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kof 2000 combos + combos infini 100%

The King of Fighters '2000 Perfect Guide. ver. 5.0 on 26/01/2003. Unpublished work by Toxic: (also know as Toxic Avanger) el_baron_toxico@hotmail.com ICQ number: 146473636 Differences with 4.5 - Fixed minor mistakes. - Added some combos. - Fixed NESTS essay with some info added from the 2001' Arcadia Mook. - Added Dream Cast Goodies. This probably will be the last build since I have no chance in hell on playing the upcomming PS2 version; thus it's impossible for me to test Bryan Battler and Mr. Big, the currently known exclusive PS 2 strikers. So unless someone do mail me with the new features present on that game this will be the good bye. Does my grammar suck?? Do you not understand?? THEN BRAKE A FUCKING LEG!! It's not my fault, it's just that I have met with my new love: 40 degrees british Gin... I'm not alcoholic... It's not my fault that on my country wine is way cheaper than milk or yogurt. .... ver 5.0... That's fifty days, fifty days of work on this guide. This Guide must be only found on: - www.gamefaqs.com. - http://cheats.de ----------------------------------------------------------------------- What is on this Guide: ----------------------------------------------------------------------- 01.- Why?? = Why I have planned this guide. 02.- FAQ Dictionary = The simbology of the combos. 03.- Knowning the enemy = Background hystory for KoF 2000 & NESTS saga. 04.- Performing & Buffering = Some tips on performing moves. 05.- Combos = combos per character that I have care to found... natural thanks to the people that have helped my and/or inspired me. 06.- Striker List = The descriptions and properties that I have found on the strikers that I know of; note that I also put their procedence. 07.- Dream Cast Goodies = particularities of the DC version of this game. 08.- Seiyuus = Voice actors present on the game. 09.- Victory poses and Intros = Special victories and intros I have found. 10.- Guard Crush Data = some data I found about guard crush and how it is caused. 11.- Overall = Analisys of the Guide. 12.- Thanks = These guide would have been smaller without these people and/or institutions. ----------------------------------------------------------------------- Why??: ----------------------------------------------------------------------- Beware of my Engrish, I am born as a Spanish speaker "English is not our lenguaje but we use it every day"... that site was funny. It needless to say that this guide is for free use; and it does not use any external info (FAQs) excepting the Kao Megura's Kof 2000 mini FAQ; so credits deserved; if anyones plagarizes this he/she may only be admiting my superiority over them; so go ahead, HA HA HA HA HA... Who is Big Monkey Daddy???... well; in reality; schold them if you catch anyone using this info for any price but free (well, maybe they can charge the paper and the tint); this guide is desing to be for any player thus is needed for it to be free. This guide mainly focuses itself on combos; though it does include a good share of other information, useful and futile; it does not include infinites combos and try not to include 100% combos (because there are other FAQs for that); also many combos are modificated and can be included in other sections (I do not want to write every combo but with little differences in them); most of the "Independent combos" can begin with a jumping attack; but my game play does not rely on jump that much, that is why I mostly do not inclued that jump attack... when a jump attack is included it is because it is there to make easier the next moves; note that some of these combos may sound as sick jokes, the are all tested; at least on a 99%, the rest is tested by contributors, Heh... the main reason because this guide does not include combo videos is because that is more internet of what I can affort; if you mail combo videos please be kind enough to submit the site from where the combo comes; in order to thanks them also. Note that many SDMs such has Whip sonic slaughter do for about 15% more of damage if you compare them to the DM... Does this worth the 2 extra bars??? only use SDMs because the are faster (like Andy) or more invincible (like Ryo); or they are more useful (like Lin's poison SDM); also note that you may recover strikers by taunting while you are in counter mode or armor mode too; and it cost some of your "time" within those modes. With the current release I have achived for about a 85% of what I call a Perfect Guide; though this guide is not meant to be "perfect"; I just really like the sound of it... Futures updates will include more combos; move list; combos explanation and many other things. Note that on most striker combos you need to run or move when the striker hits; whenever I think I got enough combos I will inquire on this. And, I use double space because I think it looks better; not because I want this guide to look bigger than it is.... * well in reality my eyes sometimes hurt when I see to many letters together l.l * ----------------------------------------------------------------------- FAQ dictionary ----------------------------------------------------------------------- fwd: Foward. bk: Back. dn: Down. up: no comment... ^_^ df: Down-foward. db: Down-back. uf: Up-foward. ub: Up-back. Qcf/Qcb: Quarter Circle foward or back; standar Fire ball motion. Hcf/Hcb: Half Circle foward or back; standar KoF throw command. Upc/Rup: Uppercut motion or Reverse uppercut motion; better know as dragon punch. / : means or. . : Hold the previous direction. ; : Means a different move from the previous one. , : Means a follow up. cr: Crouch. cls: Close standing. far: Far standing. Call [xx]: Call Striker, [XX] is the name of the Striker. §: Striker hits. (x hits): The move before this must give a certain amount of hits; if there is no note on a multi-hitting move it is because all hits are expected. [ ]: Means that the move between them does not connect. {R}: Means that you can roll recover from a combo. {NR}: Means that the enemy touch the ground; but he can not recover if you perform it well. * I do not have to explain basic features; Do I??? if that's so; never forget to check Kao Megura's Mini FAQ for that purpose * ----------------------------------------------------------------------- Knowing the enemy: ----------------------------------------------------------------------- What is the background history of KoF '2000, I heard you ask???; what??, you did not?? I am sure you did... * never argue with crazy people * Needed or not; liked or not; these are my owns interpretations of the events that happen to occur on KoF '2000: *********************************************************************** - First of all after '99, Maxima and K' are attacking as many NESTS bases as they can; in order to damage NESTS and find out something about K' past life. - Kyo Kusanagi has no interest of what is happening to the world... or so it seems; because he is nowhere to be found. - The militia joins forces with an external agency in order to capture Maxima and K'; so they set up KoF and send Vanessa to search them; the original plan is to capture Maxima and K' to find out about NESTS bases and when they got a target; use a serie of satellites called "Zero Cannon" to destroy all the bases... note that it is a network of several satellites (20); one satellite alone means no harm; as can be taken out easily. - Lin's leader; Long - Rong -Ron (I have see him with this 3 names) dissapears, and Lin is worried and tries to find him, believing that he is responsible for the death of many Hizoku clansmen. - NESTS is worried about K' being a problem to them and develop a fighter with the main object to destroy him; she is Kula, the so called 'Anti K''. - Vanessa uses her charms to convince a Mexican wrestler to team up with her. - Seth