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-=-=-=-=-=-=-=-=-==-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Basic Game Combos FAQ : The King of Fighters 2002 For Arcade and the Neo Geo Version 1.0 March 8, 2004 Copyright fabian (fabian@roxette.org) 2004 The King of Fighters 2002, all of the trademarks, characters or anything related are trademarks and copyrighted ownership of Eolith and Playmore 2002-2003. As of 2004, the copyrighted ownership belongs to SNK Playmore 2004. -=-=-=-=-=-=-=-=-==-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: FRONT END ::: --------------------------------------------------------------------------------------- | This "Basic Game Combos FAQ: The King of Fighters 2002" is the original work of | | Fabian Davy (fabian@roxette.org). The copy that you are reading now can originally | | be obtained from www.gamefaqs.com. | | | | Stated below are the names of web sites that have been given permission by me to | | post/distribute freely/use information from this FAQ (with proper referencing) | | automatically. This is my act of appreciation to these sites that have helped me | | me countless times before. | | - www.gamefaqs.com | | - http://cheats.de | | - kofonline.com | | | | For future requests of posting my guide, I have reviewed my posting policy. | | From October 2003 onwards, any web-masters or individuals who wish to include my | | guides in their web site and have obtained my permission to do so, can freely | | distribute this guide as long as it is not used for any commercial gains. Bear in | | mind though that this can only be done after asking for permission from me by | | e-mail. The information here is highly prohibited to be published in any paysites | | or game magazines or anything else that is money driven/oriented whether directly | | or indirectly. Reproduction of this guide in any form is also not allowed as long | | as it is for your own personal use. No alteration or modification of any form is | | allowed to the original document. However, you are allowed to use the contents of | | this guide without informed consent by acknowledging me in the credits as well as | | where did you obtain my guide (which version, etc.). This rule however assumes that | | you are not plagiarizing this document. In short, proper referencing please!!!! | | | | If you wish to publish this guide in your site, you can do so by sending me just a | | simple email informing me of your intention. I am not going to send you the guide | | by email. In case of any new updates, just check the GameFAQs.com pages to download | | the new version. I am allowing this because I do lost track of time when I am | | checking my email (since that I don't have a home internet connection) and it can | | take me days or even weeks to respond. | | | | My point is: Don't plagiarize. It took quite an effort to produce this guide. Why | | pirate it when it's already free. I know you are wise to make the decision. My trust| | is with you. | --------------------------------------------------------------------------------------- NOTE : Because this FAQ contains a lot of tables, you are better off using the Courier font to view it or else all the formating will be chaotic. ======================================================================================= CONTENTS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= [1.0] INTRODUCTION [2.0] GAME CONTROLS [3.0] COMBOS SECTIONS [3-1] KOF '99 TEAM [3-2] ART OF FIGHTING TEAM [3-3] FATAL FURY TEAM [3-4] PSYCHIC SOLDIERS TEAM [3-5] JAPAN TEAM [3-6] WOMEN FIGHTERS TEAM [3-7] NEW FACES TEAM [3-8] KOF '96 TEAM [3-9] KOF '97 TEAM [3-10] IKARI WARRIORS TEAM [3-11] KOREA TEAM [3-12] KOF 2000 TEAM [3-13] KOF 2001 TEAM [3-14] SECRET CHARACTERS - OROCHI TEAM - KUSANAGI - RUGAL [4.0] EXTRA INFORMATION [4-1] COMBO BASICS [4-11] TYPES OF ATTACKS [4-12] CANCELING [4-2] THE MAX MODE [4-3] INPUT BUFFERING SYSTEM [4-4] MAX MODE BYPASS COMBOS [5.0] COMBO/DAMAGE DISTRIBUTION [6.0] ACKNOWLEDGMENTS ======================================================================================= I N T R O D U C T I O N ======================================================================================= Welcome and thank you for reading my fourth and biggest FAQ so far. I really had a great time in writing this FAQ and I hope that you will enjoy reading it much more. The effort and work being put to produce this FAQ is tremendous, not forgetting how tedious it can be. Imagine testing a handful of combos for 44 characters!!! I spent an average of 6 hours daily for 2 weeks to come up with this work. Despite of that, nothing beats the satisfaction and joy when you finally completed a mega project like this. Yes, this is a Combo FAQ or more specifically, a Basic Game Combo FAQ for The King of Fighters 2002 (Arcade and Neo-Geo). I was never really interested to write an in-depth all character FAQ in the first place considering the huge amount of dedication and work needed to get it done. However, some of the FAQs/Game Guides that I intended to write has been made by other people, especially the ones that I intended to write for SvC Chaos (Shiki or Kasumi character guide). Since that I already had my KOF 2002: Whip Guide up in GameFAQs.com, I thought that doing yet another character specific FAQ is an overkill. I looked around to see which FAQ that has not been done yet and much to my surprise, there is no Combo FAQ being made for KOF 2002. "Ok, that's it!!!" I said. I usually refer my FAQs as Game Guides but I take this as an exception since this really is an FAQ. I went to various message boards and saw how some people requested for combos of specific characters. While these combos do get posted, they will eventually be gone or deleted as the discussion topic fades into obscurity. I hope that with me writing this FAQ, the collection