============================================================================= THE KING OF FIGHTERS 2001 ============================================================================= [Guide] : Terry Bogard a.k.a. The Legendary Wolf [Game] : The King of Fighters 2001 [System] : Arcade [Author] : Orochi K [E-mail] : kartelkertra caramail com [Version] : 2.50 [Date] : July 4, 2002 © 2001-2002, Orochi K. All rights reserved. This FAQ is for personal use only. Do not distribute it or use it for profitable purposes. If you want to post this FAQ on a website, contact me first and send me the link to the site. Plagiarism is a deadly sin, just ask. I have no objection on my FAQ being posted on someone else's website but you must give credit where it is due. Also, please keep in mind that under no circumstances, are you allowed to make any changes to this FAQ! It must remain as it is and moreover, you are not allowed to rip off part(s) of this FAQ to put in another FAQ. No banners or advertisements are to be attached to it and it must remain in its original form (NO HTML!). Moreover, the site must be a non-commercial and non-profitable one. The King of Fighters 2001 © Eolith & SNK. Terry Bogard © SNK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TABLE OF CONTENTS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Introduction 2. Control notation 3. Bio sheet 4. Movelist 5. Move descriptions 6. Combos 7. Strategies - Close to opponent - At a distance - As wake-up - Airborne 8. Revision history 9. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= INTRODUCTION =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Damn! I should be intent on finishing my full FAQ and yet, here I am, writing a guide for Terry. Well, can't really help it. Terry's always been my favorite character and I got the urge to write this while I was doing his section in the 2001 movelist! ^_^ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL NOTATION =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ub u uf A B \ | / b -- n -- f / | \ db d df D C General Notations: -------------------- n - neutral A - Weak Punch d - down B - Weak Kick u - up C - Strong Punch b - back D - Strong Kick f - forward Special Notations: -------------------- db - down-back P - Press A or C df - down-forward K - Press B or D ub - up-back AB - Escape uf - up-forward CD - Attack qcf - d,df,f BC - Call Striker qcb - d,db,b START - Taunt hcf - b,db,d,df,f hcb - f,df,d,db,b dp - f,d,df rdp - b,d,db =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BIO SHEET =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fighting Style: Martial Arts & Jeff's Deadly Brawling Arts Birthdate: March 15 Age: 24 Country: USA Blood Type: O Height: 182cm Weight: 82kg Hobbies: Playing video games, trawling Favorite Food: Fast food Mastered Sport: Basketball Prized Things: A glove inherited from Jeff (his father) Dislikes: Slugs =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MOVELIST =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |--------------------------------- [Throws] -------------------------------| Grasping Upper close to opponent, b or f + C Buster Throw close to opponent, b or f + C |----------------------------- [Command Attacks] --------------------------| Hammer Punch f + A Rising Upper df + C |------------------------------ [Special Moves] ---------------------------| Power Wave qcf + A Round Wave qcf + C Burn Knuckle qcb + P Rising Tackle charge d,u + P Crack Shoot qcb + K Power Dunk f,d,df + K |---------------------------- [Desperation Moves] -------------------------| Power Geyser qcb,db,f + P High Angle Geyser qcf,qcf + K |------------------------- [Super Desperation Moves] ----------------------| Power Geyser qcb,db,f + P His Super Cancel Moves are the Round Wave and the Rising Tackle (first hit only). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MOVE DESCRIPTIONS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------------------------------------------------------- Grasping Upper close to opponent, b or f + C ---------------------------------------------------------------------------- Terry will hold the opponent and kick them once in the face. Good throw. A nice way of using this effectively is to do the (A) Burn Knuckle and you'll land close to the blocking opponent. If the latter is too slow and just remains blocking like a fool, just press f + C and Terry will perform his Grasping Upper. OK, I know this is pretty cheap but what other thing can you do if you have only Terry left and your opponent is taunting you with his 4 characters?! It's a good throw but personally, I like to use the Buster Throw better. Anyway, just use it when you can. It will save your day on more than one occasion. ---------------------------------------------------------------------------- Buster Throw close to opponent, b or f + C ---------------------------------------------------------------------------- Terry will hold the opponent and slam him down on the other side. This throw will make you and your opponent switch sides. Again, you can apply the (A) Burn Knuckle technique to be able to pull the Buster Throw. Also, if the opponent is of the aggressive type, one thing you can do is to retreat and wait for the freak to come at you. Keep holding back and immediately press the D button to throw them. It works very often and is deadly against challengers if you know how to use it. ---------------------------------------------------------------------------- Hammer Punch f + A ---------------------------------------------------------------------------- This is an overhead attack and it has considerable lagtime when used alone. You may cancel this into a special move or a desperation move but you need to have cancelled in it first. I really don't advise anybody to use the Hammer Punch as an overhead simply because of the recovery time. Besides, even though it can only be standing-blocked, the moves takes so much time to come out that your opponent will easily know what to expect. Instead, use it in combos instead and always start with a stand C. The Hammer Punch will flow in nicely and you can finish with a good move for a strong combo. ---------------------------------------------------------------------------- Rising Upper df + C ---------------------------------------------------------------------------- Hits high and comboable in the Rising Tackle, which makes it pretty useful. It has considerable recovery time though mainly because Terry is still crouching when he does it. But the fact that the move is comboable into one of Terry's best moves saves it. A good way to use it effectively is to run. As you run, move your finger such that your are holding the down-forward direction. Now, if you press C, Terry will perform the Rising Upper. You only need to press up & C and the Rising Tackle will combo in. ---------------------------------------------------------------------------- Power Wave qcf + A ---------------------------------------------------------------------------- Terry's projectile as seen in RB. It comes out very quickly and will travel the whole screen quite fast. The Power Wave also has a nice recovery time but that won't really change anything against very fast characters. Besides, it is possible to jump over it. Your opponent may very well jump over it and can land near you before you recover and you'll be in serious trouble. You can win using only the Power Wave against some CPU characters. Just abuse it and you'll win through tick damage. Of course, that's cheap play but it is possible, I need to mention it. :) The Power Wave is comboable and can be used along with the Hammer Punch. Use it in combos to make sure that it connects all the time. Note that the Power Wave doesn't knock down the opponent. The opponent appears to be dizzied for a short time but whether you use it alone or in a combo, it won't knock down the opponent. ---------------------------------------------------------------------------- Round Wave qcf + C ---------------------------------------------------------------------------- This is considered as the stronger version of the Power Wave but in fact, it is very different from its weak counterpart. The Round Wave takes a hell of a time to come out and if blocked, watch out for the recovery time which implies you'll eat anything, even from Chang. The Round Wave looks like a big Power Wave except that it doesn't travel at all. Instead, it remains by Terry just like Robert's projectile in '98 and Terry remains crouching as long as it is on-screen. In previous versions of this guide, I used to say that the Round Wave hits low and must then be crouch-blocked. Well, this is no longer the case as the projectile is now a regular one (thanks to debourge eric for the correction). This is also a Super Cancel Move. You can cancel into any of Terry's DM from it provided you have enough power stocks. ---------------------------------------------------------------------------- Burn Knuckle qcb + P ---------------------------------------------------------------------------- Terry will throw his hands forward with energy radiating from them in the form of a ball and he'll rush at the opponent. The weak version travels about 1/3 the screen distance while the strong version goes up to 3/4 the screen distance. However, it has a really poor recovery time and takes to much time to come out. On the other hand, the weak one comes out soon and Terry does not take that long to recover from it. The weak Burn Knuckle should be used in combos or to tick the opponent. Anyway, the strong one cannot be comboed because it takes too much time to come out and your opponent can block it. Use the strong one to land close to the opponent if you are too far apart. There are risks to using it though because a fast opponent will attack you as you recover. Thus, you should rely on the weak one most of the time. It can take jumping opponents by surprise and hit them when they least expect it. A good way of fooling the CPU is to perform the Power Wave quickly followed by the Burn Knuckle. It works fine from time to time but do not abuse it! ---------------------------------------------------------------------------- Rising Tackle charge d, u + P ---------------------------------------------------------------------------- A great move! It has been toned down but it still is useful. However, it no longer has auto-guard and guard crush and doesn't have that high priority which made it so cheap back in '98. The strong version will do up to 7 hits if you manage to suck the opponent in as from the first hit while the weak one can do 5 hits at most. Both are highly damaging and once the opponent is caught in either, there's no coming out. I guess that's pretty obvious from the command itself, the Rising Tackle is an anti-air and a very good one at that too! Use it against overly aggressive opponents who like to jump at you like Choi. To make sure it'll efectively connect, wait for the character to land, do a crouch C and release the Rising Tackle. This strategy has a lot of risks though. If