convinces Lin to team up with him; in exchange of information of his leader whereabouts... they do team with Benimaru and Shingo; as you may know it... I believe the purpose of this team is to watch K' and Maxima from close, also remember that Shingo and Benimaru where present when Krizalid tried to unleash the clones; so they got a rough idea of what's going on. - Mary is hired by an unknown person to find out about NESTS; Terry promishes to protect her and help her (Rurouni Kenshin anyone???), Andy and Joe are dragged along by them. - Zero uses his special skills (form change) to disguise as Ling; important officer that is working with Heidern; he put a clone of Ling in the main base with Heidern; while Zero watches the situation carefully. Note that this 'Zero' character is also a clone. - KoF '2000 happens. - After KoF; one of the satellites "Zero Cannon" is used to destroy Zero's base; Zero has no intention of hand over his plan of world domination to NESTS; thus you could said that he was a "free agent"; the responsibles of Zero's death are the NESTS faction, mainly Diana, Foxy, Candy and Kula. - Whip separates from the Ikari team; after obtaining some valuable information from Zero's base. - Heidern stops Ling's clone; South Town gets destroyed. - Benimaru Team and K' Team got dispelled. * For the rest; I advice seen any indivitual endings... GO TO THE ARCADES. * I am now to post all the unconfirmed info, confirmed info and the teories I got on the NESTS saga... that I know of; after all, I just saw two endings of KoF '2001 (Hero & NESTS teams); I thought that I could do this section as some kind of Essay to add style to it (Sue me; I am studing again). Well, here it goes: Before KoF '99 = Kyo & Iori dissapear after the end of the Orochi battle; Kyo is abducted by NESTS & Iori just vanishes... All of the people related to Iori and Kyo know not where they are. The Ikari Team investigates several terrorist acts; thanks to an informer (code name S.A.L.L.Y.) they suspect that a large organization (we, NESTS) are behind these acts... thanks to our strategical superiority they have not managed to capture any of us nor to stop our current operations. S.A.L.L.Y. is an ex-member of our cartel that is usually called 'MUCHIKO' (whip girl in japanese)... she discovered that we used our 'special treatment' and erased her memory; so she left us because she felt used... Silly girl. Kyo gets cloned. Original Kyo Escapes. Benimaru & Shingo recieve letters to enter a new edition of 'The King of Fighters'; but two of the team entries are taken by two names; Maxima & K'; two of our mens. First Proyect "Operation of Krizalid" - KoF '99 = ----------------------------------------------------------------------- * Objectives: 1.- Create the most powerful fighter. 2.- Capture the "Fighting Data" (capabilities) of the fighter. 3.- Assessinate the fighter. 4.- Implant all the data on Kyo's clones (not only the strenght of the fighter; but also the 'killer instinct' of the one that killed him; so the clones can fight like gods and kill like devils, thing that most puny heroes can't do. ----------------------------------------------------------------------- * How to perform: 1.- Grab a person and implant him some of Kyo's fighting data; erase every memory that the subject has and put him to fight... the fact that he has nothing to care about; no family or friends should make him fight violently without holding back (add also the fact that he is being forced to fight in a tournament that he happens to dislike); without compasion nor any feeling; also note that this person can not fully control Kyo's power; so he must use a leather suit to preotect himself from the flames and a special glove that we setted up to help him focus his strenght. 2.- Put this person to battle with the world greatest fighters in a tournament helded by our organization; so he can improve his fighting skills; for this purpose we find apropiate to send someone with him to back him up so he "does not lose his way" and keep fighting like a cornered animal; also this person, the companion will have the ability to read the data of the enemy; in order to select the best possible targets, he also has a body armor that has proven to be useful due to it's extraordinary resistance. Do not forget that the tournament must be held "modestly", no one has to know what we are up to. 3.- Put another fighter with similar characteristics of the subject (strenght; stamina; speed) to slay him; in this fighter we should use our special "treatment" to direct his will as we please; make him evil and with enough determinaton to finish a foe in our name. 4.- Our fighter; the one that is to assassinate K' will have a special suit that will allow him to 'read' the moves that his enemy uses, allowing him to extract all the experiences of our experiment, after the assessination he will broadcast the info towards our clones so we can get the desired effects to control this world. ----------------------------------------------------------------------- * Result... Failure?: 1.- Our main fighter at this time; Krizalid got defeated by Kyo Kusanagi after he was on the upper edge on a battle with K' & Maxima; and they both fleed from our cartel. 2.- Our clones could not have being activated properly without the info necessary to kill. 3.- The army, who moved quickly did dicovered our plan and decimated all of our clones. 4.- After we did slew Krizalid -and erased his memory- we fleed our premises fearing the income of the army. 5.- Even though this... this failure we could qualify this experience as a positive experiment: we did obtained K's data; and there is a confusion on K's mind that if he is a clon of Krizalid or if Krizalid is a clon of him... this my help to get him stronger... Whip (Muchiko) may ruin this because she believes that she is K's sister; thus meaning that K' is an 'original'; note that the idea of K' being a clon of Krizalid was implanted in Krizalid; and he pointed out that to K'. ----------------------------------------------------------------------- * Escential characters on our proyect: K' (read k dash) = There is nothing more to say about him. Maxima = We later dicovered that this person was infiltred on our cartel with the hope of distroying it; due to the fact the we killed and old war partner of him... This person helped K' to escape from the Army stopping the bullets when K's gloves was unfuntional. Krizalid = Nothing more has to be said about him, it seems that someone executed him switfly, without asking anyone; of course that we didn't have a bright fate for him, but it was not our definitive will. Whip = This person is not only colaborating with the army by attacking our bases; but she also has some idea of who she is after we 'brainwashed' her, bad indeed. Kyo Kusanagi = This person my try to take revenge due to the fact that we captured him and we used his strenght. Heidern = This is the master mind that the army used to undeveal our plans; most surely he will not lower his guard due to the fact that he knows about us and our objective (world conquest), plus the fact the we came out in the upper row in round one. Blue Mary = Someone or something has hired her to dig info about us... giving it a better thought; she is not a treat that needs to be taken care of; she is of no importance to us as she can't grasp dangerous info to us. ----------------------------------------------------------------------- * Consecuences: Even though we did have a 'level' of successfulness with the '99 plan; we have lost some of our most valuable fighters (K', Maxima, Krizalid, Muchiko, Kyo's clones) so we need to build up our lines again so this fact won't make us lose 'balance'... What we need: A strong fighter we can rely on: we will try to add him some special skills that have to be defined yet, a tentative solution will be the use of a