get predictable. 
    Close D: 3/5
    Not a bad move, but seeing how its range is limited I rather use the 
    close C. Usefulness is equal to close C, and might be preferable if 
    you donít like to keep switching buttons: for combos finishing with 
    a knockdown kick, use D, for uppercut or KohKen combos, use C, 
    since this has a longer stun. This move can be interrupted into the 
    DMs/SDMs, something that does not seem to be possible with the close C 
    (not with the same ease). Personally, I tend only to link 
    qcf hcb + A/C into combos, and this move is perfect for that reason. 
    Using the DM, do [jump D, close D, qcf hcb + A/C] for a nice 
    Standing CD: 5/5
    Oh yes. LOVE this. Although the range is fairly short, this baby 
    is so quick to come out that it will combo out of almost any air 
    move with ease. Jumping D, standing CD is a great way of pushing 
    the opponent into the corner and it does a load of damage for such 
    a ridiculously quick CD. Priority is quite high (as with a 
    lot of Ryoís moves), and can be most effective is used in quick 
    series of moves. Over-use is, however, warned against, since there 
    are only so many situations in which it is useful. A human opponent 
    will learn. Against the CPU? Once every five seconds, thank you 
    very much. A bit cheap, though. Pressure your oppononent by cancelling 
    this move into a qcf + B, and vary that with a dp + A/C very occasionally
    so that your opponent gets caught out and you don not become predictable. 
    If the CD is a counter hit, the game engine allows the special move to
    combo off it. The qcf + B will always combo in this situation, but the
    KoHo will only combo in a corner.
    Crouching moves:
    Crouching A: 4/5
    Good move. Can be used to set someone up for a combo they didnít know was 
    coming. It will combo into the uppercut and the knockdown kick, which is 
    always useful. If two successive presses are timed right, they will combo 
    for a simple two-hitter that can be interrupted into a special move. 
    Also, it can be comboed into a crouching B into a standing A into a 
    special. Itís useful and should form the basis of your close-up arsenal
    against defensively apt players who wait for you to make mistakes. How-
    ever, do not canel it into the hcb + B/D, as opponents have a nasty habit 
    to go into a crouching guard as they see the first hit, and a the kicks
    will leave you painfully open for revenge. 
    Crouching B: 4/5
    I use this a lot. Anyone who played with Ryu or Ken in SFII will now it, 
    since it basically looks the same and is basically the same move. Quick 
    to come out, no real lag and can be comboed into a low A or from a low 
    A. It wonít combo in the same way as the low A will, but that is compen-
    sated for by the fact that it will combo into the low A, and most 
    specials will connect from there. Use it as a teaser or to set yourself 
    up for a combo from a relatively protected position. Vary this with other
    quick mid-range moves, such as the standing B. For the tenth time, do not
    get predictable.
    Crouching C: 5/5
    This is good. This move will annihilate air defence if timed correctly, 
    and for a standing opponent will combo into the KohKen (the Ďfireballí) 
    or the uppercut. Can be used with a quick succession of moves knock to 
    the opponent into the corner, from whence combos galore can commence. 
    More about those later. In other words, this is your standard crouching
    uppercut move, and analogous to those of other characters in this game,
    such as Yashiro, it has good vertical range, but poor horizontal range.
    use it wisely. Mixed with the dp + A/C, it is valuable as a mind-game 
    Crouching D: 2/5
    You know, good move, but whatís the point of knocking someone down if 
    you can combo with other moves? Considering the amount of combos 
    available at Ryoís disposal, I mainly use this when Iím low on life 
    and need some scrub-like tactic to get me out of it. Or for the type 
    of player who likes fakes, it will interrupt into almost any special 
    move, like the KohKen, the uppercut and the knockdown kick. Useful in 
    the right circumstances against a specific type of opponent, and can 
    be highly valuable against opponents who are uncomfortable with a 
    high/low game together with Ryo's overhead moves. 
    Jumping moves:
    Jumping A: 1/5
    No. Donít use this, it wonít do you any favours. No priority, relatively 
    slow to come out... Not a good move, and I believe that for every given 
    situation where you could justify using this, there is a better move which
    you should have used. If you are of a different opinion, my e-mail is at the
    bottom of the page. 
    Jumping B: 3/5
    Better. Longer range, quicker to come out. It is, however, almost completely 
    horizontal, so itís best used in air-to-air combat. Priority is still kind 
    of low, but if timed correctly it can take out some solid air defence. I 
    use it regularly against Ioriís uppercut, although a good player will take 
    you out. 
    Jumping C: 3/5
    Alright move. Best thing about it is the lag. "What?" you ask, amazed. 