your opponent manages to cross-over, you're in for a bad time. The recovery time is another drawback. Terry takes a lot of time to get back on his feet after a missed Rising Tackle. If it misses completely, your opponent even has time to taunt you before attacking you. This is also a Super Cancel Move. You can cancel into any of Terry's DM from it provided you have enough power stocks. However, it is very tough to make the moves effectively connect, which is why I don't advise you to cancel the Rising Tackle. ---------------------------------------------------------------------------- Crack Shoot qcb + K ---------------------------------------------------------------------------- Terry whirls around and tries to hit the opponent with his foot. The weak version come out very quickly but doesn't have a very good range and is good only against close opponents. The D version takes a lifetime to come out and Terry takes even more time to recover from it. The weak Crack Shoot is rather unpredictable and you can use it to take your opponent by surprise. It is comboable after a stand C but even that sometimes misses. I don't understand why this happens though, my guess is that's because of the lag. It doesn't go far but is quite damaging and has certain uses. On the other hand, the strong one will see Terry fidget about for about 2 seconds and if the move misses, I hope you still have a lot of life left. It's still useful though because it lets you get close to the opponent and do some tick damage at the same time. It can also act as anti-air but I wouldn't count on that very often if I were you. ^_^ ---------------------------------------------------------------------------- Power Dunk f, d, df + K ---------------------------------------------------------------------------- The Power Dunk is primarily an anti-air but is not limited to those situations. The animation is such that it'll even take a crouching opponent up and all the hits will connect. The weak version is comboable after a crouch C (I guess it is comboable after the first hit of the stand C too but it's harder to pull and you can't risk such stuff in KOF). The stronger Power Dunk makes Terry go higher up and it does seems that Terry get forward more too. If the opponent keeps jumping at you, wait for him to be close to landing and perform the Power Dunk. Chances the Power Dunk will take him away with 2 hits are very high. Otherwise, use it more as an anti-air even though it is comboable. It also enables you to get close to your opponent and may surprise turtlers. Knowing where Terry will land is very hard and this makes the Power Dunk a great attack against blocking challengers. They'll be so confused that you'll have time to recover and to hit them too. A very nice move and we're lucky enough to have it back to its original command. ---------------------------------------------------------------------------- Power Geyser qcb, db, f + P ---------------------------------------------------------------------------- Terry will punch on the ground and will perform a very big Round Wave. The projectile is stationary too and is a very good desperation move. Both the weak and the strong versions can be used in combos along with the Hammer Punch and this makes the move very dangerous. Once you can get a close C to connect, whether standing or crouching, simply follow with the Hammer Punch and end with the Power Geyser. There's no getting out of this. This DM is also a great anti-air and jumping opponents cannot block it. Pull this and win laughing! It is very quick to come out although the recovery time for the strong version really sucks. Terry remains crouching for too long and any player can punish you for that. As as a desperation move, you couldn't ask for more. Quick, comboable and works anytime. It is more damaging that the High Angle Geyser when it connects too! ---------------------------------------------------------------------------- High Angle Geyser qcf, qcf + K ---------------------------------------------------------------------------- Terry's second desperation move where he'll start with the Power Dunk and finish with a Power Geyser. The move does 5 hits in all and Terry even swears during it. Yeah, right, I know I said something else in my 2000 FAQ and Run Hin Hun and Kao's FAQ confirmed that but I still get the impression that Terry's swearing. Can't really help it! ^_^ This DM does 5 hits and when blocked, does massive tick damage. It takes off less life than the Power Geyser when it fully connects though. The High Angle Geyser is comboable just like the Power Geyser. The best thing about it concerns its recovery time. It is very quick and you are safe performing it. Not to be abuse against real fast opponents though. It is also very useful as even if the opening part misses because you are too far from the opponent or he has managed to roll back, the rest may still hit him. CPU characters tend to eat it a lot and let themselves fooled by the tick damage. ---------------------------------------------------------------------------- Power Geyser qcb, db, f + P (AC for SDM) ---------------------------------------------------------------------------- His SDM is a stronger version of the DM Power Geyser and you'll understand that alone just by looking at its animation. Here, Terry will pull three of these geysers. It has the same properties as the DM and is darn powerful. You need 2 power stocks to pull this SDM. Can be used in combos too just like the DMs. However, if you pull this against a