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combos for kof 98 the slugfest

 T H E K I N G O F ___ ______ ___ _____ _ __ ______ ___ _ _____ _____ / / _______ ______ / ___// / ___/ /_/ /__ __/ /==// __ // __/ /_// == / == / / /__ / / /__/ __ / / / / ___// --_/ /____ / / / ___// / / / / / / / / / /__ / /| _| | ____/ / == / /__/ /__/ ___/__/ /__/ /__/ /_____//__/ __/___/ /______/_____ / D R E A M M A T C H N E V E R E N D S ( T H E S L U G F E S T ) ============================================================================================== T H E K I N G O F F I G H T E R S ' 1 9 9 8 C O M B O C O L L E C T I O N F A Q v4.0a By : mOOnrun (m00nrun@yahoo.com) Resurrection! (http://i.am/moonrun) ICQ# 5068215 [ Best Viewed using Wordpad 800 x 600 ] ============================================================================================== Warning: This FAQ is copyright 1997-99 by mOOnrun. All information in this FAQ should not by any means be used as a source of profit. Non-commercial products may use the information in this FAQ for "FREE" but provided that credit is given to the author where credit is due. But please inform the author first before doing so. King Of Fighters 98 is Copyright (C) SNK USA (C) SNK Japan FAQ can be found at : www.gamefaqs.com i.am/moonrun ============================================================================================== T A B L E O F C O N T E N T S ============================================================================================== * Section I * - introduction to the FAQ. 1.1 Introduction. 1.2 Revision History. * Section II * - notations used in the game and in this FAQ. 2.1 General Notations. 2.2 Gameplay Notations. 2.3 Combo Notations. * Section III * - information, moveslist and combos divided into skill levels 3.1 Japan Team. 3.2 Fatal Fury Team. 3.3 Art of Fighting Team. 3.4 New Ikari Team. 3.5 Psycho Soldier Team. 3.6 Neo Girls Team. 3.7 Kim Team. 3.8 New Face Team. 3.9 97' Special Team. 3.10 Assasins Team. 3.11 Seniors Team. 3.12 USA Team. 3.13 Solo Entrees'. * Section IV * - interesting stuffs. 5.1 Infinite Combos. 5.2 Bug Reports. * Section V * - miscellanous info. 6.1 Codes. 6.2 Rumours & Unconfirmed Stuff. 6.3 Crossup(Over-Lap) Table. 6.4 Performance Chart. * Section VI * - closing stuff... 7.1 Credits & Special Thanks. 7.2 Links. 7.3 Closing Words. ============================================================================================== S E C T I O N I ============================================================================================== 1.1 I N T R O D U C T I O N ============================================================================================== Ah, you must have read the old intro over and over for the past few months infront of yer PC eh? I guess its been very long since i've really updated the FAQ fully, heh, now its done with all the combos that may be possible in the game, including some really nice wierd bugs. So enjoy, ah also, look out for the KoF99 Combo Faq, should be out roughly a month after the game reach Singapore. < old intro > Another year has passed. The time has come for the next installment in the KoF series... King of Fighters 98 : The Slugfest or Dream Match Never Ends. Being an avid fan of this SNK game, since kof94, well, here it is, my combo faq for this series. Its the full version now. KoF is always full of combos and other 'BUG' stuff that even now my kof'97 faqs do have not been updated with some multihit bugs. I am slowly updating more stuff into the FAQ. Enjoy this FAQ.. Oh yeah, now all combos are in one faq. Well, i did receive some complains that the split-up FAQs in KoF'97 were bothersome...*) ============================================================================================== 1.2 R E V I S I O N H I S T O R Y ============================================================================================== v 0.10 (21/07/1998 Tuesday) Date of Creation of FAQ first beta version inclusive of moveslists as well as basic combos. KoF'98 Not released in Singapore yet, so not much combos..some unconfirmed ones only. v 0.15 (22/07/1998 Wednesday) some changes done. Added more moveslists from Madman's Cafe Entree' section. Infinite for kyo added. v 0.30 (26/07/1998 Sunday) 3rd day since KoF'98 has arrived in Singapore. Added combos seen and done while playing KoF'98. Not all combos in yet. v 0.40 (28/07/1998 Tuesday) Added Goro's BUG combo and damage quota for some character. More combos for other characters. 60% more till version 1.0(complete) v 0.45 (30/07/1998 Thursday) Movelists updated with more command attacks. v 1.00 (01/08/1998 Saturday) Took the whole day, but finally finished the FAQ. All combos are added. But more to come soon. v 1.05 (02/08/1998 Sunday) Corrected some mix-ups. Added 1 combo for Kim, forgot to add it in. v 1.20 (05/08/1998 Wednesday) Corrected more movelists. Combos corrected and added for Goro, Andy RB2, Terry 97, Robert 97, Yuri 95, Ralf, Mai RB2/97, Chang, Choi, Shermie Orochi, Chris Orochi, Iori, Rugal, Shingo and also explaination on Kyo's infinite. v 1.25 (05/08/1998 Wednesday) Minor update. Added combos for Chizuru Kagura and Shermie Orochi. v 1.40 (09/08/1998 Sunday)Corrected some combos. Added more combos for Chizuru, Chris Orochi, Kyo, Andy RB2 as well as a Crossup(Over-Lap) table. BUGS section also updated. v 1.55 (13/08/1998 Thursday) Corrected FAQ for errors. Updated BUG section as well as crossup table. Added combos for Kim and Chizuru. v 1.65 (18/08/1998 Tuesday) Added combos for Athena. v 3.0b (10/11/1998 Wednesday) Major update for all characters. Added lotsa new sections, revamped the whole faq, trying to make it simpler. Performance charts for each character are added. Along with a lot of information