of combo related information has a place to stay. So that's it, a true FAQ work finally: Frequently Asked Questions. This FAQ was written with newbies in mind or more specifically, people who are new to the KOF series. The combo system of KOF is distinctive on its own and only knowing a bit more about the fundamentals will you be able to enjoy playing the game more. I have decided to include sections on Combo Basic for extra information. Hardcore KOF fan will usually know about this and can easily skip the section. Still, I believe that you can benefit a few things by reading it. Since that this is version 1.0 of my FAQ, errors are bound to be present. I have tried my best to list down all the actual combos per character. Since that there are too many lines of combo chains that I have written, I may have overlooked a mistake and let it slip. Trust me I retested every line over and over until I'm bored. If you find that a combo is not working, please tell me about it. You will be credited for sure. ======================================================================================= [2.0] G A M E C O N T R O L S ::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= Here are the symbols that you'll see in this FAQ. ub u uf f = forward u = upward | b = backward d = downward | / | / df = down forward uf = up forward b ---- + ---- f db = down backward ub = up forward / | / | | db d df A = light punch B = light kick C = strong punch D = strong kick CD = knockdown attack (press C and D together) SYMBOLS FULL MEANING DIRECTION KEYS/BUTTONS PRESS DIRECTION SYMBOL qcf : quarter circle forward : downward, down forward, : d, df, f forward --------------------------------------------------------------------------------------- qcb : quarter circle backward : downward, down backward, : d, db, b backward --------------------------------------------------------------------------------------- hcf : half circle forward : backward, down backward, : b, db, d, df, f down, down forward, forward --------------------------------------------------------------------------------------- hcb : half circle back : forward, down forward, down, : f, df, d, db, b down backward, backward --------------------------------------------------------------------------------------- dp : Dragon Punch (motion) : forward, down, down forward : f, d, df --------------------------------------------------------------------------------------- rdp : reverse Dragon Punch : back, down, down backward : b, d, db ======================================================================================= [3.0] COMBO SECTION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= In this FAQ, there are a few types of combos that can be done by a specific character. These combos are: (1) Anywhere Combos, combos that can be done regardless of where it is done (2) Corner Combos, combos that will connect only when done at the corners of the screen (screen edge) (3) Super Cancels Combo, very much self explanatory (some can be done anywhere, some only at corner. In any case, this information will be told) (4) MAX Mode Combos, combos that can be done only in MAX Mode (5) MAX Mode Bypass Combos, combos that are possible to be done by taking advantage of the Input Buffering System. Different characters have different number of available combo types. Some might have more 'Anywhere' combos or no applicable Super Cancels combos at all. Combo (1) -(4), very much explains themselves from the name. The last combo type is a new combo only present in KOF 2002. It can be done by taking advantage of the unique input system of KOF 2002. ---------------- ABOUT THE COMBOS ---------------- Take note that a certain few of the listed combos don't work at all (or work poorly) for a minority of characters. In most cases, about 5% of combos for a character behaves in this way which leaves 95% of them to work regardless on who it is performed on. This variation can be caused by a few things such as the height/size of the character, or the animation frame of the character when he/she is being hit (or recovers). I cannot possibly test one combo chain for the total of 44 characters, one by one. It can be very tedious to do. In case you find a combo that doesn't work for a single character, kindly tell me about it. I'll list it out in the coming revisions of this FAQ. ------------------------------------------ SOME CHARACTERS HAVE VERY LITTLE COMBOS!!! ------------------------------------------ This phenomenon is very character specific. A few characters are not meant to be played as combo machines. This usually apply for grapplers such as Clark or Goro or 'poking style' characters like Billy and Whip. Lack of combo properties is usually compensated by increased attack priority for the character or higher damage in attacks. I must admit that I am not truly expert in doing all the combos for some characters and this can explain the rarity of combos for a few characters. In this case, I am really grateful if you can contribute the knowledge that you might have. I will really appreciate this. ------------------------------- WHERE ARE THE CROSSOVER COMBOS? ------------------------------- I decided not to included crossover combos since it can be performed similarly for all the characters. The most basic crossover starter is a strong jumping (mid-air) attack such as Jump C/D followed by most of the ground normal move (be it standing or crouching). Here are a few examples: Blue Mary: Jump C, Crouch C (2 hits), f + A, qcf, hcb + A Whip: Jump D (2 hits), Close B, Crouch B, qcb, hcf + A Mai: Jump C, Crouch C, qcb + C (1 hit), qcb, hcf + B Get the idea already? Light jumping attacks (Jump A/B) don't really make good crossover material because they don't have the 'stun' effect when it hits. Strong jumping attacks (as well as all strong standing attacks) will cause the