cornered opponent, the third geyser will miss as it isn't on-screen. This also applies to jumping opponents. There are cases where either the second or the third geyser will miss if you pull this move against a jumping opponent. It's all a random process though and I can't really comment on that. Otherwise, Terry is lucky enough to have a very effective SDM and this'll make you win if you know how to use it. Never use it alone except against jumping opponents (I simply love to see Choi eat it ^_^). That'll just be a waste of stocks. It isn't that hard to combo it after a stand C and the Hammer Punch simply adds another hit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMBOS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The combos are divided into 2 parts : i) Normal Combos ii) Striker Combos I suppose I don't have to explain what each means but just to avoid confusion, 'Striker Combos' doesn't mean that Terry is the striker, okay? :) ~ NORMAL COMBOS ~ * qcf + C -> qcf + A * qcf + C -> qcb + A * qcf + C -> qcb + B Obviously, (D) doesn't connect. * qcf + C -> dp + K This cool-looking combo used to be tough to perform but it's relatively easy this year. * Stand/crouch C -> f + A * Stand/crouch C -> df + C (Hold df while Terry does the stand C to perform this combo) * Stand/crouch C -> qcb + A * Stand/crouch C -> qcf + A * Stand/crouch C -> qcb + B * Crouch C -> f,d,df + K * Crouch C -> charge d,u + P * Run -> df + C -> charge d,u + P * Crouch C -> df + C -> qcf + A * Crouch C -> df + C -> qcb + A * Crouch C -> df + C -> qcb + B * Jump D -> crouch C -> charge d, u + P * Stand C -> f + A -> qcf + A * Stand C -> f + A -> qcb + A * Stand C -> f + A -> qcb + B * Stand C -> qcb,df,f + P / AC * Stand C -> qcf,qcf + K * Jump D -> stand C -> f + A -> qcf + A * Jump D -> stand C -> f + A -> qcb + A * Jump D -> stand C -> f + A -> qcb + B * Stand C -> f + A -> qcb,df,f + P / AC * Stand C -> f + A -> qcf,qcf + K * Jump D -> stand C -> f + A -> qcb,df,f + P / AC * Jump D -> stand C -> f + A -> qcf,qcf + K * Corner -> jump D -> crouch B -> crouch A -> charge d,u + P * Corner -> jump D -> crouch B -> crouch A -> df + C -> qcb,df,f + P / AC -= Combos contributed by HoTaRu =- * qcf + C -> cancel into qcb,db,f + P or qcf,qcf + K = 2 power stocks needed * Stand C -> f + A -> qcf + C -> cancel into qcb,df,f + P / AC = 2 power stocks needed * Jump D -> stand C -> f + A -> qcf + C -> cancel into qcf,qcf + K = 2 power stocks needed Note: In the last 2 cases, the hits don't add up. However, you can try pulling this since some opponents can get confused in it. Otherwise, the real thing starts with the Power Wave as shown earlier. -= Combo contributed by spinel =- * Crouch B -> df + C -> charge d,u + P ~ STRIKER COMBOS ~ There are obviously countless striker combos. I'll only be listing a few and the most damaging ones. * With Maxima/Kyo/Lin/Benimaru/Iori/Kim/Mary : Call striker and perform a Rising Tackle or a Power Geyser. It is impossible to pull real combos with these strikers but the DM easily connects. * With Vanessa : Vanessa is a great striker for Terry. Simply call her and you may pull a powerful combo while she's hitting the opponent. However, you need to be quick enough or otherwise, she'll have knocked the opponent down. * With Clark : Clark is another great striker when your fighter is Terry. When Clark does his Gatling Attack, you can add a combo as from the third hit. By 'continuing' with the attack, you will prevent the opponent from being knocked down. Just make sure that you are performing your standing strong punch as Clark is going away and anything will connect. * With Leona : Same as Clark. Standing C as Leona plants her bomb on the opponent. * With Kensou : Do your combo-starter just as Kensou does his first hit. Then, pull any combo you feel like. For combos involving more than one striker, I haven't really tried out those yet myself for the simple reason that I almost never play with a 1-3 team. Contrary to what you may believe, multi-striker combos are not a waste. Consecutive strikers in a single combo always do more damage and may thus really drain the opponent's life. Here are a few "basic" combos just so you can get started. * With K' and Iori [3~4 stocks] : Jump D -> stand C -> f + A -> call K' -> call Iori -> Power Geyser (DM/SDM) * With Robert and Angel [3~4 stocks] : Jump D -> stand C -> f + A -> call Robert -> call Angel -> stand C -> f + A -> Power Geyser (DM/SDM) Call Angel -> stand C -> f + A -> call Robert -> stand C -> f + A -> Power Geyser (DM/SDM) * With Robert, Angel and Vanessa [4 stocks] : =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STRATEGIES =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section deal with various strategies which you can use against CPU opponents and challengers using Terry. Of course, there are tons of way to play and you need to adapt to your opponent's style but I'll just be listing the more common situations. ---------------------------------------------------------------------------- CLOSE TO OPPONENT ---------------------------------------------------------------------------- Terry is extremely powerful in close situations but like any character, there are certain things that you must never do because you're very likely to be punished. First of all, never use the Hammer Punch alone. You may feel tempted to use it from time to time as you feel that the opponent will surely eat it but forget about using it alone ANYTIME. This is because the move takes too much time to come out and your opponent will