of each character. Combos galore.... v 4.0a (11/07/1999 Sunday) Finally got time to "finish" the so-called major update in v 3.0b. Uploaded to new updated site. Check out the FAQ slowly, there are quite ALOT of new combos. Also renamed the FAQ cause there will be other versions for the other SNK KOF series coming soon. Ah, still unfinished tho' cuz i've not included the damage percentage for every combo and the hits for each combo. ============================================================================================== S E C T I O N II ============================================================================================== 2.1 G E N E R A L N O T A T I O N S ============================================================================================== K E Y [all notations are in 1st player's side] o o o jump backwards vertical jump jump forward | / o-- n --o block/go back neutral go forward / | o o o blocking crouch normal crouch forward crouch/crawl* * - for some characters A = light punch B = light kick C = heavy punch D = heavy kick dn/dwn = down joystick direction up = up joystick motion bk = hold joystick in blocking direction fw = joystick forward motion s = store for few seconds QCB = quarter cirlce back joystick motion QCF = quarter circle forward joystick motion HCB = half circle back joystick motion HCF = half circle forward joystick motion DP = uppercut joystick motion RDP = reverse uppercut joystick motion HC = chain hits j = jump s = stand cx = crossup jump -> = after this to do this i.e d B -> s C means crouching C, then standing C ============================================================================================== 2.2 G A M E P L A Y N O T A T I O N S ============================================================================================== 2.2.1 -------------- MODE SELECTION -------------- If you've never played King of Fighters' 97, here is the intro to the 2 modes of play available where you can select after selecting your 3 characters. Each mode got their own advantages and have different ways of fighting and winning, so choose the best suited for you style. There are basically only 2 types of mode. 1 from KoF'95 style of play [Extra], the other is KoF'97 style of play [Advance]. But both are already given certain improvements. 2.2.1a -------------- A D V A N C E -------------- This is KoF'97 style of play. Users of this mode can stock up their 'supers' in their gauge located at the bottom left(1st player) or bottom right(2nd player). This can be done by executing special moves or while blocking attacks from opponent. In KoF'98, advantage is given to the 2nd and 3rd character of your team. 1st character in your team is given 3 spaces to store their 'supers' stock, and when 1st character loses, 2nd character gets 4 spaces and 3rd character will get 5 spaces. Besides this, there are other moves available : +-------------------------------------------------------------------------------+ |Motion | Description | +-------------------------------------------------------------------------------+ |bk | block/move backward | +-------------------------------------------------------------------------------+ |fw | move forward | +-------------------------------------------------------------------------------+ |bk, bk | hop backwards(can hop over ground fireballs with timing) | +-------------------------------------------------------------------------------+ |fw, fw | run/dash | +-------------------------------------------------------------------------------+ |tap upbk/upfw | short jump | +-------------------------------------------------------------------------------+ |press upbk/up/upfw | normal jump | +-------------------------------------------------------------------------------+ |dwn, tap upbk/upfw | short hyperjump | |or dash, tap jump | | +-------------------------------------------------------------------------------+ |dwn, upbk/upfw | hyperjump | |or dash and jump | | +-------------------------------------------------------------------------------+ |A+B or bk A+B | rolling(can roll through most moves) | +-------------------------------------------------------------------------------+ |A+B as land | recovery roll(not advisable when fighting grabbers | +-------------------------------------------------------------------------------+ |bk then fw/bk A+B | counter roll( while blocking but takes 1 stock of super) | +-------------------------------------------------------------------------------+ |C+D | body-toss attack(heavy attack - knocks opponent down | +-------------------------------------------------------------------------------+ |bk, C+D | counter attack(pushes opponent away - knocks opponent ) | +-------------------------------------------------------------------------------+ |tap A-D | slam-escape (prevents getting thrown by normal slam) | +-------------------------------------------------------------------------------+ |A+B+C | activate power gauge meter (to get MAXed out) | +-------------------------------------------------------------------------------+ |A+B+C+D | when dizzy or being slammed with multi hit slam and this | | | is where you teamates come out and help to hit enemy | +-------------------------------------------------------------------------------+ |Start | taunting (cancel by any joystick motion) | +-------------------------------------------------------------------------------+ 2.2.1b ---------- E X T R A ---------- Extra mode takes after KoF'95 style of play. Where users can MAX-up by press and holding A+B+C together till power gauge is full. Users also can do infinite-times of DMs if the life is flashing red, and SDM id gauge is MAXed and life is flashing red. In KoF'98, this mode is given some