    Actually, the lag seems to be timed so that if done at the same time as 
    the jumping D, it will hit lower. Everyone who remembers the old charts 
    that showed you how to combo in SFII will know that this means more 
    likelihood of comboing. It also means that youíre left vulnerable for 
    longer. However, it goes well with the close C in that the two moves 
    performed in succession will lead to good multiple-hit scenarios (combos, 
    goddammit, just got bored of that word). One of my favourites is 
    [jump C, close C, qcb + A, dp + A]. Does great damage and is practically 
    unstoppable after the first hit. If timed correctly. 
    Jumping D: 5/5
    As with most KOF98 characters, the best air-to-ground move. Will combo 
    into everything (well, just about), has immense priority and is quick 
    to come out. However, there is a lag before it hits which is not to be 
    forgotten. Timing is paramount with this move if itís to be used regularly. 
    As I said before, make a habit out of doing jumping D, standing C when 
    going air-to ground. Will set you up for a lot of combos. 
    Jumping CD: 1/5
    Donít use it. Why? Slow to come out, hits too low, medium priority, 
    canít be comboed since it knocks down... Anything else?
    Command Attacks:
    Tani Otoshi (close f/b + C): 4/5
    Iím rating throws, I know. Well, this is an exceptionally good throw. 
    It gets you out of trouble, and will throw the opponent quite far 
    away from you, giving you some opportunity to recuperate if youíre 
    taking a beating. 
    Tomoe Nage (close f/b + D): 2/5
    Not bad, but nothing special. Will make you switch sides with the 
    opponent. I can only see this being good in corners, but in a 
    corner, the opponent will make a point out of pounding you. Use the 
    Tani Otoshi. 
    Overhead Smash: 4/5
    Quick overhead, and it will combo out of strong attacks 
    (notably close C and D), but it wonít combo into anything and if 
    used alone has a sever amount of lag. It is Ryo's only standing 
    overhead, so it has its uses in high-low games and against turtlers.
    Bear in mind, however, that the move loses its overhead ability when
    chained from another attack, so it is less useful in that situation,
    though it can be used to push yourself further away from the opponent
    while leaving you open for only a very short time.
    Special Moves:
    KohKen [Tiger Flame Punch] (qcf + A/C): 4/5
    No range, but has VERY high priority and covers a big area in 
    front of you, so it will be good for combos and incoming opponents 
    alike. You will use this a lot. If you are good, you will learn 
    to stop fireballs with it (use the C version). The A version can 
    be comboed out of a lot of things, notably close C and D. 
    Also good for finishing off the hcf + A/C if youíre not in a corner. 
    More about that in the hcf + A/C section. 
    KoHo [Tiger Roar] (dp + A/C): 5/5
    Damn! Not only is this Godís gift to air defence, it will combo out 
    of almost any normal move and comes straight out of the Mo-Ko 
    Raijin Ko (qcb + A/C). Nothing more to say, really. I know VERY 
    few attacks that can take this out, and itís probably the best 
    anti-air move in the game. Well, I think so. Try to use A version 
    mostly, since the B version doesnít knock out until the second hit, 
    which is almost never achieved in combos. It has autoguard, so itíll 
    go through most things, and itís good for pushing opponents into 
    corners. Its speed allow you to use it as late as you dare, thus 
    virtually eliminating the risk of being hit. Use it wisely, though,
    and not too often. Mix your game up.
    Mo-Ko Raijin Ko [Fierce Thunder Tiger God's Might] (qcb + A/C): 3/5
    Moderately useful. If it connects, it can be comboed straight into 
    the KoHo, and the A version is good for combos. B version can be, 
    as well, but itís a hit-and-miss game with the timing. A good move 
    is [jump D, close C, qcb + A, dp + A]. Timing is, however, crucial 
    and is the KoHo misses, the last hit of the qcb A/C wonít knock down, 
    leaving you open. If youíre close enough to combo with this move, 
    you will be close enough to use the qcf A/C. Do that instead. 
    Mo-ko Raijin Satsujin [Fierce Thunder Tiger God's Murder] (qcf + B/D): 4/5
    Do use this, and don't listen to my previous version. Used together 
    with the CD knockout, this is a very useful move, arguably the cornerstone
    of a high-low pressure tactics game. learn the range of the two versions, 
    but don't ause it since it (especially the D version) can be hit mid-air.
    HienShippuKyaku [Lightning Legs Knockout Kick] (hcb + B/D): 2/5
    A less than great move. Can be comboed out of most normal moves, 
    but so can everything else. It is immensely punishable, but its use
    lies in the fact that it does a great deal of damage and moves both 
    you and the opponent close to the corner. As such, it can be used to 
    great effect, but only if you KNOW it's going to hit. Never, and I do
    mean never, use it on crouching opponents, who will only be hit by the
    first kick of either version and can then punish you. Avoid that.