opponent to recover a little bit longer so that you have time to add in a few more attacks on the ground. Crossover attacks works better when the attacks are done closer to the ground on the basis that by the time you are preparing for a ground attack, the opponent is still recovering. All of the combos below starts with a basic chain: usually a strong ground attack followed by a command, special or desperation move. This is the fundamental combo chain that connect best for a long crossover combo. If the starting crossover attack connects with the basic chains, then you can link the attacks together. This is the reason why I included all this combo chains anyway even though they can look very simple. -------------------------------- IS THIS THE ULTIMATE COMBO LIST? -------------------------------- By all means, no. Listed here are combos that are practically used in battles without high level of difficulty in doing it (hence the reason why I call this FAQ as a 'Basic Game Combos' FAQ). Some combos were omitted because the damage generated is not really substantial to the effort in doing it. This usually refers to MAX Mode Combos. ---------------------------- WHAT IS MISSING IN THE LIST? ---------------------------- MAX Mode Interchanging Combo is absent (combos done while canceling a move by activating MAX Mode in the middle of a move) because some of them was hard enough to do and I don't bother to list them either. If you know any, you can tell me about it and I'll ensure that you'll get the credit. Combos of Shingo and King are absent too because they are only available on the Dreamcast version. I never get to play them since I don't have a Dreamcast. ======================================================================================= READING THE COMBOS ======================================================================================= [ ANYWHERE ] (1) * Close C (1 hit), hcf + A (2 hits 15%) Close C (1 hit), dp + B/D (3 hits 20%) (2) * Close C (1 hit), f + A, hcf + A (3 hits 20%) --------------------------------------------------------------------------------------- | Note: | | (1), Close C can be cancelled only on the 1st hit. | --------------------------------------------------------------------------------------- EXPLANATION: This is an example of how the combos are written in this FAQ. The capitalized words in the bracket is the combo type. For the example above, the combo type is an 'Anywhere' combo (or combo that can be done anywhere on screen). This will usually follow with 'Corner', 'Super Cancels', 'MAX Mode' and 'MAX Mode Bypass' combo types. The number at the front of the line indicates a combo variation, usually referred to as combo (1) or combo (2) in the FAQ. I decided not to number all the combos because some of them are not different enough to be on its own. All of the following combos within the same numbering are called chains, so as not to confuse you in reading it. For example the line ' Close C (1 hit), hcf + A' is called chain 1 (or 1st chain) of combo (1) while line " Close C (1 hit), dp + B/D' is the second chain. At the end of each lines are the number of hits generated by the combo chains. Right next to the number of hits is the damage percentage caused by the combo chains. 20% would mean causing about 20% of the full life bar meter. This figure is always rounded by 5 by me. An actual 7% combo will be written as 10%, a 22% combo rounded to 20% and so on. All the damage percentage are estimated values but they do give you a great impression of how powerful the combo chains are. Sometimes, a combo chain will require additional notes in doing. In any case, they will be a box that explains the respective combo aspect. Explanation for a specific combo chain is indicated by the combo number followed by a comma sign. In case you are wondering, the asterix (*) sign was meant to indicate a new combo or else reading the combos can be very confusing. ======================================================================================= CHARACTERS COMBOS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= [3-1] KOF '99 TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | K' KOF '99 TEAM | ======================================================================================= SUPER CANCELS * Crow Bites, 1st hit : dp + A/C * Narrow Spike, as it hits : qcb + B/D, done after Minute Spike (qcb + B/D) # One Inch (f + A), can be cancelled after pairing it first from a normal attack. However, you need to cancel it early because the later frames will not be cancellable afterwards. # Knee Strike (f + B) can be cancelled into Minute Spike (qcb + B/D) as K's body is lifted from the ground. # Minute Spike can link and be cancelled into strong normal attack only (Jump C/D) it paired in a cross-over combo. # Any of the combos below that begins with Close C (1 hit) can also be started with Crouch C. In order to avoid a confusion in reading the chains, I decided to omit Crouch C from the combo chains list. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Jump C/D (forward), qcb + B (2 hits 10%) (2) * Close C (1-2 hits), qcb + B/D (2/3 hits 10/15%) (3) * Close C (2 hits), qcf, hcb + A/C (15/16 hits 40%) Close C (2 hits), qcf, hcb + AC (27/28 hits 50%) Close C (2 hits), qcf(x2) + A (3 hits 25%) (4) * Close C (2 hits), dp + C then f + B/D (5 hits 25%) (5) * Close C (2 hits), f + B, qcb + B/D (4 Hits 25%) (6) * Close C (1 hit), f + A, qcb + B/D (3 Hits 15%) (7) * Close C/D (1 hit), f + A, qcb + B/D then qcb + B/D (3 Hits 20%) (8) * Close C/D (1 hit), f + A, qcf, hcb + A/C (16 hits 50%) Close C/D (1 hit), f + A, qcf, hcb + AC (28 hits 55%) Close C/D (1 hit), f + A, qcf(x2) + A/C (3 hits 35%) (9) * qcf + A/C then f + D, qcb + B/D (3 hits 15%) qcf + A/C then f + D, qcf(x2) + A (3 hits 35%) --------------------------------------------------------------------------------------- | Note: | | (1), Jump C/D is a crossover attack that connects best with Minute Spike (qcb + B) | | as it hits closer to the ground. | | (2), If your Close C is a 1 hit, then follow with qcb + B only. The D version is | | too slow and won't connect. | | (5), Doing qcb + D will make the flying kick to miss. Close C can either be a | | single or double hit. | | (6), Close C must be a single hit. A double hit pushes the opponent too far and | | f + A will miss. f + A must be cancelled quickly or else it will not be | | cancellable and knock the opponent down. You need to be quick in | | inputting command for this. | | (7), The last motion (qcb + B/D then qcb + B/D) can be also be summed as | | qcb + B/D (x2). The second qcb + B/D needs to be done very fast after the | | first. Tricky combo yet small damage. | | (8), Again, very fast fingers are needed. | | (9), qcf + A/C and the f + D follow-up should cause the opponent to be thrown | | upwards. Simply, qcf(x2) + A/C can be done straight away. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Close C (2 hits), qcf + A then f + D, qcb + B/D (5 Hits 20%) (2) * Close C (2 hits), qcf + A then f + D, dp + C (6 Hits 35%) Close C (1/2 hits), qcf + A then f + B, dp + C (5/6 Hits 25/30%) (3) * Close C (2 hits), qcf + A then f + D, qcf(x2) + A/C (5 Hits 45%) (4) * Close C (2 hits), qcf + A then f + D, qcf, hcb + A/C (18 Hits 55%) Close C (2 hits), qcf + A then f + B, qcf, hcb + C (18 Hits 55%) Close C (2 hits), qcf + A then f + D, qcf, hcb + AC (30 Hits 60%) Close C (2 hits), qcf + A then f + B, qcf, hcb + AC (30 Hits 60%) (5) * Close C (2 hits), qcf + A then f + D, qcb + A, C (12 Hits 40%) (6) * qcf + A/C then f + D, qcf, hcb + A/C (16 Hits 45%) --------------------------------------------------------------------------------------- | Note: | | (2), If the follow-up to qcf + A is f + B, then the timing is critical. You need | | to input the command rather quick. | | (3), Perform qcf(x2) as the opponent is about to fall or you'll miss it. Timing is | | different for each version of qcf(x2) + A/C. | | (4), Don't do qcf, hcb + A/C/AC too soon. Do it as the opponent is about to fall. | | The timing is not very strict. | | (5), This combo involves the HSDM. Very easy if you can get the HSDM to appear. | | Unfortunately, that is the hardest part. | | (6), Depending on the distance, the timing for each version of the DM (done with | | A, C or AC) is different. You need to perform the DM as the opponent is | | about to hit the ground. Not too fast but not too slow. | | (X), For combos (1-5), an alternative combo that is a bit longer but has a | | similar ending is: | | Close C (1 hit), f + A, qcf + A then f + B/D.... | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * dp + C, qcf(x2) + A (2 hits 30%) (2) * dp + C (1 hit), qcb, hcb + A (15 hits 40%) dp + C (1 hit), qcb, hcb + AC (27 hits 45%) (3) * Close C/D (1 hit), dp + A, qcb, hcb + A/C (16 hits 50%) Close C/D (1 hit), dp + A, qcb, hcb + AC (28 Hits 55%) (4) * Close C/D (1 hit), dp + A, qcf(x2) + A/C (3 hits 40%) (5) * Close C/D (1 hit), qcb + B/D (x2), qcf(x2) + A/C (3 hits 40%) * Close C/D (1 hit), f + A, qcb + B (x2), qcf(x2) + A/C (4 hits 45%) (6) * Close C/D (1 hit), qcb + B/D (x2), qcf, hcb + A/C (16 hits 50%) Close C/D (1 hit), qcb + B/D (x2), qcf, hcb + AC (28 hits 55%) Close C/D (1 hit), f + A, qcb + B (x2), qcf, hcb + A/C (17 hits 60%) Close C/D (1 hit), f + A, qcb + B (x2), qcf, hcb + AC (29 hits 65%) --------------------------------------------------------------------------------------- | Note: | | (3), This combo only works (or works the best) when the opponent is pressured | | against the wall/corner. In short, the combo connects at the corner only. | | (4), The opponent needs to be thrown quite far after the dp + A Super Cancel | | for qcf(x2) + A/C to connect. Doesn't work at corners. | | (5), This combo is amazingly tricky to perform. You will need very, very fast | | and accurate reflexes to pull off all the moves. After the second | | qcb + B/D, the qcf(x2) needs to be done instantly. Doesn't work at corners. | | (6), Works only at corners. All extremely difficult to pull off. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C/D (2 hits), dp + C (3 hits), qcb + B (5 Hits 15%) (2) * Close C/D (1 hit), dp + A (1 hit), qcb + B (3 hits 10%) (3) * Close C/D (1 hit), qcb + B(x2), dp + A (4 hit 10%) ======================================================================================= ======================================================================================= | MAXIMA KOF 99 TEAM | ======================================================================================= SUPER CANCELS * Double Bomber, 1st hit : qcf + A/C, done after System 1/2 (qcf + A/C) NOTES # Maxima's Close C can only be cancelled on the 1st hit. # Any combo that starts with Close C (1 hit) can also start with Crouch C. # All of Maxima's commands can directly be canceled into his DMs. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C (1 hit)/D, qcb + A/C (2 hits 25%) Close C (1 hit)/D, hcf + B/D (2 hits 25%) Close C (1 hit)/D, qcf + A/C (x3) (5 hits 25/30%) Close C (1 hit)/D, hcb(x2) + B/D (* hits 45%) Close C (1 hit)/D, hcb(x2) + BD (3* hits 60%) (2) * Close C (1 hit)/D, f + A, qcb + A/C (3 hits 35%) Close C (1 hit)/D, f + A, hcb(x2) + B/D (2* hits 50%) Close C (1 hit)/D, f + A, hcb(x2) + BD (2 + 3 hits 70%) Close C (1 hit)/D, df + D, hcb(x2) + B/D (2* hits 50%) Close C (1 hit)/D, df + D, hcb(x2) + BD (2 + 3 hits 70%) (3) * Close C (1 hit)/D, df + D, qcb + A (3 hits 30/35%) (4) * f + A, hcb(x2) + B/D (* hits 40%) f + A, hcb(x2) + BD (* + 3 hits 50%) df + D, hcb(x2) + B/D (* hits 40%) df + D, hcb(x2) + BD (* + 3 hits 50%) [ CORNER ] (1) * Close C (1 hit), f + A, qcf + A (x3) (6 hits 45%) [ SUPER CANCEL ] (1) * Close C (1 hit)/D, qcf + A/C (x2), qcf, hcb + A (6 hits 50%) Close C (1 hit)/D, qcf + A/C (x2), hcb(x2) + B/D (4* hits 55%) Close C (1 hit)/D, qcf + A/C (x2), hcb(x2) + BD (4* + 3 hits 70%) (2) Close C (1 hit), f + A, qcf + A (x2), qcf, hcb + A (6 hits 45%) Close C (1 hit), f + A, qcf + A (x2), hcb(x2) + B/D (5* hits 60%) Close C (1 hit), f + A, qcf + A (x2), hcb(x2) + BD (5* + 3 hits 70%) --------------------------------------------------------------------------------------- | Note: | | (2), All of the combos only works at corners because after f + A, the opponent | | will be pushed back a bit, causing System 1/2 (qcf + A/C) to miss. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * qcf + A/C, qcb + A/C (2 hits 15%) qcf + A/C, hcf + B/D (2* hits 15%) qcf + A/C, qcf + A/C (1-2 hits), qcb + A/C (3/4 hits 17/20%) qcf + A/C, qcf + A/C (1-2 hits), hcf + B/D (2/3* hits 25/27%) --------------------------------------------------------------------------------------- | Note: | | (1), You can add a double hit Close C for extra damage in each combos at the front.| --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | WHIP KOF 99 TEAM | ======================================================================================= SUPER CANCELS * Strength Shot Type A "Code: Superior", 1st hit : hcb + A * Strength Shot Type B "Code: Strength", 1st hit : hcb + B * Strength Shot Type C "Code: Victory", 1st hit : hcb + C * Boomerang Shot "Code: SC", 1st hit : hcf + A/C NOTES # Whip Shots (f + A, A, A, A, A) is cancelable on the 5th hit if the 5th hit hits the opponent regardless of being paired from a normal attack. # Whip has two great crossover attack which is her Jump C/D. Her Jump D is one of the best crossover in the game and it connects beautifully with most of her ground normal attack. Here is an example of extended combo with a crossover attack: Jump D, Close B, Crouch B, hcf + A (1 hit), qcb, hcf + A/C (25 hits 50%) --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C (1 hit) or Close C/D, hcf + A/C (3 hits 25/30%) Crouch C (1 hit) or Close C/D, qcb, hcf + A/C (21 hits 35%) Crouch C (1 hit) or Close C/D, qcb, hcf + AC (27 hits 50%) (2) * Close D, f + A, A, A, A, A, hcf + A/C (7 hits 40%) Close D, f + A, A, A, A, A, dp + A/B (7 hits 40%) Close D, f + A, A, A, A, A, rdp + C (7 hits 35%) (3) * Crouch C (2 hits), rdp + A/C... (3 hits 15%) Crouch C (2 hits), hcf + A (3 hits 15%) CD, hcf + A (2 hits 15%) --------------------------------------------------------------------------------------- | Note: | | (2), All these combo chains works differently on some characters: some will miss | | the hit, some don't. These combos are distance dependent too. The closer you | | are to the opponent, the better it is t get a hit. | | (3), Same as above, it work differently on certain characters and works better at | | closer range. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * hcb + A/B/C (1 hit), qcb, hcf + A/C (21 hits 30%) hcb + A/B/C (1 hit), qcb, hcf + AC (28 hits 40%) (2) * hcf + A/C (1 hit), qcb, hcf + A/C (21 hits 30%) hcf + A/C (1 hit), qcb, hcf + AC (28 hit 45%) [ MAX MODE ] (1) * hcf + A/C (1 hit), hcb + A (1 hit), qcb, hcf + A/C (22 hits 30%) hcf + A/C (1 hit), hcb + A (1 hit), qcb, hcf + AC (29 hits 50%) (2) * hcb + B (1 hit), hcf + A/C (1 hit), dp + A/B (3 hits 10%) --------------------------------------------------------------------------------------- | Note: | | (1), All of the combos must be performed at the corner. | --------------------------------------------------------------------------------------- [ MAX MODE BYPASS ] (1) * Stand C, qcb, hcf + BC (21 hits 35%) ======================================================================================= ======================================================================================= [3-2] ART OF FIGHTING TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | RYO SAKAZAKI ART OF FIGHTING TEAM | ======================================================================================= SUPER CANCELS * Kohou, 1st hit : dp + A/C NOTES # Hyouchuu Wari (f + A) command is not cancelable. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (2 hits 10%) Crouch C or Close C/D, dp + A/C (2 hits 15%) Crouch C or Close C/D, hcb + B/D (2/3/4 hits 15%) Crouch C or Close C/D, f, b, f + A/C (13 hits 25%) Crouch C or Close C/D, f, hcf + A (2 hits 35%) Crouch C or Close C/D, qcf, hcb + A/C (16 hits 45%) Crouch C or Close C/D, qcf(x2) + AC (2 hits 15%) [ SUPER CANCELS ] (1) * Crouch C or Close C/D, dp + C (1 hit), qcf, hcb + A (17 hits 50%) Crouch C or Close C/D, dp + C (1 hit), f, hcf + A (3 hits 45%) --------------------------------------------------------------------------------------- | Note : | | (1), The 2nd chain works only at corners. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C/D/Crouch C, f + A, hcb + B/D (3/4 hits 10%) (2) * Close C/D/Crouch C, dp + C (1 hit), hcb + B/D (3/4 hits 15%) [ MAX MODE BYPASS ] (1) * f + A, qcf, hcb + BC (16 hits 40%) ======================================================================================= ======================================================================================= | ROBERT GARCIA ART OF FIGHTING TEAM | ======================================================================================= SUPER CANCELS * Ryuuga, first hit : dp + A/C --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch/Close C or Close D (1 hit), f + A (2 hits 5%) Crouch/Close C or Close D (1 hit), f/b + B (2 hits 5%) Crouch/Close C or Close D (1 hit), dp + A/C (2/3 hits 10%) Crouch/Close C or Close D (1 hit), hcf + B/D, f/b + B (6 hits 15%) Crouch/Close C or Close D (1 hit), hcf + B/D, CD (6 hits 25%) Crouch/Close C or Close D (1 hit), hcf + B/D, dp + C (6 hits 20%) Crouch/Close C or Close D (1 hit), hcf + B/D, qcf(x2) + B/D (11 hits 35%) Crouch/Close C or Close D (1 hit), qcf(x2) + B/D (7 hits 20%) Crouch/Close C or Close D (1 hit), qcf, hcb + C (16 hits 40%) Crouch/Close C or Close D (1 hit), qcf, hcb + AC (28 hits 50%) (2) * hcf + B/D, qcf + A (5 hits 10%) (3) * b + A, b/f + B (2 hits 5%) b + A, CD (2 hits 15%) b + A, dp + A/C (2/3 hits 10%) b + A, f, b, f + B/D (14 hits 20%) b + A, qcf(x2) + B/D (7 hits 25%) (4) * b/f + B, dp + A/C (2 hits 5%) b/f + B, hcf + B/D... (X hits X%) Crouch/Close C or Close D (1 hit), b/f + B, dp + C (3 hits 15%) (5) * qcf + A, qcf, hcb + C (16 hits 40%) qcf + A, qcf, hcb + AC (18 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (4), The chain : b/f + B, hcf + B/D, is actually the same as Combo (1), chains | | 5-7. You can finish Sen'en Renbu Kyaku (close, hcf + B/D) with: | | - Ryuu Hanshuu (f/b + B) | | - Ryuuga, C version (dp + C) | | - CD (move forward a bit for better hit range) | | - Haiga Ryuu (qcf, qcf + B/D) | | (5), Perform Ryuu Geki Ken, A version (qcf + A) in 1/2-3/4 screen distance so that | | you have ample time to perform the DMs after that. | --------------------------------------------------------------------------------------- [ CORNERS ] (1) * Crouch/Close C or Close D (1 hit), hcf + B/D, f, b, f + B/D (18 hits 30%) Crouch/Close C or Close D (1 hit), hcf + B/D, qcf + A (6 hits 20%) (2) * Crouch/Close C or Close D (1 hit), f + A, qcb + B/D (3 hits 15%) --------------------------------------------------------------------------------------- | Note : | | (1), Crouch/Close C or Close D (1 hit) can be changed with Ryuu Hanshuu (f/b + B). | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Crouch/Close C or Close D (1 hit), dp + C (1 hit), qcf(x2) + B/D (8 hits 30%) ======================================================================================= ======================================================================================= | TAKUMA SAKAZAKI ART OF FIGHTING TEAM | ======================================================================================= SUPER CANCELS * Moh Koh Burai Gan, as it hits : qcb + A/C --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch/Close C, f + B (2 hits 10%) Crouch/Close C, qcf + A (2 hits 15%) Crouch/Close C, hcb + B/D (3 hits 20%) Close C, qcf(x2) + A/C (4 hits 45%) Crouch/Close C, qcf, hcb + A/C (11 hits 30%) Crouch/Close C, qcf, hcb + AC (13 hits 50%) (2) * Crouch/Close C, f + B, qcf, hcb + A (12 hits 40%) Crouch/Close C, f + B, qcf, hcb + AC (14 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (1), The chain: Close C, qcf(x2) + A is prone to error. You need to be really | | close to the opponent and really fast in performing Shin Kishin Geki | | (close, qcf(x2) + A/C) for the move to connect. | --------------------------------------------------------------------------------------- [ MAX MODE BYPASS ] (1) * f + B, qcf, hcb + BC (11 hits 35%) ======================================================================================= ======================================================================================= [3-3] FATAL FURY TEAM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | TERRY BOGARD FATAL FURY TEAM | ======================================================================================= SUPER CANCELS * Rising Tackle, 1st hit : charge d, u + A/C * Round Wave, after it hits : qcf + C BUFFER SHORTCUTS * Round Wave (qcf + C) Super Cancelled into High Angle Geyser [qcf(x2) + B/D] Usual : qcf + C (when it hits), qcf(x2) + B/D Buffer : qcf + C (when it hits), qcf + B/D NOTES # Terry's Close C is cancelable on the 1st hit. For the combos below, except when stated, all the 2 hits Close C can also be a 1 hit. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C/D or Crouch C, df + C (2/3 hits 10/15%) (2) * Close C (2 hits), qcb + A (3 hits 20%) Close C (2 hits), qcf + A (3 hits 15%) Close C (2 hits), qcb + B (3 hits 15%) Close C (1 hit), dp + B/D (3 hits 15%) Close C (2 hits), qcf(x2) + B/D (7 hits 35%) Close C (2 hits), qcb, db, f + A/C (3 hits 40%) Close C (2 hits), qcb, db, f + AC (5 hits 45%) (3) * Close C (2 hits), df + C, qcb + A (4 hits 25%) Close C (2 hits), df + C, qcb + B (4 hits 25%) Close C (2 hits), df + C, qcf(x2) + B/D (8 hits 40%) Close C (2 hits), df + C, qcb, db, f + A/C (4 hits 45%) Close C (2 hits), df + C, qcb, db, f + AC (6 hits 50%) (4) * qcf + C, qcb + A/C (2 hits 25/30%) qcf + C, qcb + B (3 hits 25%) qcf + C, dp + D (3 hits 30%) [ SUPER CANCELS ] (1) * Crouch C, Charge d, u + A/C (1 hit), qcf(x2) + B/D 4 hits 30%) Crouch C, Charge d, u + A/C (1 hit), qcb, db, f + AC (3 hits 20%) (2) * qcf + C, qcf(x2) + B (4 hits 25%) (3) * qcf + C, qcb, db, f + A/C (2 hits 40%) qcf + C, qcb, db, f + AC (3 hits 25%) --------------------------------------------------------------------------------------- | Note: | | (1), Wonder why these Super Cancels combo are too low in damage? Well, it all | | boils down to how all of the DMs miss a few of its attack animation frames | | after being cancelled from Rising Tackle (Charge d, u + A/C). Also, by | | starting with Crouch C, you have a bit more time to charge the Rising Tackle. | | (2), If you choose to do the D version of High Angle Geyser (qcf(x2) + D), the | | damage is even lower: 10%!!! The hits? 2. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * dp + D (1 hit), qcf + C (2 hits 10%) (2) * dp + D (1 hit), qcb + B (3 hits 10%) --------------------------------------------------------------------------------------- | Note: | | (1), This combo only works when done at corners. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | ANDY BOGARD FATAL FURY TEAM | ======================================================================================= SUPER CANCELS: * Shoryudan (1st hit) : dp + A/C * Zan'ei Ken, A version (as it hits) : db, f + A * Shippu Ouken (as it hits) : After Zan'ei Ken, qcf + A/C * Shimo Agito (as it hits) : After Gen'ei Shiranui (jump, qcf + B/D), press A/C BUFFER SHORTCUTS: * Chou Reppadan (qcb, db, f + B/D/BD) Usual : qcb, db, f + B/D/BD Buffer : qcb, hcf + B/D/BD --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C/Close C (1 hit), f + B (2 hits 10%) Crouch C/Close C (1 hit), df + A (3 hits 15%) Crouch C/Close C (1-2 hits), qcb + A (2/3 hits 10/15%) Crouch C/Close C (1 hit), qcb + C (2 hit 10%) Crouch C/Close C (1 hit)), dp + A/C (4/6 hits 15/20%) Crouch C/Close C (1-2 hits), hcf + B (4 hits 20%) Crouch C/Close C (1 hit), hcf + A/C (5 hits 10%) Crouch C/Close C (1-2 hits), qcb, hcf + A/C (6 hits 25%) (2) * Crouch C, db, f + A/C then qcf + A/C (3 hits 25%) Close C (2 hits), db, f + A then qcf + A/C (4 hits 25%) (3) * Crouch C/Close C (1 hit), hcf + A/C, hcf + B/D (6/7 hits 25/30%) Crouch C/Close C (1 hit), hcf + A/C, db, f + A/C (6 hits 25%) Crouch C/Close C (1 hit), hcf + A/C, dp + A/C (6/7 hits 15%) Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + B/D (6/7 hits 20%) Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + BD (19/20 hits 40%) Crouch C/Close C (1 hit), hcf + A/C, qcf(x2) + AC, after hit BCD (X hits X%) (4) * Crouch C/Close C (1-2 hits), qcf(x2) + AC, directly after hit BCD (X hits X%) Crouch C/Close C (1-2 hits), qcf(x2) + AC, after hit, BCD (X hits X%) --------------------------------------------------------------------------------------- | Note: | | (3) The last chain for Combo (3) is the one which involves the HSDM, Zan'ei Reppa | | [qcf(x2) + AC) as the finisher. Time doing the HSDM is varied but do is after | | hitting the opponent with Ukabe Haisuishou (hcf + A/C) just as he/she is | | falling down. The follow-up to the HSDM, Chou Reppadan (BCD after doing the | | HSDM) can be done also at different times, depending on how you want to hit | | the opponent. Damage done can go as high as 50%. | | (4), I put the hit as X (any variable <11) because the hits registered depends on | | the time when the follow-up to Zan'ei Reppa [qcf(x2) + AC], Chou Reppadan | | (BCD) is pressed. Damage can be as high as 50% with the follow-up HSDM. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C/Close C (1 hit), f + B, qcf + B/D 3 hits 15%) (2) * Crouch C/Close C (1 hit), hcf + A/C, qcb, db, f + BD (21 hits 45%) [ SUPER CANCELS ] (1) * Crouch C/Close C (1 hit), dp + A/C (1 hit), qcb, db, f + B/D/DB (3 hits 10%) (2) * Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + B/D (6 hits 35/40%) Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + BD (17 hits 40%) Crouch C/Close C (1-2 hits), db, f + A, qcb, db, f + B/D (9 hits 40%) Crouch C/Close C (1-2 hits), db, f + A, qcb, hcf + A/C (7 hits 40%) (3) * Crouch C/Close C (1-2 hits), db, f + A, qcb, hcf + A/C (8 hits 40%) (4) * Jump, qcf + B/D then A/C on touchdown, qcb, db, f + B/D (3 hits 15%) Jump, qcf + B/D then A/C on touchdown, qcb, db, f + BD (17 hits 45%) (5) * Crouch C/Close C (1 hit), f + B, qcf + B/D then A/C on touchdown: - qcb, db, f + B/D (8/7 hits 45%/40%) - qcb, db, f + BD (20 hits 50%) - qcb, hcf + A/C (6 hits 35%) --------------------------------------------------------------------------------------- | Note: | | (1), Don't be surprised by the amount of damage this combo does. It's really tiny. | | (2), The 3rd string is the outcome when done at corners. | | (5), All combos are specifically to be done at corners. Very good damage. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Crouch C/Close C (1-2 hits), db, f + A, hcb + B (5 hits 20%) Crouch C/Close C (1 hit), hcf + A/C (3rd hit), hcf + B (8 hits 15%) ======================================================================================= ======================================================================================= | JOE HIGASHI FATAL FURY TEAM | ======================================================================================= SUPER CANCELS * Bakuretsu Finish, A version : qcf + A/C, done after Bakuretsu Ken (tap A repeatedly) * Tiger Kick, first hit : dp + B/D --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + B (2 hits 10%) Crouch C or Close C/D, tap A/C repeatedly (X hits X%) Crouch C or Close C/D, df + B (2 hits 10%) Crouch C or Close C/D, dp + B/D (3 hits 15%) Crouch C or Close C/D, qcf(x2) + A/C (8 hits 40%) Crouch C or Close C/D, qcf(x2) + AC (13 hits 55%) Crouch C or Close C/D, qcf, hcb + A/C (12 hits 35%) Crouch C or Close C/D, qcf, uf + B/D (10 hits 45%) (2) * Crouch C or Close C/D, f + B, hcf + B/D (3 hits 25%) Crouch C or Close C/D, f + B, qcb + B (4 hits 20%) Crouch C or Close C/D, f + B, qcf, hcb + A/C (13 hits 45%) Crouch C or Close C/D, f + B, qcf, uf + B/D (9 hits 35%) [ CORNER ] (1) * Crouch C or Close C/D, f + B, dp + B/D (3 hits 20%) [ SUPER CANCELS ] (1) * Crouch C or Close C/D, dp + B/D (1 hit), qcf(x2) + A/C (9 hits 50%) Crouch C or Close C/D, dp + B/D (1 hit), qcf(x2) + AC (16 hits 60%) Crouch C or Close C/D, dp + B/D (1 hit), qcf, uf + B/D (10 hits 40%) Crouch C or Close C/D, dp + B/D (1 hit), qcf, hcb + A/C (13 hits 45%) (2) * Tap A/C repeatedly, qcf + A, qcf(x2) + A/C (8 hits 45%) Tap A/C repeatedly, qcf + A, qcf(x2) + AC (13 hits 55%) Tap A/C repeatedly, qcf + A, qcf, hcb + A/C (12 hits 45%) Tap A/C repeatedly, qcf + A, qcf, uf + B/D (10 hits 50%) --------------------------------------------------------------------------------------- | Note: | | (2), You can actually start the move with a Crouch C or Close C/D but because it's | | quite hard for the move to connect with Bakuretsu Ken (tap A/C repeatedly), | | I decided to leave it out. Basically, all the hits are counted directly | | after the Super Cancel was done. You can get as high as 13 hits if you chain | | if properly. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Crouch C or Close C/D, dp + B/D (1 hit), hcf + B/D (3 hits 15%) Crouch C or Close C/D, dp + B/D (1 hit), qcb + B (4 hits 10%) (2) * Tap A/C repeatedly, hcf + B/D (X hits X%) Tap A/C repeatedly, qcb + B/D (X hits X%) Tap A/C repeatedly, dp + B/D (X hits X%) (3) * Tap A/C repeatedly, qcf + A, hcf + B/D (2 hits 20%) Tap A/C repeatedly, qcf + A, qcb + B (3 hits 15%) Tap A/C repeatedly, qcf + A, dp + B/D (3 hits 15%) (4) * df + B, then hcf + B/D or qcb + B or dp + B/D (X hits X%) --------------------------------------------------------------------------------------- | Note: | | (2), Because you can cancel any of the hits of Bakuretsu Ken (tap A/C repeatedly), | | the outcome differs accordingly. | | (4), You can create an even larger chain from this but I was a bit lazy at the | | time of writing. Plus it can get repetitive to read. Here's an example: | | With MAX Mode enabled: Close C, df + B, dp + B (1 hit), qcf(x2) + AC. | | Very long chain huh? The possibilities are endless. It's up to your | | creativity. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= [3-4] PSYCHIC SOLDIERS TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | ATHENA ASAMIYA PSYCHIC SOLDIERS TEAM | ======================================================================================= SUPER CANCELS * Psycho Sword, any hits : dp + A/C * Phoenix Arrow, any hits : jump, qcb + B/D --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, qcb + C (2 hits 15%) Crouch C or Close C/D, dp + A/C (4/8 hits 15/20%) (2) * Crouch C or Close C/D, f + B, dp + A (5 hits 25%) (3) * f + B, dp + A/C (5/9 hits 20/25%) (4) * any jumping Normal attack, dp + A/C (4/8 hits 20/25%) (5) * qcb + A, f, hcf + AC, then A, B, C, A, B, C, D ... (X hits X%) (6) * qcb + A, qcf + ABCD, then D, C, B, D, C, B, A ... (X hits X%) --------------------------------------------------------------------------------------- | Note | | (5), This is basically doing the Psychic 9 SDM after the Psycho Ball (qcb + A) | | release. Hits achieved depends on the finisher to the SDM: | | - Sailor Punch, (qcf + A/C) (11 hits 40%) | | - Psycho Sword, (dp + A/C) (13 hits 45%) | | - Flaming Sword, (hcb + B/D) (14 hits 40%) | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C or Close C/D, f + B, qcb + B/D (4/5 hits 20/30%) Crouch C or Close C/D, f + B, dp + C (9 hits 25%) Crouch C or Close C/D, f + B, qcf(x2) + B/D (7 hits 45%) Crouch C or Close C/D, f + B, hcb(x2) + A/C (3 hits 30%) Crouch C or Close C/D, f + B, hcb(x2) + AC (3 hits 35%) (2) * f + B, qcb + B/D (4/5 hits 15/20%) f + B, qcf(x2) + B/D (7 hits 35%) f + B, hcb(x2) + A/C (3 hits 20%) f + B, hcb(x2) + AC (3 hits 25%) (3) * qcb + B, dp + A/C (3/6 hits 15%) qcb + B, CD (2 hits 20%) qcb + B, hcb(x2) + A/C (2 hits 30%) qcb + B, hcb(x2) + AC (2 hits 35%) [ SUPER CANCELS ] (1) * jump, qcb + B/D (2 hits onwards), qcf(x2) + B/D (X hits X%) (2) * jump, qcb + B/D, hcb(x2) + A/C/AC (X hits X%) (3) * Crouch C or Close C/D, f + B, qcb + D (last hit), hcb(x2) + A/C (6 hits 50%) Crouch C or Close C/D, f + B, qcb + D (last hit), hcb(x2) + AC (6 hits 45%) (4) * Crouch C or Close C/D, dp + A (1st-2nd hit), hcb(x2) + A/C (3/4 hits 30/40%) Crouch C or Close C/D, dp + A (1st-2nd hit), hcb(x2) + AC (3/4 hits 30/35%) Crouch C or Close C/D, dp + C (1st-6th hit), hcb(x2) + A/C (3-7 hits 30-40%) Crouch C or Close C/D, dp + C (1st-6th hit), hcb(x2) + AC (3-8 hits 25-35%) --------------------------------------------------------------------------------------- | Note | | (1), Hits gained is depending on the time, which hit and position Phoenix Arrow | | (jump, qcb + B/D) is cancelled into Phoenix Fang Arrow [qcf(x2) + B/D]. | | Damage range from 30-40%. | | (2), Same rule as (1) but only that the chain needs to be done at the corner for | | Shining Crystal Bit [hcb(x2) + A/C/AC] to connect | | (3), Exclusive for the Phoenix Arrow, D version, the final stretching leg kick is | | Super Cancelable to Shining Crystal Bit DM/SDM and Psychic 9. You can opt to | | Super Cancel it into Psychic 9 but seems to be a waste because the other hits | | will miss. Oh, yea the two chains needs to be done at corners | | (4), The A and C version of Psycho Sword (dp + A/C) hits differently and thus can | | be cancelled at different times. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * jump, qcb + D, qcb + B, dp + A/C (4-11 hits 15-20%) (2) * Crouch C or Close C/D, f + B, qcb + D, qcb + B, dp + A/C (8/11 hits 30%) (3) * Crouch C or Close C/D, dp + C (any hits), dp + A/C (X hits X%) --------------------------------------------------------------------------------------- | Note | | (1), Your opponent must be cornered for this combo to work. Psycho Reflector | | (qcb + B) should be canceling the final hit of the Phoenix Arrow, D version | | (the leg kick part) | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | SIE KENSOU PSYCHIC SOLDIERS TEAM | ======================================================================================= SUPER CANCELS * Ryuu Gakusai, 1-2 hits : dp + B/D --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (2 hits 20%) Crouch C or Close C/D, f + B (2 hits 20%) Stand C (2 hits), hcf + A (5 hits 20%) (2) * Crouch C or Close C/D, hcf + A (4 hits 15%) Crouch C or Close C/D, rdp + B (2 hits 10%) Stand C or Crouch C or Close C/D, qcf, hcb + B (12/13 hits 40%) Stand C or Crouch C or Close C/D, qcf, hcb + D (12/13 hits 40%) Stand C or Crouch C or Close C/D, qcf(x2) + AC (6/7 hits 40%) Stand C or Crouch C or Close C/D, qcf(x2) + BD (2 hits 25%) (3) * Crouch C or Close C/D, f + B, qcf(x2) + BD (3 hits 30%) (4) * qcf + D, rdp + D (3 hits 15%) qcf + B/D, hcf + A (3 hits 15%) qcf + B/D, hcf + C (4 hits 25%) qcf + D, jump, then CD (3 hits 25%) (5) * qcb + A, qcf, hcb + B (12 hits 40%) qcb + A, qcf(x2) + BD (2 hits 30%) --------------------------------------------------------------------------------------- | Note: | | (4), You must perform Ryuu Gakusai (rdp + D) directly after Senkyuu Tai | | (qcf + D) finishes. All of these combos produce higher hits if performed | | at corners. | | (5), The Choukyuu Dan (qcb + A) fireball appropriately should be done at 1/2 | | screen distance from o