improvements. Similiar to ADVANCE mode, EXTRA mode also have advantage given to 2nd and 3rd character in your team, where the length of the power gauge is shorten every time a character loses. +-------------------------------------------------------------------------------+ |Motion | Description | +-------------------------------------------------------------------------------+ |bk | block/move backward | +-------------------------------------------------------------------------------+ |fw | move forward | +-------------------------------------------------------------------------------+ |bk, bk | hop backwards(can hop over ground fireballs with timing) | +-------------------------------------------------------------------------------+ |fw, fw | hop forward(can execute air special moves) | +-------------------------------------------------------------------------------+ |tap upbk/upfw | short jump | +-------------------------------------------------------------------------------+ |press upbk/up/upfw | normal jump | +-------------------------------------------------------------------------------+ |dwn, tap upbk/upfw | short hyperjump | |or dash, tap jump | | +-------------------------------------------------------------------------------+ |dwn, upbk/upfw | hyperjump | |or dash and jump |(hold down after hyperjump for short-hyperjump) | +-------------------------------------------------------------------------------+ |A+B | dodging (can evade most attacks) | +-------------------------------------------------------------------------------+ |A+B then A~D | dodge cancel/attack (can hit opponents while user in | | | dodge animation) | +-------------------------------------------------------------------------------+ |A+B as land | recovery roll(not advisable when fighting grabbers | +-------------------------------------------------------------------------------+ |bk then fw/bk A+B | counter roll( while blocking but takes 1 stock of super) | +-------------------------------------------------------------------------------+ |C+D | body-toss attack(heavy attack - knocks opponent down | +-------------------------------------------------------------------------------+ |bk, C+D | counter attack(pushes opponent away - knocks opponent ) | +-------------------------------------------------------------------------------+ |A+B+C | increase power gauge meter (to get MAXed out) | +-------------------------------------------------------------------------------+ |A+B+C+D | when dizzy or being slammed with multi hit slam and this | | | is where you teamates come out and help to hit enemy | +-------------------------------------------------------------------------------+ |Start | taunting (cancel by any joystick motion) | +-------------------------------------------------------------------------------+ EXTRA Notes : Now in KoF'98, another advantage that EXTRA mode has over ADVANCE mode is that while in fw, fw (hop) animation, any character with aerial moves either special or command attack move, can be executed. i.e Kyo, fw-fw dwn C or Athena fw-fw QCB + B/D. 2.2.2 ------------ MISC. Info ------------ Besides the 2 types of modes, there are also other miscellanous stuff in the gameplay system. The stuff listed below appear on screen in battles. - Guard Crush when an opponent keep blocking an attacking challenger, there is a limit in which the opponent can block. after a certain time of blocking or number of hits, the opponent will be unable to block and the sentence 'Guard Crush' will appear leaving the opponent for further attacks. - Counter if an attacker hits an opponent who is about to execute a move and breaks that move, 'Counter' appears and the 2nd hit after will cause the opponent to take more damage. 'Counter' allows for more juggling and leaves enemy to get hit more. i.e jump CD, 'Counter', jump CD again. - Critical Hit this appears at random, and only certain characters have this condition like Shingo Yabuki. when 'Critical Hit' appears, it allows the attacker to add in more moves in a split-second. ============================================================================================== 2.3 C O M B O N O T A T I O N S ============================================================================================== (C) - corner combos, combos that only work in the corner. (nC) - combos done near a corner. (DM) - DM combos, combos that involve super moves or desperation moves. (SDM)- SDM combos, combos that involve a MAXed up version of a DM. (INF)- infinite combos, combos that can be repeated and result in a continued combo. (MAX)- must be maxed out or POWered up for this combo to work. (MID)- opponent must be mid-air for this to work. (DIZ)- combos that dizzies. (BUG)- combos that are only work because of the bugs in the game. (CSP)- combos that are started off a crossup/overlap attack. (ADV)- combos only done in Advance mode. (EX) - combos only done in Extra mode. (CNT)- "COUNTER" must appear for it to work. (2nd)- combos that involve more than 3 stocks of super(Advance mode) i.e. 2nd Character onwards in advance mode. (1P) - combos that can only be done by first player CONTROLLER. (1Pc)- combos that can be done only at first player CORNER. (2P) - combos that can only be done by second player CONTROLLER. (2Pc)- combos that can be done only at second player CORNER. (t.C)- for tall characters (OPB)- combos that are started on opponents back (back stabbing?!) (OPD)- combos that startup while opponent are about to recover from a knockdown move. * - new combos. + - chain combos involved. ++ - uncombo-able chain combos or general combos(i.e can be cancelled but no RUSH hits) +++ - refer to explaination of combos. ============================================================================================== S