    The first hit is almost immediate in both versions, so the D 
    version can be used for combos almost all of the time. 
    Kyokugenryu Ranbuken [Kyokugenryu Punch Dance] (close hcf + A/C): 5/5
    This move alone will make you into a combo God, and that is a promise. 
    Observe: [jump D, close C into hcf + C, qcf  + A]. This move will give 
    you a few useful 8- or 9-hitters, especially if you have cornered the 
    opponent in which case the KohKen can be replaced by a KoHo for even 
    more damage. Do note, however, that the move has a highly limited range,
    but on the plus side, there is no miss animation, and the worst that can
    happen if you are out of range is a qcf + A/C.
    Haoh Sho Koh Ken [Supreme Roar] (f hcf + A/C): 3/5
    In terms of usefulness, this is actually not bad, but the 
    problem with it is the whole concept of an SDM that is meant 
    as a projectile. For standing opponents, it will just not do. 
    However, If an opponent is about to land, the sheer speed of 
    the thing is murderous, together with the fact that it covers 
    almost the whole screen vertically. Good, but more useful if 
    youíre playing with Takuma (his version doesnít use any power-
    bars). If you manage to get it to connect, the SDM will easily 
    do twice the damage or more in its 5 hits. Use that. It is 
    apparently possible to combo this into the same moves as the 
    other DMs, but as with the close C comboed into a DM, KOF98ís 
    move detection makes this very hard indeed. I donít use it in 
    combos since it seems to be more trouble than itís worth. A 
    mind-game move.
    Ryuko Ranbu [Tiger Boisterous Dance] (qcf hcb + A/C): 3/5
    Not one of the best DMs/SDMs in the game, as I stated previously. 
    Ryo lounges forward across 8/10 of the screen if you use A, and the 
    whole screen if you use C, at the expense of some delay, and starts 
    pounding away when he gets to the opponent, even if he/she is blocking. 
    The DM does 15 hits, but the SDM does 28 and is mad. Both moves have 
    godlike priority, they will pull someone down from the air if properly
    timed and can be comboed easily from jump D, close D. Even if the opponent 
    is blocking, this will do some good damage. 
    Tenchi Haoh Ken [Heaven and Earthís Supreme Roar] (qcf qcf + A/C): 3/5
    No point in using the DM. It wonít do any real damage. However, the 
    SDM leads to an automatic dizzy. Only use I can imagine is as part of a 
    redizzy combo (has to be the fastest in the game), e.g. 
    [ABC, close D, qcf qcf  + A]. Question is, is it worth two bars? 
    Maybe, if you have another one left you could go into a 
    [jump D, close D, qcf hcb + A]. I f executed correctly, that 
    little baby is going to do some serious damage, about 80%!!! 
    And so we have reached the important tactics part. I donít have 
    a lot to say that I havenít said in the rest of the FAQ. 
    Basic guidelines are as follows, laid out for your easy reading:
    1) Play offensively. Defensive play is very possible given Ryoís air 
    defence and his high-priority attacks, but itís not likely to be very 
    successful against stronger opponents. Ryo's strength lies in his immense
    offensive ability, his pressure tactics and his combos. Keep the 
    pressure on your oponent, mix your attacks up and do not get predictable.
    Some opponents will not respond to this, so beware of their style of play.
    If your opponent waits for you to attack, change your game to accomodate
    that. Mix high and low attacks with overheads so as to chip away 
    their guard meter and build your super meter, and combo when a hit lands
    2) Weigh your options at every stage. Ryo has many different attacks, 
    with many different ranges in which he can work. But looking at the 
    ratings above for the moves, itís obvious that short to mid-range 
    moves dominate the list of top attacks. Ryo is a comboing type of 
    character if played right, so use this and attempt to infer the 
    maximum damage at all times, while protecting yourself against 
    attack, which will surely come when you are this close. 
    3) Zoning. Follows on from above. Keep the opponent at a good 
    distance away unless you are ready to fight. Gauge his/her style
    of play. Push him/her into a corner, where it is easiest for you to 
    do a lot of damage, and where Ryo is very comfortable. Once there,
    pressure them with [CD, qcf + B/dp + A]. Use the standing B's speed
    to your advantage.
    4) Combos. Follows on from above. Combos are best performed in corners. 
    This gives you the most effective and devastating moves. For example, 
    although the 80% combo described above can be started anywhere, it always 
    finishes off in corners. If youíre in your second or third round, have 
    three bars or more and want to kick ass, use that combo and combo something 
    else afterwards, e.g. [jump D, close C into hcf + C, qcf  + A]. The last 
    20% are nothing. 