clone of one of our high rank officers, of course that we will play with his mind has we have done with some other clones. A fighter that is to deal with K' & Maxima: these two fighters may seek revenge at us; so it is better to not leave this business unatendent, please do heed the fact that these character have managed a huge develop through our little tests during KoF '99. Strong fighters in general: even though our lines are very capable the world is very large and there is bond to be fighters around... we have found word that there are some 'Hizoku Ninjas' that have extraordinary fighting skills; and the more suitable fact is that the leader of that clan, Ron; is a very ambitious and corrupt man. Afortunatly, we are that and much more; so there are chances that we might add this person to our ranks. *********************************************************************** Second proyect: "Zero" -KoF '2000= ----------------------------------------------------------------------- * Situation: K' & Maxima are searching for NESTS bases to destroy, hoping to destroy our main base in the process... Sadly we will have no time to deal with these traitors as we have better things to do. We have found that the army is holding a new KoF tournament; with the objective to lure K' and Maxima in; the army will not host the tournament alone, they will use the help of some kind of 'Agency' that will ensure the presence of K' & Maxima and other people related to last year incident, we have decided to infiltrate a special team on this fools parade. The objective of luring K' & Maxima is to found out more about our cartel; as I said we can use this as a golden oportunity, since neither of them has true notions of where we are. We -the NESTS- are to infiltrate on that agency and destroy the leaders of the army... the sad part is that we have had word that one of our members has betrayed us and is using this plan to destroy us and rule the world with iron hand; this man is called Zero. We are now to send a squad to exterminate K', Zero and anyone who gets on our way; this squad will be composed of Anti-K' (A fighter that we have created using the opposite method that we used to raise K'; that is promting a friendly environment with a parental figure, sisterhood and some other nonsense that normal people seems to want), Candy (A robot and friend of anti-K'; this robot has the mission to be the best friend of anti-K' to ensure her loyalty, to feed her with the idea of serving us; since anti-K' is young she will not suspect anything; she can't see through our schemes) and two of our elite forces; Foxy & Diana (both of them happen to be expert swordman... swordgirls I mean). The agency has a line of 20 battle satelites called "Zero Cannon"... if our escaped member manages to size these we might have troubles since HE does know the exact location of our important facilities. ----------------------------------------------------------------------- * The tournament: We failed to give importance to some troubles and now we have many people searching for us: K', Maxima, Ramon, Vanessa: K' & Maxima are looking for revenge; Vanessa is working for the 'agency' that is trying to destroy us and Ramon is a prominent Mexican wrestler that seems to have romantic interest on Vanessa; these persons are a threat; but we trust our squad. Benimaru, Shingo, Lin, Seth: We wrongly overlooked the fact that Benimaru & Shingo knew about our activities; and they have asambled a team with Seth -man of the 'agency' that is hunting us- and Lin -A strong figther from those 'Hizoku Ninjas'; this person is looking for his Leader; if he finds out about that we have recluted his leader he may go against us; pitiful fact that this man has total loyalty to his ninja tradition and surely won't join us like his leader did-. Terry, Andy, Joe, Mary: Mary has managed to convince Terry Bogard; a famous fighter, to help her dig info about us... yet they have no means to find about our primal objectives; though. ----------------------------------------------------------------------- * The result... success: Our squad has managed to stop the menace that Zero (a traitor) did meant for us... now we can focus on our following proyects; other than that we did not destroyed any other jeopardy; K' and Maxima have found Whip and have now K' has slight clues of who he is; at least he is convinced that Muchiko is his sister and that he has a real life... Pitiful clones. When we taked out Zero we 'accidentaly' destroyed Southtown; place where Zero's base was located. No need to mention this. We experimented no serious consecuences after this tournament; unlike the last year. We have lost Candy; who sacrified herself to save the Anti-K'... this is a good thing; because the Anti-K' is more important than Candy anyway; we are in the process of creating a new Candy robot as a reward to her (she was one of the main causes of the destruction of the Zero Cannon), also the new Candy should continue the mission of the prior one. *********************************************************************** Third Proyect; "The Raising" -KoF '2001: ----------------------------------------------------------------------- * The Situation: I can say now that we have managed it... We have restrengthened our lines and I believe that is finally time to wipe out the traitors; on our lines we have: Original Zero: It was a pitiful fact; but the other Zero did not knew that he was a clon of this person... of course the power of a clon is not comparable to the real thing. K9999 (Read K four nine): We have made some important technological advances on the last years and I believe that this person has been enthrusted with great strengh; he has not only the power to use fire like K'; but also he can change the parts of his body into drills or anything useful to destroy the enemy... The only problem is that this experiment has some trouble controling his powers and his body sometimes 'defigurates' if he loses the control. This weapon has not only the same objective that K' had (creating strong info that we might use); but also has the asigment to destroy K'. His impetious and egocentric manners is what keep him of being a useful top rank soldier. Kula: This is Anti-K'; we believe that the combined force of her and K49 will be enough to destroy the traitors, we haven't been able to finish her new compagnion. Foxy: This is other of the ones that caused the destruction of the "Zero Cannon"; she has to take care of Anti-K' while we are producting another Candy. Angel (Read Annhell): This is one of our regular troops; she has a certain level of strenght and feel some kind of attraction to K49, loyalty perhaps?? I didn't think that anyone on our cartel could be able to show positive feelings, except from Kula -we raised her that way-. Advanced Krizalid: After digging out the facts we found that the Zero clone thought that Krizalid have no use; Original Zero thought otherwise and quickly saved this man from certain death, fact that have strenghtened his loyalty to us. Unexpected and appropiated. Ron: The leader of the Hizoku Ninjas... we used some treatments on him for him to reach his fighting peak... We are hoping that this fighter can probe his usefulness to us, as he have good things planned for a person as corrupt as this man. Ignis: This person is second in command of our organization; thus he has a good level of strenght. ----------------------------------------------------------------------- * The plan: We have no need to elavorate a complicated plan to lure in our enemies; we just simplily host the KoF tournament with one team registered; called 'NESTS team'... remember that NESTS is a name know for few; so we have no need to cover ourselves; we'll just lure in who we want to. Using this strategy we hope to attract all of the fighters that have some problems with us: (K', Maxima, Whip, Lin, Benimaru, Kyo, Shingo, Heidern and his troops, Mary & her friends); simple strategy that has proven to be effective. ----------------------------------------------------------------------- * The result... failed: Ignis has slayed our leader and has taken the lead, hoping to size the info of the winners to become a God; unfortunatly he also has been killed... the whereabouts of Zero & Krizalid are unknown -maybe they have died when the space station where Ignis was trashed-; Diana, Foxy & Kula have betrayed us, K49 and Annhell still seem to have some loyalty towards NESTS... In fact they slayed that Foxy traitor; but we have no leader that might lead to the dispel of our cartel; yet rumor has it that Ron & Ignis girlfriend -Misty- are teaming up and planning to take their own road... Perhaps NESTS wasn't meant to conquer the world, but since they are still on the field maybe then we will have chances to achive our long lost desire of the eternal rule over the lands of the mens; even though we will be present only on spirit. *********************************************************************** Word of the autor: As I said; this report use some unconfirmed info I heard (Honk Kong Manwas, rumors and such) and the own gaming experience... as you might have heard; the content of the game sometimes changes depending on the lenguage (Though this case is not as critic as it was in AoF 2; where the game story-line was totally different on Zpansih and Engrish)... so I suppose that if I could read japanese I would enter on the more complete storyline; after all remeber that these games are designed to be japanese. Anyway; I hope this is not too confusing; after all I was a little 'inspired' when I wrote this and maybe I got carried away... also be careful with my Engrish; wich has developed a lot on these days... Hope someone cares. *********************************************************************** ----------------------------------------------------------------------- Performing & Buffering: ----------------------------------------------------------------------- Note that these tips are entirely optional; you can perfectly perform all of the combos without these, but if you are having troubles this might help. Well; these are the "classic" methods I know of; also notice that some of the buffering methods may be different now in KoF '2000. Hold a direction?? Well; holding a direction while performing a move is not absoulutely necesary to perform the moves; further more, now you can perform a move and some time later press the button... though I use that "holding" a direction method and works for me... Buffering... This is very well know by most players; just perform part of a move and then perform the rest of the move... well; here is an example with Ramon: - Hcb + B, Hcb + C On this case Hcb + B is nothing; it will only be a cls B; but the Hcb + C will transform in Hcb x 2 + C... this may be done if there are no moves with the first motion... now you have another type of this same buffering method: Choi: cls C; fwd + B; Qcf Neutral + B, Hcb + B. If you do the Qcf N + B, Hcb + B quickly enough; this will transform in the far B; Qcf, Hcb + B; if you have a special move in the first secuence this one won't help much unless you delay it A lot... if you have a command move this one will help a lot. Lin: Hcf (wait almost a sec then press A); Hcf + B. This will transform in a cls A; Hcf x 2 + B combo... if you don't delay the A a lot, he will perform Qcf + A instead. Now; if you where used to hold a button so you may not perform the special moves; then bad luck, that fault was taken out from the game; now you have to do it from other way... For example on '99 you could do with Maxima: Hold D button; Hcb + C (1 hit); release D and perform Hcb + D... this will force Maxima to perform cls C (1 hit) into the Maxima Revenger... that buffering method is no more. Now with the more complicated buffering methods: *********************************************************************** Stage 1; Normal & Special moves: Well; there are some combos that can give some headache if you try to do them on the "right" way... thus it is necesary for you to make some methods of how to perform more easily the combos, I think this is a good example: Let's say that you are playing as Lin and you want to do cr C into fwd + A and fininsh with his DM... if you do: - cr C; fwd + A; Qcb, Hcf + A you will surely obtain: cr C; Qcf + A, Hcb + A.... know if you try to do db + C, fwd + A and then the DM, there are still chances that you get that combo... so what can you do; do you quit??? NO, you better try: - cr C; fwd, fwd + A; Qcb, Hcf + A. And that will get the combo; you can do a lot of crazy things like; - cr C; up, fwd + A, Qcb, Hcf + A... as you have noticed, inputing an "Incorrect" secuence within a special move will make the MVS "erase" the move you where doing; that is if there are moves in conflic. Stage 2; Calling a striker: Note that this will help you in some combos; while it may ruin others. The active striker system can be a huge pain; because there are some moves that have certain level of "canceling" a striker... I will explain with another example: You are K'; and you want to do a combo with the Chain Driver and Rocky; thus you do: - cls C; fwd + A; tap BC and then Qcf, Hcb + C... then good luck; because since the Fwd + A is quick; you may have trouble interrupting the moves... but if you do: - cls C; fwd + A; Qcf, Hcb + BC, then the character will make the combo and will call out the striker... now let's say that you want to begin the combo from a jumping attack, and remeber that you may not combo the fwd + A form a jump; then you do: - jumping C; cls C; Qcf, Hcb + BC... WHAT??? the Striker did not showed up?; well, the explanation is simple; when you do the cls C you have less time to call a striker than in the fwd + A; so when you do it from a cls C THEN you have to tap BC and input the move before the punch ends, so remember that you have to learn the different timmings to perform some combos... NOW I realized that I should have explained the timming on the combos... I guess I can fix when I do a KoF '2001 FAQ; if the game ever made it to my arcade :[ Note that this BC canceling method can not be performed with MAX DMs; the machine just not call the striker when you press ABC or BCD. ----------------------------------------------------------------------- Combos: ----------------------------------------------------------------------- Note that, as always; combos are meant for the player to be facing right; also note that there are 2 versions of KoF '2000; on the first version; K' and Maxima where too tough; just like what happened with Iori in the first version of KoF '99; so, if you manage to play the first version (you will know because K' can combo his Qcf + C, Fwd + D with 1 hit of cls C; and Maxima can combo his Hcb + D after cls C (1 hit); Fwd + A) let your imagination fly... note that I do not quite know what are all the changes between version 1 and version 2... this FAQ is meant to be on version 2; though if you play version 1 all things should apply; just search for some little extra things (I have played both versions and they are pretty much the same). Also do take notice that all the combos labeled with "counter mode combos" are available on armor mode; unless they need the counter mode unique feature of canceling special moves with Desperation Moves. Also remember that: {R} = the combo can be escaped by a recovery roll. {NR} = the comboo CAN NOT be escaped by a recovery roll if you peform it right. Having no notes is that the enemy have no chance of recover. BY ALL MEANS; remember that this is KoF; not Tekken; characters do not have an standar size thus some combos will not work with everyone... For Example; Ryo's cls D; Qcf + AC won't have a chance of comboing on Benimaru; Kyo's