E C T I O N III ============================================================================================== 3.1 J A P A N T E A M ============================================================================================== 3.1.1 ------------ Kyo Kusanagi ------------ Moveslist --------- Foreign Style: : jump dwn + C (knockdown if hit in air) Mysterious Falling Drop Foreign Style: : fw + B (overheard if not chained, 2 hits) Thunder Axe Positive Style No. 88 : dnfw + D (sweeps feet, 2 hits) +-------------------------------------------------------------------------------------------+ Style No. 104: Wild Bite : QCF + A Style No. 128: Nine Wounds : QCF + A/C (after Wild Bite) Self (Taught) Style No. 127 : HCB + A/C (after Wild Bite) : Eight Tarnish Self (Taught) Style No. 125 : B/D (after Nine Wounds/Eight Wounds) : Seven Chance Foreign Style: Time Drill : A/C (after Nine Wounds/Eight Wounds) Style No. 105: Poison Bite : QCF + C Style No. 401: Guilt Compose : HCB + C (after Poison Bite) Style No. 402: Punishment Compose : fw + C (after Guilt Compose) Style No. 100: Demon Scorcher : DP + A/C (anti-air) Style No. 902: Clipping Chimera : QCB + A/C (counter move) Style No. 202: Koto Moon Positive : HCB + B/D Style No. 75: Modified : QCF + B x 2 or D x 2 R.E.D. Kick : RDP + B/D (knockdown if hit in air/land) +-------------------------------------------------------------------------------------------+ Reverse Style No. 180 : QCB, HCF + A/C (MAXed version anti-air) : Great Serpent Mow Final Deciding Battle Secret : QCF x 2 + A/C "No Style" ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / / / / __/ / / / = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_ /____/__/ /__/__/ /__/__/__/__/ /____/_____/__/__/__/_____/____ /_____/ (% is damage incurred) d A, d A ( 2 hits 7% ) d A, d B ( 2 hits 7% ) d A, s A ( 2 hits 7% ) d A, s B ( 2 hits 7% ) d B, d A ( 2 hits 7% ) d B, d B ( 2 hits 7% ) d B, s A ( 2 hits 7% ) d B, s B ( 2 hits 7% ) s A, d A ( 2 hits 7% ) s A, s A ( 2 hits 7% ) s A, d B ( 2 hits 7% ) s A, s B ( 2 hits 7% ) s B, d A ( 2 hits 7% ) s B, s A ( 2 hits 7% ) s B, d B ( 2 hits 7% ) s B, s B ( 2 hits 7% ) d A, d A, d A ( 3 hits 10.5% ) d A, d B, d A ( 3 hits 10.5% ) d A, d A, s A ( 3 hits 10.5% ) d A, d B, s A ( 3 hits 10.5% ) d A, s A, d A ( 3 hits 10.5% ) d A, s B, d A ( 3 hits 10.5% ) d A, s A, s A ( 3 hits 10.5% ) d A, s B, s A ( 3 hits 10.5% ) d B, d A, d A ( 3 hits 10.5% ) d B, d B, d A ( 3 hits 10.5% ) d B, d A, s A ( 3 hits 10.5% ) d B, d B, s A ( 3 hits 10.5% ) d B, s A, d A ( 3 hits 10.5% ) d B, s B, d A ( 3 hits 10.5% ) d B, s A, s A ( 3 hits 10.5% ) d B, s B, s A ( 3 hits 10.5% ) s A, d A, s A ( 3 hits 10.5% ) s A, s A, s A ( 3 hits 10.5% ) s A, d B, s A ( 3 hits 10.5% ) s A, s B, s A ( 3 hits 10.5% ) s A, d A, s B ( 3 hits 10.5% ) s A, s A, s B ( 3 hits 10.5% ) s A, d B, s B ( 3 hits 10.5% ) s A, s B, s B ( 3 hits 10.5% ) s B, d A, s A ( 3 hits 10.5% ) s B, s A, s A ( 3 hits 10.5% ) s B, d B, s A ( 3 hits 10.5% ) s B, s B, s A ( 3 hits 10.5% ) s B, d A, s B ( 3 hits 10.5% ) s B, s A, s B ( 3 hits 10.5% ) s B, d B, s B ( 3 hits 10.5% ) s B, s B, d B ( 3 hits 10.5% ) s B, s B, s B ( 3 hits 10.5% ) s B, s B, d B, s A ( 4 hits 14% ) s B, s B, s B, s A ( 4 hits 14% ) d A, d A, dwnfw + D ( 4 hits 21% ) d A, s A, dwnfw + D ( 4 hits 21% ) d A, s B, dwnfw + D ( 4 hits 21% ) d B, d A, dwnfw + D ( 4 hits 21% ) d B, s A, dwnfw + D ( 4 hits 21% ) d B, s B, dwnfw + D ( 4 hits 21% ) s A, d A, dwnfw + D ( 4 hits 21% ) s A, s A, dwnfw + D ( 4 hits 21% ) s A, d B, dwnfw + D ( 4 hits 21% ) s A, s B, dwnfw + D ( 4 hits 21% ) s B, d A, dwnfw + D ( 4 hits 21% ) s B, s A, dwnfw + D ( 4 hits 21% ) s B, d B, dwnfw + D ( 4 hits 21% ) s B, s B, dwnfw + D ( 4 hits 21% ) d A, d A, d A, dwnfw + D ( 5 hits 24.5% ) d A, d B, d A, dwnfw + D ( 5 hits 24.5% ) d A, d A, s A, dwnfw + D ( 5 hits 24.5% ) d A, d B, s A, dwnfw + D ( 5 hits 24.5% ) d A, s A, d A, dwnfw + D ( 5 hits 24.5% ) d A, s B, d A, dwnfw + D ( 5 hits 24.5% ) d A, s A, s A, dwnfw + D ( 5 hits 24.5% ) d A, s B, s A, dwnfw + D ( 5 hits 24.5% ) d B, d A, d A, dwnfw + D ( 5 hits 24.5% ) d B, d B, d A, dwnfw + D ( 5 hits 24.5% ) d B, d A, s A, dwnfw + D ( 5 hits 24.5% ) d B, d B, s A, dwnfw + D ( 5 hits 24.5% ) d B, s A, d A, dwnfw + D ( 5 hits 24.5% ) d B, s B, d A, dwnfw + D ( 5 hits 24.5% ) d B, s A, s A, dwnfw + D ( 5 hits 24.5% ) d B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, d A, s A, dwnfw + D ( 5 hits 24.5% ) s A, s A, s A, dwnfw + D ( 5 hits 24.5% ) s A, d B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, d A, s A, dwnfw + D ( 5 hits 24.5% ) s B, s A, s A, dwnfw + D ( 5 hits 24.5% ) s B, d B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, s B, d B, s A, dwnfw + D ( 28% ) s B, s B, s B, s A, dwnfw + D ( 28% ) ++ d A, d A, fw + B (no RUSH hits) ++ d A, s A, fw + B (no RUSH hits) ++ d A, s B, fw + B (no RUSH hits) ++ d B, d A, fw + B (no RUSH hits) ++ d B, s A, fw + B (no RUSH hits) ++ d B, s B, fw + B (no RUSH hits) ++ s A, d A, fw + B (no RUSH hits) ++ s A, s A, fw + B (no RUSH hits) ++ s A, s B, fw + B (no RUSH hits) ++ s B, d A, fw + B (no RUSH hits) ++ s B, s A, fw + B (no RUSH hits) ++ s B, s B, fw + B (no RUSH hits) ++ d A, d A, d A, fw + B (no RUSH hits) ++ d A, d B, d A, fw + B (no RUSH hits) ++ d A, d A, s A, fw + B (no RUSH hits) ++ d A, d B, s A, fw + B (no RUSH hits) ++ d A, s A, d A, fw + B (no RUSH hits) ++ d A, s B, d A, fw + B (no RUSH hits) ++ d A, s A, s A, fw + B (no RUSH hits) ++ d A, s B, s A, fw + B (no RUSH hits) ++ d B, d A, d A, fw + B (no RUSH hits) ++ d B, d B, d A, fw + B (no RUSH hits) ++ d B, d A, s A, fw + B (no RUSH hits) ++ d B, d B, s A, fw + B (no RUSH hits) ++ d B, s A, d A, fw + B (no RUSH hits) ++ d B, s B, d A, fw + B (no RUSH hits) ++ d B, s