    *Combos for weak, impatient souls
    Hereís what youíve all been waiting for. Combos galore. These are by no 
    means all of the combos possible, but they should be fairly complete.
    Most of these can be preceded by a deep jumping attack or crossover.
    Crouch A, crouch A (2)
    Crouch A, crouch B (2)
    Crouch A, crouch B, stand A (3)
    Crouch A, crouch B, stand B (3)
    Crouch A, crouch A, dp + A/C or hcb + B/D (3/4)
    Crouch A, close A, dp + A/C (3/4)
    Crouch B, crouch B (2)
    Crouch B, crouch B, crouch B (3)
    Crouch B, crouch B, stand B (3)
    Crouch B, Crouch B, stand A (3)
    Crouch B, crouch B, stand A, qcf qcf A (4)
    Close C, f + A (2)
    Close C, qcf + A/C [C version wonít actually combo] (2)
    Close C, dp + A/C (2/3)
    Close C, hcb + B/D (3/4)
    Close C, qcb + A/C (3)
    Close C, qcb + A/C, dp + A/C (4)
    Close C into hcf + C (5)
    Close C into hcf + C, qcf + A/C [if not in a corner] (6)
    Close C into hcf + C, dp + A/C [if in a corner] (6)
    Close D, f + A 
    Close D, qcf + A/C
    Close D, dp + A/C
    Close D, hcb + B/D
    Close D, qcb + A/C
    Close D, qcb + A/C, dp + A/C
    Close D, qcf hcb +A/C
    Crouch C, f + A (2)
    Crouch C, qcf + A/C [C version wonít actually combo] (2)
    Crouch C, dp + A/C (2/3)
    Crouch C, hcb + B/D (3/4)
    Crouch C, qcb + A/C (3)
    Crouch C, qcb + A/C, dp + A/C
    CD (counter hit), qcf + B/D
    CD (counter hit), dp + A/C
    CD (counter hit), qcf + A
    OK, those were probably the main ground combos upon which 
    to build a successful game. The following are whole combos 
    that I regularly use during gameplay. Most of them were in 
    the text, but a recap wonít hurt anyone. 
    [jump C/D, close B/C/D, dp + A/C / hcb + B/D] 
    (3/4 for uppercut, 4/5 for knockdown kick)
    [jump C/D, close C/D, dp + A/C] (3/4) 
    C version wonít knock down in this case
    [jump C/D, close C/D, qcb + A/C, dp + A/C] (5)
    [jump C/D, close C into hcf + C, qcf + A/dp + B] (7) 
    Use fireball when not in corners. 
    [jump D, close D, qcf hcb + A/C] (17)
    [ABC, jump D, close D, qcf qcf  + A], wait until opponent gets up, 
    [jump D, close D, qcf hcb + A/C]. (3 + 17) Redizzy combo. 
    Lethal if used right. 
    [(ABC), jump C/D, Stand D, f hcf + A/C] (3 if not SDM, 7 if SDM) 
    Frigginí lethal if you get it in.
    *Credits, Acknoledgements and Thanks
    Thatís about it, folks. Below is a list of the places Where I obtained 
    information for my FAQ. Although I have yet to detail where I got the 
    exact information from, If the author of any of the Faqs below feels 
    that he or she wants the material contained herein removed, I will gladly 
    comply. All of the below FAQs are immensely useful, and you are well advised 
    to look at them
    Credits, thanks and acknoledgements, in no particular order, go out to:
    SNK: For one of the best games of all time (I like LB2 better, but thatís 
    still SNK ["Sacrilege", you scream]. 
    Webpage: www.neogeo.co.jp
    Joe Palanca: For one of the best FAQs EVER! The translations for the move 
    names come from his KOF98 FAQ. Thank you. 
    E-mail: JGPalanca@aol.com
    Kailu Lantis: For a brilliant FAQ containing the whole of the storyline
    for the KOF series. Read it. 
    E-mail: lantis@mailexcite.com
    m00nrun: For a great combo FAQ, from which I had to get the very last combo
    in my FAQ. I mailed him and asked, but I still haven't received a mail back. 
    Hope he approves...
    Brian Lui: For the KOF98 Iori FAQ from which I got most of my ideas, although
    I'm more longwinded than he is. Good job. Actually, I didn't play with Iori 
    in '98 'till I read that FAQ (he was too weak!), so thank him if you find 
    this FAQ useful. 
    If you have any comments or suggestions, mail me on nima.mottacki@virgin.net
    I'm going to send this first draft to the KOF mailing list to get some comments. 
    Nuff said.

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