cls C; Qcf + D, D won't combo on K'; Jhun cr C; Qcb + D won't combo on some characters and Maxima's df + C; that can fail of comboed from behind on some character like Kyo... that comes with the experience of playing... I currently CAN NOT test all combos in all characters on all the situations... I lack the time. ----------------------------------------------------------------------- "Kay Dash" K': ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcb + B/D has autoguard. Independent low combos: - cr B; cr A; Qcf + A, fwd + B. - cls B; Upc + C, fwd + D. - cr B; cr A; Upc + A (1 hit). Independent combos: - cls C (2 hits); fwd + B; Qcb + B. - cls D; Upc + C, fwd + D. - cls C (1 hit); fwd + A; Qcf + C, fwd + B. * - cls D (1 hit); fwd + A; Qcb + D. * - cls D (1 hit); fwd + A; Qcf x 2 + C. * - cls D (1 hit); fwd + A; Qcf, Hcb + AC. ** * These combos must be performed from very close; thus they are imposible to begin from jumps, D button may be replaced with C. * ** These combos must be performed from very close; thus they are imposible to begin from jumps, D button may be replaced with C; the Qcf, Hcb may be either normal or Max version. ** Strikers low combos: - cls B, call Maxima; Upc + A (2 hits) §; [Qcf + A], fwd + D, Qcf x 2 + C. - cr B, call Vanessa; Qcf + C, fwd + B §; short jump C; cls D; fwd + A; Qcf, Hcb + C. * - cls C; Upc + C, fwd + D, call Ramon; short jump C; cr C; Qcf x 2 + A. - cr B; Upc + A (2 hits), call Ryo; Qcf x 2 + C. - cr B; cr B; Qcf + C, call King, Fwd + B; §; CD; [Qcf + A], Fwd + D; [Qcf + A]; Fwd + B; Qcf x 2 + C. ** * Qcf, Hcb + C may be either normal or Max version. * ** I hurt my hand trying to get this one... anyway; I will put the contributor's notes: - King Must be called Between the Qcf + C and the Fwd + B. - You may supress the CD; because it is difficult to land. - The CD and the [Qcf + A], Fwd + D Must hit before King ends - After King finish; retreat and perform [Qcf + A]; Fwd + B; Qcf x 2 + C, if you are far enough it will work. Even with these tips the best I could get was: - cr B; cr A; Qcf + C, call King; Fwd + B, §; jumping D; [Qcf + A], Fwd + B; Qcf x 2 + C. It seems I am no good. ** Strikers combos: - throw with C, call any Striker; cls C; fwd + A; Qcf x 2 + A. - cls C (2 hits); Qcf + C, call King, fwd + B; §; Upc + A, Upc + C, fwd + D. * - jumping C; cr C, call Maxima, fwd + B; §; Qcf + C, fwd + B. - cls C (1 hit); Upc + C, Fwd + D, call G. Mantle, cls D; fwd + A; Qcf x 2 + A. - cls D; Fwd + B, call Saisyu; Qcb + B; §; Qcf x 2 + C. - cls C (1 hit), fwd + A, call Rocky; Qcf, Hcb + A; § Qcf x 2 + C. - jumping C; cr C; qcf x 2 + C, call Terry; Upc + C, fwd + D. - jumping C; cls C (1 hit); Qcf x 2 + A; call Dong Hwan; cls C; Fwd + A; Qcf x 2 + C. ** * Be carefull with King's range; the first Upc must be conected while King is going up. * ** You must do a big cross up jump before calling Dong Hwan. ** Counter Mode combos: - cr B; cr A; fwd + A, Qcf + A. - cr B; cr A; fwd + B, Qcb + B. - cr B; cls A; far C; Qcb + D. Corner combos: - jumping C; cr C; fwd + B; Qcb + B; call Maxima; Qcf + A; fwd + A; Upc + A; call Maxima; Qcf + C; fwd + B; Qcf x 2 + C. - jumping C; cr C; Qcf + C, Fwd + D, call Duke; Upc + C, Fwd + D; §; Qcf + C, Fwd + D; [Qcf + C], Fwd + B; Qcf x 2 + C. (Counter mode) - cls C (1 hit); Fwd + A; Qcf + C, Fwd + D; [Qcf + A], Fwd + B, call Rugal; Far C; §; Upc + A (1 hit), Qcf x 2 + A (hold); §; (release). ----------------------------------------------------------------------- Maxima: ----------------------------------------------------------------------- IMPORTANT NOTE: His far C; cls C; cls D; cr C; fwd + A and CD normal moves have autoguard. His Qcf, Hcb + A/C DM has autoguard. Qcf + A/C x 2 & Qcb + A/C have their autoguard removed. Independent low combos: - cls B; df + C; Qcb + A. - cls B; df + C; Hcf + D. - cls B; df + C; Qcf + C x 3. - cls B; df + C; Hcb x 2 + D. * * Hcb + D x 2 may be either normal or Max version. * Independent combos: - cls C; fwd + A; Qcb + A. - cls C; fwd + A; Hcb x 2 + D. * - cls C; fwd + A; Qcb + C. - cls A; df + C; Qcf + C x 3. - cls A; df + C; Hcf + D. - cls A; df + C; Hcb x 2 + D. * * Hcb + D x 2 may be either normal or Max version. * Striker low combos: - cls B; df + C; Hcf + D, call Duke; df + C, Upc + D. * - cls B; df + C, Hcf + D, call Baedal; Qcf, Hcb + C. {R} - cls B; df + C; Qcb + A, call another K'; Qcb + C. - cls B; df + C; Hcb + D x 2; call Dong Hwan; Qcf, Hcb + A. ** * It is really hard to acomplish this anyware; it is easier if you are cornered; to make Duke come from behind you must call him while Maxima his hugging the enemy; before the suplex. * ** In order to make Dong Hwan to connect the 2 hits you must jump foward and call him. * Striker combos: - D throw; call any Striker; cls C; fwd + A; Qcb + A. - cls C; Qcf + C x 3; Call another K'; Qcb + C. - cls C; Qcf + C x 3; Call Ramon; cls D, df + C; Hcb x 2 + D. - cls C; Qcf + C x 2, call Benimaru; Qcf, Hcb + A. - cls C; fwd + A; Qcb + A, call another K'; df + C; Upc + D . Counter mode combos: - fwd + A, Hcb x 2 + D, call K'. - cls B; df + C; Qcb + A; call another K'; Qcb + C, Qcf, Hcb + C. - cls C; fwd + A; Qcb + A, Qcf, Hcb + C. Corner combos: - cls C (1 hit); Qcf + C x 3, call Baedal; df + C; Qcf, Hcb + A. - cls C (1 hit); Qcf + C x 3; call Dong Hwan; cls D; Fwd + A; Qcb + A; call Dong Hwan; Cls C (1 hit); Hcf + D. - cls C (1 hit); Fwd + A; Qcb + A, call Another K'; df + C; df + C; Upc + D. - cls C (1 hit); Fwd + A; Qcb + A, call Ryo; cls C; df + C; Hcb x 2 + D. * - cls C (1 hit); df + C; Qcb + A, call Rugal; Qcb + A; df + C; df + C; Qcf, Hcb + A. * Hcb x 2 + D may be either normal or MAX version. * ----------------------------------------------------------------------- Ramon: ----------------------------------------------------------------------- IMPORTANT NOTE: Have you noticed that most characters; when they chain their low command attacks after any attack the attack remains to be low??? Well; with Ramon is a different history; when you chain his low command attack, df + B the attack no longer is low... Are we happy about this??? Well; since he is so tough I can over look this. Also his Hcf + B will sometimes hit twice (the kick will hit and when the enemy touches the ground he/she will more damage)... it is like a critical hit. Independent low combos: - cls B; cr A; Hcf + A. - cls B; cr B; Hcb x 2 + C *. * Hcb x 2 + C may be either normal or MAX version. * Independent combos: - cls C; df + B; Hcf + B. - cls C; df + B; Qcb + A. - jump D; cls C; df + B; Hcf + A. - cls C; df + B; Hcb x 2 + C. * - cls C; df + B; Qcb + C; cr C; df + B; Qcb, Hcf + B. ** * Hcb x 2 + C may be either normal or MAX version. * ** In order to move after the df + B you must release the button the soonest on the Qcb + C, then walk a little for the rest to connect. ** Striker low combos: - cls B; cr A; Hcf + A; call King Lion; Qcb + A. * - cls B; cr A; Hcf + A; call Yuri; Upc + D x 2. * The Qcb + A must hit simultaneosly with the last hit of King Lion. Striker combos: - cls C; df + B; Hcf + D; call Clark, jumping CD. - cls C; df + B; Hcf + C; Call Kim Sue il; Upc + B x 2. {NR} - cls C; df + B; Qcb + A, Call another K', Qcb + A. {NR} - cls C; df + B, call Vanessa; Qcb + C; cls C; df + B; Qcb, Hcf + D. - cls C; df + B; call Rocky; Qcb, Hcf + D; § Jumping CD. Counter mode combos: - cls C; df + B; Qcb + C; cr A; df + B; Hcb x 2 + C * * Very much easy; unlike if you do the other version without counter mode. * Corner combos: - cls C; df + B; Hcb x 2 + C, call Goenitz; §; Qcb, Hcf + B. * - cls C; df + B; Hcf + C, call Seth; cls C; Qcb + C; §; cls C; Qcb + C; Upc + B x 2. {NR} ** * On this combo you must do Hcb x 2 + BC, that usually calls the Striker on time for you to landle the "Tiger Spin". * ** You must run behind the enemy after Seth hits; on those cls C; Qcb + C you must release the button as soon as posible; in order for you to move faster and put