A, s A, fw + B (no RUSH hits) ++ d B, s B, s A, fw + B (no RUSH hits) ++ s A, d A, s A, fw + B (no RUSH hits) ++ s A, s A, s A, fw + B (no RUSH hits) ++ s A, d B, s A, fw + B (no RUSH hits) ++ s A, s B, s A, fw + B (no RUSH hits) ++ s B, d A, s A, fw + B (no RUSH hits) ++ s B, s A, s A, fw + B (no RUSH hits) ++ s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s A, fw + B (no RUSH hits) ++ s B, s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s B, s A, fw + B (no RUSH hits) s A, s C ( 2 hits 10.5% ) d A, s C ( 2 hits 10.5% ) d B, s C ( 2 hits 10.5% ) s A, s C, dnfw + D ( 24.5% ) d A, s C, dnfw + D ( 24.5% ) d B, s C, dnfw + D ( 24.5% ) s C, fw + B ( 3 hits 21% ) s C, dnfw + D ( 3 hits 21% ) s D, fw + B ( 3 hits 21% ) s D, dnfw + D ( 3 hits 21% ) j A, dwnfw + D ( 3 hits 17.5% ) j B, dwnfw + D ( 3 hits 17.5% ) j C, dwnfw + D ( 3 hits 21% ) j D, dwnfw + D ( 3 hits 21% ) j d C, dwnfw + D ( 3 hits 21% ) j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C j A -> j d C j B -> j d C j C -> j d C j D -> j d C +++ d B, tap C, dwnfw + D ( 3 hits 17.5% ) +++ d B, d B, tap C, dwnfw + D ( 4 hits 21% ) +++ d B, d B, d B, tap C, dwnfw + D ( 4 hits 24.5% ) +++ s B, d B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, s B, d B, tap C, dwnfw + D ( varies ) fw, fw + d C x ??? ( 100% ) * Note: its an infinite chain combo. To do it with more ease, tap forward, then turn HCB + C fast. ) +++ Notes : The above chain combos denoted by +++ are 'special' chain combos than involve cancelling a C into dwnfw + D even before the C animation comes out. To make this possible, press dwn B then tap C as soon as dwn B animation is about to finish, but remember, C animation cannot come out. The timing is like dwn B, stand C chain combo, but slightly faster. Takes some time to get the feel of the timing. _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / / / = // / __/ / == / __ /_ / / /__ / /__/ = / / == / = /_ /_____/__/ /__/_____/__/____/ /____/_____/__/__/__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + A standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A. [2 hit] s C/D d C -> QCF + C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C. [2 hit] s C/D d C -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A/C. [A - 2 hit] [C - 3 hit] s C/D d C -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [B - 3 hit] [D - 3 hit] s C/D d C -> QCB + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcb + A or C. [A - 2 hit] [C - 2 hit] s C/D d C -> RDP + B standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B. [2 hit ] (C) s C/D QCF B, B d C -> QCF D, D standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [3 hit] (DM) s C/D d C -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [2 hit] (DM) s C/D d C -> QCF, QCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf, qcf + A or C. [2 hit] j A~D s C/D d C -> d C -> QCF + A jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A. [3 hit] j A~D s C/D d C -> d C -> QCF + C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C. [3 hit] j A~D s C/D d C -> d C -> HCB + B/D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [4 hit] j A~D s C/D d C -> d C -> DP + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A or C. [4 hit] j A~D s C/D d C -> d C -> RDP + B jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B. [3 hit] (C) j A~D s C/D QCF B, B d C -> d C -> QCF D, D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [4 hit] (DM) j A~D s C/D d C -> d C -> QCB, HCF + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [3 hit] Note : combo works with MAX version of DM as well. (DM) j A~D s C/D d C -> d C -> QCF, QCF + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf, qcf + A or C [ hit] Note : combos work with MAX version of DM as well. _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / / / == / / / ___/ ___/ / __/ / / / = // / __/ / __ / = |_ / _/ __ / / /__/ _/_ / /__/ = / / == / = /_ /__/ /__/_____/ __//__/ /__/__/__/____/____/ /____/_____/__/__/__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C/D B/D d C -> QCF + A -> QCF + A/C -> A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A, qcf + A, then press B/D or A/C. [ hit] s C/D d C -> QCF + C -> HCB + C -> fw + C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] + s C/D d C -> fw + B -> QCF + C -> HCB + C -> fw + C standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] + s C/D d C -> fw + B -> QCF + A standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcf + A. [ hit] + s C/D d C -> fw + B -> HCB + B/D standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into hcb + B or D. [ hit] + s C/D d C -> fw + B -> RDP + B standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into reverse uppercut motion + B. [ hit] +(DM) s C/D d C -> fw + B -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] +(DM)(C) s C/D j A~D -> d C -> fw + B -> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] Some information from Olivier(thonglith@easynet.fr) about the combo above ; Here are the characters which allow Kyo to perform the combo in the corner I was talking about last time. The characters are listed as in the selection grid : _________ _________ __________ [ ] [ ] [ ] [ Goro ] [ Terry ] [ Ryo ] [ ] [ Andy ] [ ] [ ] [ Joe ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ ] [ Athena ] [ Chizuru ] [ ] [ ] [ ] [ ] [ ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Kim ] [ Yashiro ] [ Yamazaki ] [ Chang* ] [ Chris ] [ Mary ] [ Choi ] [ ] [ Billy ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Iori ] [ Heidern ] [ Heavy D* ] [ Mature ] [ Takuma ] [ Lucky* ] [ Vice ] [ ] [ Brian* ] [_________] [_________] [__________] Rugal Olivier's Note : The characters with a star are the only one against who Kyo can do the combo anywhere in