see it coming miles away. So, if you want to stay alive, just forget about using it alone! Your most useful moves here are the Round Wave and the Power Dunk. Since it hits low, the Round Wave has a greater probability of connecting and if it does, you can pull the Power Dunk for a 3-hit combo. The Power Dunk itself is quick to come out and besides, it's a close move as you'll be able to score the 2 hits instead of using it to surprise far-away wimps. Otherwise, his standing D and crouching C have decent range and may take the opponent by surprise. Beware of the recovery of the stand D though as some of the quicker opponents will easily punish you. ---------------------------------------------------------------------------- AT A DISTANCE ---------------------------------------------------------------------------- One cheap technique to take care of CPU opponents is to throw the Power Wave continuously and win through tick damage. However, this does not work against all opponents. Some will jump as soon as you pull the first one while others will block a few before jumping and attacking on the counter. Thus, if you want to be a cheapo, be careful of what may happen. The (A) Burn Knuckle is a nice move to get in close to your opponent while possibly do some guard damage at the same time if you're lucky enough. I know it sounds logical to use the (C) version when the distance is greater but that's just suicide because of the recovery time. Instead, perform two weak version in quick succession and you'll be close to the freak in no time. The Power Dunk is another cool move to use against far-away opponents. If your opponent is a turtler, you may perform it and the second hit where Terry strikes down with his fist may connect. Time it well and you'll land near to your opponent where you'll be able to pull a nice combo. ---------------------------------------------------------------------------- AS WAKE-UP ---------------------------------------------------------------------------- I guess this one is very obvious to everyone. Your best wake-up retaliation is the Rising Tackle. To do this, simply keep holding down while Terry's lying and as soon as he recovers, press up along with the punch button. It's even better if you manage to do a crouch C beforehand as it may confuse the opponent and leave them open to the move. His stand CD is also great as it has a small lag and recovery. It is also interruptable, which means you can pull a special move quickly after it if it's blocked. In this case, your opponent will try to attack you after the missed heavy attack and the special move will connect. There are other ways to attack as you get up and these are just the best ways. Remember, though, that these only apply if you let Terry get up at his own pace and they won't work if you used recovery roll to save your ass! :) ---------------------------------------------------------------------------- AIRBORNE ---------------------------------------------------------------------------- Simple: Rising Tackle, Power Dunk or jump CD. In the first case, you need to have charged first. So, you won't always be able to use it effectively. If that's the case, the Power Dunk comes in next. There is a slight problem with it though. Since Terry goes forward as he pulls it, he may completely miss the opponent and you'll be left wide open for anything. Thankfully, the jump CD makes up for this. It has a small lag but a great recovery and will work wonders in most cases. Of course, Power Geyser if you have a stock but I don't advise relying too much of it because you'll be the one to eat dust if you don't time it well and it misses. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REVISION HISTORY =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 1.00 on 11/20/01 ------------------------ · First release. Version 1.25 on 11/22/01 ------------------------ · Completed the moves descriptions. Version 1.50 on 12/09/01 ------------------------ · Reformatted the combos section (at last...^_^). Only a minor update though. Version 1.60 on 1/2/02 ---------------------- · A few corrections. More combos. Version 1.80 on 1/8/02 ---------------------- · Strategies added. Version 1.90 on 2/15/02 ----------------------- · Tweaked strategies section. Version 2.00 on 4/23/02 ----------------------- · A few corrections -- the Power Wave is not a Super Cancel Move. Striker combos added. Version 2.10 on 4/23/02 ----------------------- · A few MAJOR mistakes corrected!! Version 2.20 on 4/25/02 ----------------------- · Round Wave notes edited. Version 2.20 on 4/29/02 ----------------------- · E-mail change! Version 2.30 on 5/5/02 ---------------------- · Edited some notes and added a few comments. Version 2.40 on 6/20/02 ----------------------- · Added 1 combo and more notes. Version 2.50 on 7/4/02 ---------------------- · Another combo courtesy of spinel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CREDITS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I would like to thank the following persons for their help in the making of this guide. - SNK & Eolith For making sure that KOF didn't die. - Jeff "CJayC" Veasey For hosting this guide on his website. - HoTaRu for pointing out various typos and for the Super Cancel Moves combos. - debourge eric for his important Round Wave corrections. - spinel for the crouching B bufferable note and combo. - Special thanks to Kao Megura. His format in his Rolento (SFA3) FAQ inspired me as I typed this up. Thx for reading! © 2001-2002, Orochi K. All rights reserved.