those 2 Cs before Seth Finish his striker action. ** ----------------------------------------------------------------------- Vanessa: ----------------------------------------------------------------------- IMPORTANT NOTE: Vanessa's Upc + C/A has autoguard. Vanessa's Qcb + A/C, bk + A/C has autoguard. On all of these moves the A version bounces fireballs and the C version dispels them. Her C & D throws are unescapable. Independent low combos: - cr B; fwd + A; Upc + A. - cr B; cls B; fwd + A; Qcb, Hcf + C. * - cr B; cr A; fwd + A; Hcf + C. * Qcb, Hcf + C may be either normal or Max version. * Independent combos: - cr C; fwd + A; Hcf + C. - cr C; fwd + A; Upc + A. - cr C; fwd + A; Qcb, Hcf + C. * - cr C; fwd + A; bk.fwd + A; jumping CD. - far C (1 hit); Qcb + C; D(1 hit); Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or Max version. * Striker low combos: - cr B; fwd + A, call Ramon; Upc + A; far C (1 hit); Upc + A. - cr B; fwd + A, call Kyo; Qcf x 2 + C; §; far C; Qcb, Hcf + A. - cr B; fwd + A, call Ramon; Upc + A; far C (2 hits); Qcb, Hcf + C. * - cr B; cr A; fwd + A; Hcf + C; Call Maxima; bk. fwd + A, jumping CD. * Qcb, Hcf + C may be either normal or Max version, the move must hit just before Ramon finish his move; and so he will not knock down the enemy. * Striker combos: - cls C (2 hits); fwd + A, Call Neo & Geo; Qcf x 2 + C; §; Qcb, Hcf + C. - cls C (2 hits); fwd + A, call Rocky; Hcf + C; §; Jump CD. - far C; bk. Fwd + A; jumping CD, call another K'; bk . fwd + A; jumping CD. - cls C; fwd + A; Hcf + C, tap C, call Andy; dk. fwd + A; jumping CD. - cls C; fwd + A; Hcf + A, tap A, call Dong Hwan; far C; Qcb, Hcf + C. * * Qcb, Hcf + C may be either normal or Max version. * Counter mode combos: - cr B; far C (1 hit); fwd + A; Qcb, Hcf + A. - Qcf + D, Fwd + C (1 hit), Qcf x 2 + C. Corner combos: - cls C; fwd + A; Hcf + C, tap C, call Hinako; short jump C; cls C; Fwd + A; Qcb, Hcf + A. * - cr C; fwd + A; Hcf + C, tap C; call Ryo; Far C (1 hit); Qcb + C; Far C (1 hit); Qcb + C; Far C; Qcb, Hcf + A. ** - cls C; Fwd + A; Qcf x 2 + C; call Dong Hwan; jumping C; cls C; Fwd + A; Qcf, Hcf + C * Qcb, Hcf + A may be either normal or MAX version. * * Qcb, Hcf + A may be either normal or MAX version; those Far C (1 hit); Qcb + C, you must not hold C on the Qcb, in order to Vanessa to be able to move and do it again. * ----------------------------------------------------------------------- Benimaru Nikaido: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + D. - cr B, cr B, Qcf + D. - cr B, cr A; Qcf x 2 + AC. * * Only with Max version. * Independent combos: - cr A; cls D; Qcf + A. - cr C; Qcb + C. - cls C; Upc + D. - cr C; Qcf x 2 + A. * - cls D; Qcb x 2 + B. * Qcf x 2 + A may be either normal or Max version. * Striker low combos: - cr B; cr + A; Upc + B; call another K'; jumping Qcf + C. - cr B; Qcf + D, dn, up + D, call Maxima; Qcf x 2 + C. * Qcf x 2 + C may be either normal or Max version. * Striker combos: - cls D; Qcb + C, call Maxima; Jumping dn + D; Upc + C. - cls C; Qcb + C, call Rugal; Qcf x 2 + A. * - cr A; cls D; Qcb + C; call Mary; Qcf x 2 + C. * - cr C; Qcb + C; call Shingo; jumping D; cr C; Qcf x 2 + A. * * Qcf x 2 + C/ Qcf x 2 + A may be either normal or Max version. * Counter mode combos: - cr A; cls D; Qcf + A; Qcb x 2 + B. - cls D; Qcf + A; call Syo; Qcf + C (2 hits); Qcf x 2 + C. - cr B; cr B; Qcb + C, call Yamazaki; Qcf + C (2 hits); Qcf x 2 + C. - cr C; Qcb + C; call King; Qcb x 2 + K; Qcf + C (2 hits); Qcf x 2 + C. Corner combos: (counter mode) - cr C; Qcb + C, call Neo & Geo, Qcb x 2 + B; § air dn + D; Qcf + C (2 Hits); Qcf x 2 + C. - cr B; Qcf + D; dn, up + D, call Dong Hwan; cr C; Qcb + C, call Dong Hwan, Qcf + A; call Dong Hwan, Qcf x 2 + C. * * Qcf x 2 + C may be either normal or Max version. * ----------------------------------------------------------------------- Shingo Yabuki: ----------------------------------------------------------------------- Independent low combos: - cr B; Upc + B; Qcf + A. - cr B; cr A; Qcf + A. - cr B; cr B; Rup + D. - cls B; cr A; Upc + A. Independent combos: - cls C; fwd + B; Qcf + C. - cls C; Upc + D; Upc + A. - cls D; Hcb + D. - cr C; Qcb, Hcf + C. * - cls C; fwd + B; Qcf x 2 + A; Qcf + A. ** * Qcb, Hcf + C may be either normal or Max version. * * The Qcf + A DM can come out faster if you press the button again to use it earlier. * Striker low combos: - cr B; cr A; Rup + B, call another K'; Hcf + D. - cls B; Upc + D (2 hits), call Maxima; Qcf x 2 + C; Rup + D. - cr B; Upc + D (1 hit), call Kyo; qcf + A; §; jumping D. - cr B; cr B,call King; Qcf + A; §; Upc + A; Hcf + D. Striker combos: - cls C; fwd + B; Qcf x 2 + A; Rup + B; call another K'; Hcf + D. - cls C; Hcb + D, call Leona; cls C; fwd + B; Qcf x 2 + A; Qcf + A. - cls C; fwd + B, call Mature & Vice; Qcf + C; §; Rup + D. - cls A; Upc + D, call G. Mantle; cls C; Fwd + B; Qcf x 2 + A, A; Rup + D. {NR} Counter mode combos: - cr B; cr A; fwd + B; Qcf + C. - cls B; Upc + D (2 hits); Qcf x 2 + A; Rup + D. - cr B; cr B; Qcb, Hcf + A. Corner combos: - jumping C, call Duke; cls C; Qcb, Hcf + A; §; Qcf x 2 + A, A; Rup + D. - cls C; fwd + B; Qcf x 2 + A, tap A; Rup + B, call Rugal; Qcf x 2 + A; Rup + D. {NR} ----------------------------------------------------------------------- Lin: ----------------------------------------------------------------------- IMPORTANT NOTE: Lin's Upc + A/C has autoguard. His dn, dn, dn + AC MAX DM takes twice the damage against Kyo. Independent low combos: - cr B; cr b; cr A; Qcf + A, Hcb + A, Fwd + A. - cr B; cr A; Qcb, Hcf + A. * - cr B; cr C (1 hit); Qcb + A. - cr B; cr C (1 hit); Qcf + C, Hcb + C, Fwd + C. - cr B; cr C; Qcb, Hcf + A. * - cr B; cr C; dn dn dn + AC. - cr B; cr C; Fwd + A; Qcb, Hcf + A. * * Qcb, Hcf + A may be normal or Max version. * Independent combos: - cls C; Upc + C. - cls C (1 hit); Hcb + B. - cls C; fwd + A; Qcb + A. - cls C; fwd + A; dn dn dn + AC. - cls C; fwd + A; Qcb, Hcf + A. * - cls C; fwd + A; Qcf + C, Hcb + C, Fwd + C. * Qcb, Hcf + A may be normal or Max version. * Striker low combos: - cr B; cr C (1 hit); Qcf + C, call Mature and Vice, Hcb + C, fwd + C; §; Upc + C. - cr B; cr B, call Shingo; cr A; Qcf + A; §; jumping C; cr C; fwd + A; Qcb, Hcf + A. * - cr B; cr A; Qcf + A; call Clark; Hcb + A; §; Upc + C. - cr B; cr A; Qcf + A, call Leona; Hcb + A, Fwd + A; §; Upc + C, - cr B; cr C, call Rocky; Qcb, Hcf + A; §; Upc + C. * Qcb, Hcf + A may be normal or Max version. * Striker combos: - cls C; Upc + C; call Kaede; Upc + C, call Kaede; [Qcf + C], Hcb + C, Fwd + C. - cls C; fwd + A; Qcf + C, Hcb + C, Fwd + A, call another K'; jumping CD. - cls C; (1 hit); Hcb + B (1 hit), call Rugal; Hcb + D, Upc + C. - cls C; fwd + A, call Andy; Qcf + A, Hcb + A; §; Upc + C. - C throw, call any Striker; cls B; cr C; Qcb, Hcf + A. * * Qcb, Hcf + A may be either normal or MAX version. * Counter mode combos: - cr B; cr A; fwd + A; Qcb, Hcf + A. - cr B; cr B; cr B; cr B; short jumping C; cr B, cr B, cr A, Fwd + A; Qcb, Hcf + A. - Qcb + C (2 hits); Qcb, Hcf + A. - Qcb + C (2 hits); Hcf x 2 + D. Corner combos: - cls C; fwd + A, call Neo & Geo; Qcb, Hcf + C; §; Qcb, Hcf + A. - cls C; fwd + A; Qcf + A, Hcb + A, call Yashiro; cls C (1 hit); fwd + A; dn dn dn + AC. - cls C; fwd + A; Qcf + A, call Hinako, Hcb + A; §; jumping C; cr C; fwd + A; Qcf + A, Hcb + A, fwd + A, call Hinako; cr C; Qcb + A. ----------------------------------------------------------------------- Seth: ----------------------------------------------------------------------- IMPORTANT NOTE: Seth's CD and Qcf + C have autoguard. His Hcf + D counter attack can leave the enemy open; the best thing to follow it up is a jumping D. His Hcf + B counter attack leave the enemy open for any combo; you just need to walk next to the enemy and hit them. His C throw is unescapable. Independent low combos: - cls D; df + B; Hcb + B. - cls D; df + B; Qcf + A. - cls D; df + B; Qcf x 2 + A. Independent