the stage. Please notice the combo takes off 50% if you finish with Orochinagi and 40% if you do instead QCF+C, HC+C, Fd+C. You can also use his QCF,QCF+A DM against the characters with the star (but only in corner, needs timing). It will take off 60-65% of the opponent life bar. You can also use the Dwn+C instead of the simple Jump C, but it needs more timing and takes off the same amount of damage than the Jump C. I guess everyone has his preference... To execute the combo, you have to hit as high as possible. You have to hit as the height of the opponent's head. Curiously, it's easier to perform against some characters. Author's Note : The combo explained above can also be combo-ed off with other moves like HCB + K and etc. It depends on the characters, as shown in the grid. (C) s C/D d C -> QCF + D, D -> fw B standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [ hit] (C) s C/D d C -> QCF + D, D -> d D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [ hit] (C) s C/D d C -> QCF + D, D -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [ hit] (C) s C/D d C -> QCF + D, D -> RDP + B standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B. [ hit] (C) s C/D d C -> QCF + D, D -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [ hit] (C) s C/D QCF + A/C d C -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, qcf + A or finish with qcf + A, qcb + A or C, A or C. [ hit] (C) s C/D s C d C -> QCF + D, D -> QCF + A -> d C or s D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, followed by stand heavy punch or kick or a crouching heavy punch. [ hit] (C) s C/D j A~D d C -> QCF + D, D -> j CD or j d C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [ hit] (C) s C/D d C -> QCF + D, D -> QCF B, B -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [ hit] (C)(DM) s C/D d C -> QCF + D, D -> QCB, HCF A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [ hit] s C/D B/D j A~D -> d C -> QCF + A -> QCF + A/C -> A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A, qcf + A, then press B/D or A/C. [ hit] s C/D j A~D -> d C -> QCF + C -> HCB + C -> fw + C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] (C) s C/D d C -> QCF B, B -> RDP B stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with reverse uppercut + B. [ hit] (C) s C/D d C -> QCF B, B -> DP + A/C stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with uppercut + A or C. [ hit] (C) s C/D j d C d C -> QCF B, B -> j A~D j CD stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then do either a jumping attack with down + C/CD or any other button. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> fw B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> d D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> RDP + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> HCB + B/D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [ hit] (C) s C/D QCF + A/C j A~D -> d C -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, qcf + A or finish with qcf + A, qcb + A or C, A or C. [ hit] (C) s C/D s C j A~D --> d C --> QCF + D, D --> QCF + A --> d C or s D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, followed by stand heavy punch or kick or a crouching heavy punch. [ hit] (C) s C/D j A~D j A~D --> d C --> QCF + D, D --> j CD or j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [ hit] (C) s C/D j A~D --> d C --> QCF + D, D --> QCF + B, B --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [ hit] (C)(DM) s C/D j A~D --> d C --> QCF + D, D --> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCB + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcb + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into reverse uppercut + B. [3 hits] (CSP) cx B~D s C/D d C --> d C --> HCB + K crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into hcb + B or D. [4 hits] (CSP) cx B~D s C/D d C --> d C --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + C, hcb + A or C, forward + A or C. [5 hits] (CSP) cx B~D s C/D d C --> d C --> QCF + A --> QCF + P --> K crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + A, qcf + A or C, then press any kick button. [5 hits] (CSP)(nC) cx B~D s C/D d C --> d C --> QCF + A --> QCF + P --> P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + A, qcf + A or C, then press any punch button. [5 hits] (CSP)(DM) cx B~D s C/D d C --> d C --> QCF, QCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf ,qcf + A or C. [7 hits] (CSP)(DM) cx B~D s C/D d C --> d C --> QCB, HCF + A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcb, hcf + A or C. [3 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> QCF + A crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcf + A. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> DP + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into uppercut + A. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into reverse uppercut + B. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> HCB + B/D crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into hcb + B or D. [6 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcf + C, hcb + A or C then followed by forward A or C. [7 hits] +(CSP)(DM) cx B~D s C/D d C --> d C --> fw B --> QCB, HCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcb, hcf + A or C. [5 hits] (CSP)(DM)(nC) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF, QCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + D, D, then finished with qcf qcf A or C. [7 hits] (SDM)(DM)(nC) s C/D d C --> QCF + D, D --> QCF, QCF + P standing heavy punch/kick or crouch heavy punch combo-ed into qcf D, D, combo-ed into qcf, qcf A or C. [ hits] Note: this will only combo if opponent is near the corner and Kyo SDM/DM is executed as soon as Kyo lands. __ ___ ___ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___// / == / ___/ __ /__ __/ / __/ / / / = // / __/ / _/_ / __/ _/_/ / / / /__/ = / / == / = /_ /____// /__/ /____/__/__ /__/ /____/_____/__/__/__/_____/____ /_____/ / / (WARNING : High level of skill/experience needed.) /__/ __ +(DM) DP + A/C any 2 HC --> QCF, QCF + A/C any 2 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C any 3 HC --> QCF, QCF + A/C any 3 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C any 4 HC --> QCF, QCF + A/C any 4 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 2 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 2 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 3 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 3 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 4 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 4 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C j A~D --> 2 HC --> QCF, QCF + A/C jump in attack with A, B, C or D, then any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or qcf, qcf + A or C [ hit] j CD rdp + B QCF D, D --> dash QCF B, B --> j A~D or j d C qcf D, D, then dash and juggle with qcf B, B, finished with either, jumping down + C, CD, A/B/C/D or execute reverse uppercut + B. [ hit] (C) s C/D j A~C j A~D --> d C --> QCF + D,D --> QCF + A --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with an early qcf + A, then finish with uppercut + A/C or jumping attack with either A, B or C. [ hit] (C) s C/D j d C j A~D --> d C --> QCF + D,D --> QCF + B, B --> RDP + B DP + P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with qcf B, B, and finish off with jumping attack down + C or reverse uppercut + B or uppercut + A/C. Note : the first qcf + B will have to hit opponent as low as possible to the ground to be able to connect with the other moves. [ hit] + s A j A~D --> d A or B --> s C --> QCF + A jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A. [ hit] + s A j A~D --> d A or B --> s C --> DP + A/C jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] + s A j A~D --> d A or B --> s C --> HCB + B/D jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] + s A j A~D --> d A or B --> s C --> RDP + B jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. [ hit] + s A j A~D --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C followed by forward A or C. [ hit] +(DM) s A j A~D --> d A or B --> s C --> QCB, HCF + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(DM) s A j A~D --> d A or B --> s C --> QCF, QCF + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF + A crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> DP + P crossup attack with B, C, D or down C, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> HCB + K crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> RDP + B crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C then followed by forward A or C. [ hit] +(CSP)(DM) cx B~D s A d C --> d A or B --> s C --> QCB, HCF + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF, QCF + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> RDP + B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with reverse uppercut + B. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF + A crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcf + A. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF + C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcf + C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in DP + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in uppercut + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in hcb + B or D. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in QCF + B, B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in qcf B, B. Note : only first qcf B will hit [ hit] (CSP) cx B~D s C/D CD d C --> d C --> QCF + D, D --> j A~D d C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then do either a jumping attack with down + C/CD or any other button. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with hcb + B or D. Note : only first hit will hit opponent. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> walk fw + B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a walk-in forward + B. [ hit] (CSP)(DM) cx B~D s C/D d C --> d C --> QCF + D, D --> QCB, HCF + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcb, hcf + A or C. [ hit] (MAX)(C) s C/D j A~D --> d C --> QCF + D,D --> QCF + A --> QCF + A --> HCB + P --> P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with early qcf + A(starter), qcf + A(starter), qcb + A or C, then press A or C. Note : this combo involves 2 starters, an early qcf + A, then pause slightly and do another qcf + A starter into the rest of the combination. [ hit] (MAX)(CSP)(SDM) cx B~D s C/D d C --> d C --> QCB, HCF + A/C --> hold A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into SDM serpent wave, qcb, hcf + A or C and whole A or C for first 2 hits and letgo to finish. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with an uppercut + A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> fw + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with forward + B. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the forward + B to hit. [ hit] (MAX)(C)(SDM) s C/D d C j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> s C s D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, continue to juggle with qcf + A, then finish off with a standing/crouching heavy punch or kick. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCF + A jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with a combination of qcf + A, qcf + A. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D RDP B j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + B, B --> DP C j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, juggled with qcf B, B, and finishing off with either reverse uppercut + B or uppercut + C or a jumping attack with down + C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCB + P --> P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with qcf + A, qcb + A or C, A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination hit. [ hit] (DIZ)(EX) d C fw, fw d C x 5 --> s C/D --> QCF + C --> HCB + P --> P hop forward with down + C to attack x 5, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C, hcb + A or C, A or C. Note : this can be an infinite combos as well, but if done as stated above, opponent would be dizzy. besides the qcf + C combination, other combinations can also be added. this combo can be done in corner or at anywhere in the screen. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Kyo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / / / / __/ ___/ ___/ / / / / == / / / ___/ / / / / __/ / / /_ / /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_ /__/__/__/__/_____/____/____/_____/_____/__/ /__/__/__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C) s CD --> s C or d C standing CD(body toss attack)("COUNTER"), then juggle with standing or crouching heavy punch. [ hit] (CNT)(C) s CD --> QCB + P standing CD(body toss attack)("COUNTER"), then juggle with qcb + A or C. [ hit] (CNT) s CD --> RDP + B standing CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) s CD --> DP + P standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) s CD --> QCF B, B --> DP + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf B, B, and finished with uppercut + C. [ hit] (CNT) s CD --> QCF + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) B/D s CD --> QCF + A --> QCF + A --> A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, qcf + A or C , press A/C or B/D. Note : first QCF + A will not combo. [ hit] (CNT)(DM)(SDM)(C)(nC) s CD --> QCB, HCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can be SDM or DM, but if SDM, hold A or C momentarily. [ hit] (CNT)(DM)(nC) s CD --> QCF, QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A/C [ hit] (CNT) j CD --> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) d C j CD --> j A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD --> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT)(C) j CD --> dwnfw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into downforward + B. [ hit] (CNT)(C) j CD --> QCB + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A. [ hit] (CNT) j CD --> RDP + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> HCB + B/D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcb + B or D. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> QCF + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> QCF + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD --> QCF B, B --> DP + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + B, B, then juggle with uppercut + C. [ hit] (CNT)(C)(nC) j CD --> QCF + A --> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, then juggle with uppercut + A or C. [ hit] (CNT)(MAX)(C) j CD --> QCF + A --> QCF + A --> QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter), qcf + A(starter), qcf + A or C. Note : 2 qcf + A starters involved. [ hit] (CNT)(MAX)(C) j CD --> QCF + A --> QCF + A --> HCB + P --> A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter), qcf + A(starter), hcb + A or C then finish with any punch attack. [ hit] (CNT)(DM)(SDM) j CD --> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can also be done in corner or near corner. if SDM, hold A or C mementarily. [ hit] (CNT)(DM)(SDM)(nC) j CD --> QCF, QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C. [ hit] (CNT) d C QCB + P --> j A~C qcb + A or C("COUNTER"), then juggle with jumping attack with A, B or C. near corner, do down heavy punch. Note : can also be done in corner or near corner. [ hit] j d C --> HCB + K jumping attack with down + C, then combo-ed into hcb + B or D. [ hit] B/D j d C --> QCF + A --> QCF + A --> A/C jumping attack with down + C, then combo-ed into qcf + A, qcf + A or C , press A/C or B/D. Note : can also be done in corner or near corner. [ hit] (C) j d C j d C --> QCF + B, B --> RDP + B DP + P jumping attack with down + C, then combo-ed into qcf + B, B, then finished with either jumping down + C or reverse uppercut + B or uppercut + A/C. [ hit] (DM)(SDM) j d C --> QCF, QCF + P jumping attack with down + C, then combo-ed into qcf, qcf + A or C. Note : can also be done in corner or near corner. if SDM, hold A or C temporarily. [ hit] General Note : the combos that start from jumping down + C can also be started off from a crossup with down + C as well. (C)(MID) RDP + B QCF B, B --> QCF B, B --> etc. DP + P j d C qcf B, B, then into any one listed above or if after qcf + B, B, do any move that would still juggle opponent. Note : the first qcf + B should not hit, only if second kick hit then the other set of qcf + B, B will hit. [ hit] (2Pc)(OPB) s A --> fw + B --> QCF + D, D --> etc. or etc. standing A into forward + B then into qcf + D, D and juggle with any similar combos as shown above or simply do any special moves after the forward + B. Note : standing A int oforward B will not combo, no RUSH hits. this is just classified as a miscellanous combo, combos that are not really applicable in versus play mode. just something to try in Practice Mode. [ hit] (OPB)(C) - againts Chang only s C --> fw + B --> QCF + D, D --> etc. standing heavy punch chained into forward + B, combo-ed into qcf + D, D then into any juggle that can be done from q    
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cf D, D. Note : if hit from Chang's back, stand C, forward + B can combo-ed into QC
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