combos: - cls C; df + B; Qcf + A or C. - cls C (1 hit); fwd + B, fwd + A; Hcb + B. - cls C; df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit). - cls C (1 hit); fwd + B; fwd + A; Qcf x 2 + C. Striker low combos: - cls D; df + B; Hcb + D, call Another Robert; Qcf x 2 + C (1 hit) - cls D; df + B; Qcf + C, call Maxima; air Qcf + B. Striker combos. - cls C; (1 hit); fwd + B; fwd + A; call Rugal; Hcb + B; §; jumping Qcf + C. - cls C; (1 hit); fwd + B; call Rocky; fwd + A; Qcf x 2 + C; §; Qcf x 2 + C (1 hit) - cls C; df + B; Qcf, Hcb + B; Qcf + A; call another K'; jumping CD. - cls C; call Andy; df + B; Qcf + A; §; jumping D. - cls C; df + B, call Shingo; Qcf + A; §; jumping C; cls C; df + B; Qcf, Hcb + B; Qcf x 2 + A (1 hit). - cls C (1 hit); fwd + B; fwd + A; Qcf, Hcb + B; call Dong Hwan; cls C; fwd + B; fwd + A; Qcf x 2 + C. {R}* * You must do a big jump foward over the flying enemy and then call Dong Hwan. * Conter mode combos: - cls C (1 hit); df + B; Qcf + A (1 hit); Qcf, Hcb + B; Qcf x 2 + C (1 hit). - cls C (1 hit); fwd + B; fwd + A; Hcb + B, call Benimaru; Qcf + C; Qcf x 2 + C (1 hit). Corner combos: - cls C; df + B, Call Goenitz; Qcf x 2 + A; §; Qcf + C; Qcf x 2 + A (1 hit). - cls C; fwd + B, fwd + A; Hcb + B, call Yashiro; cls C; fwd + B, fwd + A; Qcf, Hcb + B; fwd + A. - cls D; df + B; Qcf, Hcb + B; fwd + A, call Rugal; cr A; cr A; cr A; cr A; df + B; Qcf, Hcb + B; Qcf + A. ----------------------------------------------------------------------- "Legendary Wolf" Terry Bogard: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + D. - cr B; df + C; dn. up + C. - cr B; cr B; qcf x 2 +B. - cr B; cr A; df + C; Qcb, Fwd + A. * * Qcb, fwd + A may be either normal or max version. * Independent combos: - cls D; fwd + A; Qcb + A. - cls C; Upc + D. - cls C; Qcf + A. - cls C, fwd + A; Qcf x 2 + D. - cls C; df + C; Qcb, Fwd + A. * * Qcb, fwd + A may be either normal or max version. * Striker low combos: - cr B; cr B; Upc + B; call another K'; Qcb, Fwd + A. * - cr B; Qcb + B; call Vanessa; cls D; fwd + A; Qcf x 2 + D. - cr B; df + C; dn. up + C, call G. Mantle; cls C (1 hit); fwd + A; Qcb, Fwd + A. {NR} - cr B; df + C; dn. up + C; call Ryo; Qcb, Fwd + A. * * Qcb, Fwd + A may be either normal or max version. * Striker combos: - cls C; call King; fwd + A; §; Qcb, Fwd + A; Qcf x 2 + B (4 hits). - cls C; fwd + A; call King; Qcf x 2 + B; §; Qcb + A. - cls C; fwd + A, call Mature & Vice; Qcb, Fwd + A; §; Upc + D. Counter mode combos: - cls C; call Clark; Qcf + A; §; Qcf + C; Qcb, Fwd + A. - cr B; df + C; dn. up + C, Qcf x 2 + D (2 hits). Corner combos: - cls C; fwd + A, call Maxima; Qcb, Fwd + A, §; Qcf x 2 + B (4 hits). * - cls D; fwd + A; Qcb + A; call Rugal; Qcb, fwd + A; Qcf x 2 + B. - jumping C, call Neo & Geo; cls D; fwd + A; Qcf x 2 + D; §; Qcf + C; Qcb + A. - cross up D; cls C; fwd + A; Qcb + A, call Seth; cr C; Qcb, Hcf + A; §; Upc + D. ** - cls D; fwd + A, call Hinako; Qcb, fwd + A; §; cls D; fwd + A; Qcf x 2 + D. * Is necesary to roll to the corner after the §. * * After calling Seth you must run behind the enemy. * ----------------------------------------------------------------------- Andy Bogard: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; df + A (1 hit); db, fwd + A, Qcf + C. - cr B; cr A; Qcb, Hcf + A. - cr B; cr A; df + A (1 hit); Qcb, Hcf + A. Indepedent combos: - cr C; df + A (1 hit); db, fwd + A, Qcf + C. - cr C; df + A (1 hit); Qcb, Hcf + A. - cls C (1 hit); Hcf + C; df + A (1 hit); db, fwd + C. - cr C ; Qcb, Hcf + B. * - cls C (1 hit); Hcf + C; df + A; jumping C. - cls C (1 hit); Hcf + C; df + A (1 hit); Qcb, Hcf + BD. * Qcb, Hcf + B may be either normal or Max version. * Striker low combos: - cr B; cr A; df + A, call Maxima; Hcf + B. - cr B; cr A; df + A (1 hit); db, fwd + A, call Vanessa; jumping C; cls C ( 1 hit); df + A (1 hit); Qcb, Hcf + A. Striker combos: - cr C; Hcf + C, call Rocky; db fwd + A; §; df + A (1 hit); db, fwd + C. - cls C (1 hit), Hcf + B, call Psycho Soldier Kensou; Qcb, Hcf + D . * - cr C; Hcf + C; df + A; jumping C; call another K'; Qcb, Hcf + BD. - cls C; Hcf + C; Upc + A, call G. Mantle; cls C (1 hit); df + A (1 hit); Qcf, Hcf + A. - cls C (1 hit); Hcf + C; Upc + A; call Robert; jumping C; cls C; df + A (1 hit); Qcb, Hcf + A. * Qcb, Hcf + D may be either normal or Max version. * Counter mode combos: - cls A; Qcb + C; call Mature & Vice; Qcb + A; Qcb, Hcf + D. - cls C (1 hit); df + A (1 hit); db, fwd + A, Qcb, Hcf + A. - cls C; Hcf + C; df + A; call Dong Hwan; cls C; df + A (1 hit); db, fwd + A, Qcf + C. {R} * * You must give a big jump foward while calling Dong Hwan for him to connect; them you attack simultaneosly to his electric attack. * Corner combos: - cr C; Hcf + C; Qcf + A; Upc + A, call Maxima; Qcb, Hcf + D. * - cls C (1 hit); Hcf + C, call Duke; Qcb + A; Upc + A; §; cr C; df + A (1 hit); Qcb, Hcf + A. - cr C; df + A (1 hit); db fwd + A, Qcf + C, call Maxima; df + A (1 hit); Qcb, Hcf + BD. - cr C; fwd + B; Qcf + B, call Hinako, C; §; cr C; df + A (1 hit); Qcb, Hcf + A. * Qcb, Hcf + D may be either normal or Max version. * ----------------------------------------------------------------------- Joe Higashi: ----------------------------------------------------------------------- IMPORTANT NOTE: His C throw is unescapable. Independent low combos: - cr B; cr A, tap A (4 hits), Qcf + C. - cr B; cr A; Qcf x 2 + A. * - cr B; cr A; Qcf, Hcb + A. - cr B; cr A; Upc + D. * Qcf x 2 + A may be either normal or Max version. * Independent combos: - cls C; fwd + B; Qcb + B. - cls C; fwd + B; Hcf + D. - cls C; fwd + B; Qcf, Hcb + C. - cls D, Qcf x 2 + A. * * Qcf x 2 + A may be either normal or Max version. * Striker low combos: - cr B; cr A, tap A (4 hits), Qcf + A, call Clark; Qcf x 2 + D. - cr B; cr A; Upc + B, call another K'; Qcb + D; Upc + D. - cr B; cr A; Upc + B, Call G. Mantle; Qcb + D; Far D. - cr B; cr A; Qcf x 2 + A, call Dong Hwan; cls C; fwd + B; Qcf, Hcb + C. {R} * * You must give a big jump foward while calling Dong Hwan for him to connect; them you attack simultaneosly to his electric attack. * Striker combos: - cls D; fwd + B; Qcb + B, call Clark; cls A; Qcf + x 2 A. * - cls C; Hcf + A, call Syo; Qcb + B, Hcf + B. ** - cls C; call Psycho Soldier Kensou; fwd + B; Qcb + B, §; Qcb + B, Hcf + B. ** - cls C, fwd + B, Qcb + B, call anoter K', Qcb + B, Upc + D. ** * Qcf x 2 + A may be either normal or Max version. * ** In all of these combos the Qcb + B or D must be connected just after the Striker hits. ** Counter Mode combos: - cls A; tap A (2 hits), call Psycho Soldier Kensou, Qcf + A, Qcf x 2 + B. - cr A; cr B; fwd + B, call another K'; Qcb + B; §; Qcb + D; D. * * In this combo the Qcb + D must be connected just after the Striker hits. * Corner combos: - cls C; fwd + B, call Goenitz; Qcf, Hcf + C; §; Qcb + B (1 hit); tap C (3 Hits), Qcf + C. - cls D; fwd + B; Hcf + B, call Maxima; Qcb + B; Upc + D, call Maxima; Qcf x 2 + D. * - cls C; fwd + B, call Neo & Geo; Qcf, Hcb + C; §; cls C; fwd + B; Qcf, Hcb + C. * It is necesary to roll behind the enemy leaving them in a corner after the §. * ----------------------------------------------------------------------- Blue Mary Ryan: ----------------------------------------------------------------------- Independent low combos: - cr B; cr A; Upc + B, Upc + D. - cls B; cr A; Qcf x 2 + D. * - cls B; cr A; Hcb x 2 + D. * Qcf x 2 + D may be either normal or Max version. * Normal combos: - cls C (1 hit); bk + B; bk. fwd + B, Qcf + D. - cls D; bk + B; Qcf, Hcb + A. - cls C (1 hit); fwd + A; Upc + D; Upc + D. - cls C (1 hit); fwd + A; Hcb x 2 + D. - cls D; bk + B; Qcf x 2 + D. * * Qcf x 2 + D may be either normal or Max version. * Striker low combos: - cls B; Upc + B (2 hits), Upc + D, call Syo; Qcf, Hcb + A. - cr B; cls A; Upc + B, Upc + D, call Mature & Vice; Qcf, Hcb + C. Striker combos: - cls C (1 hit); bk + B; bk. fwd + B, Qcf + D; call another Robert; Qcf x 2 + BD. - cls C (1 hit); bk + B, call Rocky; Qcf, Hcb + A; §; Upc + B, Upc + D. - cls C (1 hit); bk + B, call Maxima; bk. fwd + B; §; Qcf x 2 + D. * Qcf x 2 + D may be either normal or Max version. * Counter mode combos: - cr B; cr A; bk + A; bk. fwd + B, Hcb x 2 + D. - cls B; cls C; bk + A; bk. fwd + B; Qcf + D; call Syo; Upc + B (1 hit), Qcf, Hcb + A. Corner combos: - cls C (1 hit); bk + B, call Duke; Upc + D, Upc + D; §; Qcf x 2 + D. * - cls D, call Neo & Geo; bk + B; bk. fwd + B, Qcf + D; §; cls D; bk + B; Qcf, Hcb + A. * Qcf x 2 + D may be either normal or Max version. * ----------------------------------------------------------------------- "Invincible Dragon" Ryo Sakazaki: ----------------------------------------------------------------------- IMPORTANT NOTE: Fwd + B and dn + B are autoguard. Cr B with this character is either db + B or df + B; because dn + B is his auto guard move. His Fwd + B can be interrupted on the first frames; befores he rises his arm; it can be interrupted even if it guards an attack. Independent low combos: - cr B; cr A; far A; Hcb + B (1 hit). - cr B; cr A; Upc + A. - cr B; cr A; Qcf x 2 + A. - cr B; cr C; Qcf + C. - cr B; cls C; Qcf, Hcb + A. Normal combos: - cls D; Fwd, Bk, Fwd + C. - cls C; Hcb + D. - Qcb + C; Qcf + A. - Qcb + C; Hcb + D. - cls C; Fwd, Hcf + A. - cls D; Qcf, Hcb + A. - cls C; Qcf + AC. Striker low combos: - cr B; cr A; far A; Hcb + B; call another K'; Fwd, Hcf + A. - cr B; cr A; Hcb + B, call Mature & Vice; Fwd, Hcf + A. - cr B; cr A; Upc + A, call Rugal; Fwd, Bk, Fwd + A. Striker combos: - cls C; Fwd, Bk, Fwd + C; call Robert; Fwd, Hcf + C. {NR} * - cls D, call Rocky; Qcf, Hcb + A; §; Fwd, Bk, Fwd + C. - cls C; fwd + A, call King; far A; Upc + A (2 hits); Qcf x 2 + A. - cls C; fwd + A, call King; Fwd, Hcf + A; Fwd, Bk, Fwd + C. * - Qcb + A; cr C; Hcb + D (2 hits), call Mature & Vice; Fwd, BK; Fwd + A. * Fwd, Hcf + A or C may be either normal or Max version. * Counter mode combos: - cr B; cr C; Qcf + C; Qcf x 2 + C. - cr B; cls A; Fwd, Bk; Fwd + A; call Iori; Qcf + A; Qcf x 2 + A. - cls C, call Vanessa; Qcf + C; Fwd; Hcf + A. Corner combos: - cls C; Hcb + D, call Eiji; fwd, bk, fwd + C, call Eiji; Qcf, Hcb + A. {NR} - cls D; Upc + A, call Rugal; fwd, Hcf + A; Fwd, bk, Fwd + A. - cr B; cls A; Hcb + D, call Shermie; Qcf, Hcb + C. (counter mode) - jump C, call Goenitz; cls D; Qcf + C, Qcf x 2 + C; §; Qcf + A; Qcf x 2 + C. {NR} ----------------------------------------------------------------------- "Raging Tiger" Robert Garcia: ----------------------------------------------------------------------- IMPORTANT NOTE: Just like Ramon; his df + B will not hit low if you chain it. Independent low combos: - cr B; cr B; dn. up + C; dn. up + D. - cls B; cr A; Qcf x 2 + D. - cr B; cls B; bk + B; bk. fwd + D. - cr B; cls B; bk + B; Qcf, Hcb + AC. Idependent combos: - cls C; bk + B; bk. fwd + D. - cr C; dn. up + C; bk. fwd + D (2 hits). - cr C; fwd + B; Qcf x 2 + D. - fwd + A; Qcf x 2 + D. - cls C; fwd + B; Qcf, Hcb + AC. Striker low combos: - cr B; cr A; dn. up + C, call Ryo; run foward cr C; fwd + B; Qcf x 2 + D. {NR} - cr B; cr A; dn. up + C, bk. fwd + D (2 hits), call another K'; Fwd, Hcf + C. - cr B; cr B; dn. up + C, call King; cr C; bk + B; Qcf x 2 + D. - cr B; cr A; bk. fwd + D, call Mature & Vice; Qcf x 2 + D. - cls B; cr A; df + B (1 hit), call Rugal; Qcf x 2 + D; §; Qcf x 2 + B. Striker Combos: - cls C; fwd + B, call Rocky; Qcf x 2 + D; §; Qcf x 2 + D. - cls C; df + B, call Kaede; Qcf, Hcb + A; §; Qcf x 2 + D. - cr C; dn. up + C, call Dong Hwan; cls C; df + B; Qcf, Hcb + A. * - cr C; dn. up + C; bk. fwd + D (2 hits); call Mature & Vice; Qcf x 2 + D. Counter mode combos: - cr B; dn. up + C; Qcf x 2 + D. - cr C; dn. up + C, call Dong Hwan; cls C; Fwd + B; Qcf x 2 + B. * {R} * As usual, give a cross up jump over the enemy when calling Dong Hwan. * Corner combos: - cls C; df + B (1 hit), call Neo & Geo; Qcf, Hcb + A; §; Qcf, Hcb + C. - cls C, Fwd + B, call Goenitz; Qcf x 2 + D; §; Qcf, Hcb + A. ----------------------------------------------------------------------- King: ----------------------------------------------------------------------- IMPORTANT NOTE: King     
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taunts if you leave her standing without taking any action. Idependent low combos: - cr B, cls B; Upc + D. - cls B; Hcb + A. - cr B; cls B; Hcb x 2 + B. - cr B; cr A; Hcb + D. - cr B; cr A; Hcf + C. Normal combos: - cls D; Upc + D. - cls D; Hcb x 2 + D. - cls C; Hcb + C. - cls D (1 hit); Upc + C. Striker low combos: - cr B, cls B; Upc + D, call Kaede; Upc + D. - cr B; cr A; Hcf + C, call Rocky; Qcf + D. - cls B; Hcf + A; call Shermie; Qcf; Hcb + B. * * Qcf; Hcb + B may be either normal or Max version. * Striker combos: - cls D (1 hit); Upc + C, call Mature & Vice; Qcf, Hcb + B. - cls D, call Shingo; Hcb + C; §; jumping C; cls D; Qcf + D. - cls D; Hcf + C; call Rugal; cls C; Upc + D. * Qcf; Hcb + B may be either normal or Max version. * Counter mode combos: - cls A; cls D; Hcb + C (3 hits); Hcb x 2 + D. - cr B; cr A; Hcb + A; call Maxima; Qcf + D (1 hit); Qcf, Hcb + B. Corner combos: - cls D (1 hit); Upc + A, call Maxima; cls C; §; Qcf, Hcb + B. * - cls D (1 hit); Upc + D, call Baedal; Upc + A, cls D. - cls D, call Goenitz; Qcb x 2; Qcf, Hcb + D. - cls C; Hcb + C, call Hinako; cls D; Qcb x 2 + B. * Qcf; Hcb + B may be either normal or Max version. * ----------------------------------------------------------------------- "Mr. Karate" Takuma Sakazaki: ----------------------------------------------------------------------- IMPORTANT NOTE: His Qcb + A/C has autoguard. Independent low combos: - cr B; cr A; fwd + A; Qcf + C. - cr B; cr A; fwd + A; Fwd, Hcf + C. - cr B; Qcf x 2 + A. - cr B; cls B; fwd + B; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or Max version. * Independent combos: - cls C; fwd + A; Qcf + C. - cr C; db. fwd + D; fwd + A; df + B. - cr C; db. fwd + D; Fwd, Bk, Fwd + C. - cr C; db. fwd + D; Fwd, Hcf + A. - cls C; fwd + B; Fwd, Hcf + C. - cls C; fwd + A; Qcf, Hcb + A. * - cls A; cls C; fwd + A; Qcf, Hcb + A. * * Qcf, Hcb + A may be either normal or Max version. * Striker low combos: - cr B; fwd + B, call Rocky; Qcf, Hcb + A; §; Fwd, Hcf + C. - cr B; cr A; fwd + A, call King; Qcf + C; jumping CD; Fwd, Hcf + A. - cr B; cls C; fwd + A, call King; Jumping CD, Fwd, Hcf + A. * * Hold the Fwd, Hcf + A to power it up. * Striker combos: - cls C; fwd + B; call another K'; Fwd, Hcf + C; §; Fwd, Hcf + C. - cr C; db. fwd + D; Fwd, Bk, Fwd + C, call G. Mantle; db. fwd + D; Fwd, Hcf + A. {NR} - cls C; fwd + A, call Vanessa; Qcf + A; jumping C; cr C; db. fwd + D; Fwd; Hcf + A. - cls C; fwd + A, call Kyo; Qcf, Hcb + A; §; Qcf, Hcb + A. - cr C; db. fwd + D; cls B, call Mai; cls B; cls B; cls D; df + B. * * You must run under the enemy for Mai to appear on good position; but before you call Mai you must press B, otherwise you won't have enough time to move. * Counter mode combos: - cr B; cr A; db. fwd + D; Fwd, Bk; Fwd + C; call Kaede; Fwd, Bk; Fwd + C . - cr B; cr A; db. fwd + D; call Dong Hwan; cr A; Qcf x 2 + A. {R} Corner combos: - cls C, fwd + B, call Neo & Geo; Qcf, Hcb + A; §; Qcf, Hcb + A. - cls C; fwd + A, call Maxima; Fwd, Hcf + C, §; Qcf, Hcb + C. ----------------------------------------------------------------------- Leona Heidern: ----------------------------------------------------------------------- IMPORTANT NOTE: Leona's jumping C can cross up; but it is very tricky. Independent low combos: - cr B; cr A; dn. up + C. - cr B; cls A; Qcf x 2 + A. Independent combos: - cls C; fwd + B; Air Qcf, Hcb + C. * - jumping D; jumping D; Qcf, Hcb + C. * - Rup + D; dn. up + C. - cls D; Qcf x 2 + A. - cr C; Qcb, Hcf + D. * Air Qcf, Hcb + C may be either normal or Max version. * Striker low combos: - cr B; cr B, call Baedal; cr A; bk. fwd + D, Fwd + D. - cr B ; cr A; dn. up + A, c
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