-=-=-=-=-=-=-=-=-==-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 opponent. This combo work the best when done at corners. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C or Close C/D, f + B, qcb + A (4 hits 20%) (2) * Crouch C or Close C/D, f + A, qcf, hcb + B (13 hits 45%) Crouch C or Close C/D, f + A, qcf, hcb + D (13 hits 45%) (3) * qcf + B/D, qcb + A/C (3 hits 15%) qcf + B/D, CD/jump CD (3 hits 20%) --------------------------------------------------------------------------------------- | Note: | | (2), 2nd Chain of Combo (2) only works on tall or big characters such as K', Angel | | Chang, to name a few. It all depends on how a character recovers during the | | Gosentai (f + A) hit. Choi for example, can be hit by this combo even though | | he is small. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * dp + D (1st or 2nd hit), qcf, hcb + B (12-13 hits 45%) dp + D (1st or 2nd hit), qcf, hcb + D (12-13 hits 45%) dp + D (1st or 2nd hit), qcf(x2) + AC (6/7 hits 45%) [ MAX MODE ] (1) * Crouch C or Close C/D, f + B, qcb + A, hcf + A (7 hits 20%) (2) * Crouch C or Close C/D, hcf + A (2 hits), qcb + A (4 hits 10%) --------------------------------------------------------------------------------------- | Note: | | (X), All MAX Mode combos needs to be done at corner | --------------------------------------------------------------------------------------- [ MAX MODE BYPASS ] (1) * f + A, qcf, hcb + BC (12 hits 45%) ======================================================================================= ======================================================================================= | CHIN GENTSAI PSYCHIC SOLDIERS TEAM | ======================================================================================= SUPER CANCELS * Ryuurin Hourai, C version (1st hit) : dp + C, done after Suihaikou * Kaiten-teki Kuutotsuken, as it hits : hcf + B/D, done after Suihaikou * Gou'en Shourai: Kai, B version (6th hit) : dp + B, done after Suihaikou or after Bougetsu Sui (d, d + B/D) [NOTE: Suihaikou : rdp + A/C] * Gou'en Shourai, last hit : qcf, hcb + A/C (this DM is Super Cancelable) NOTE # Chin's Suibo Hyoutan Geki (f + A) command can be cancelled without pairing it from a Normal. # Make sure you are performing Suihaikou (rdp + A/C) so that you can perform these three moves: - Fun'en Kou : qcf + A/C - Ryuurin Hourai : dp + A/C - Kaiten-teki Kuutotsuken : hcf + B/D - Gou'en Shourai: Kai : dp + B/D If you don't perform Suihaikou, you won't be able to perform all four moves. Bear in mind that each Suihaikou performed signifies one ability to perform any four of the follow-ups. He needs to drink before he can do the moves. If you don't, don't blame me why the combos below don't work. # Chin's cross-over attack is his Jump C attack, a double hit attack that can link to many of his Specials. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, qcf + A/C (2/3 hits 15/25%) Crouch C or Close C/D, dp + A (6/7 hits 20%) Crouch C or Close C/D, qcb + A/C (2/3 hits 20%) Crouch C or Close C/D, qcf(x2) + A/C (2/3 hits 35) Crouch C or Close C/D, qcf(x2) + AC (2/3 hits 45%) (2) * f + A, qcf + A/C (2 hits 15/25%) f + A, dp + A (6 hits 20%) f + A, qcb + A/C (2 hits 20%) f + A, qcf(x2) + A/C (2 hits 30%) f + A, qcf(x2) + AC (2 hits 45%) (3) * hcf + B/D, dp + A (6 hits 25%) hcf + B/D, qcf + A/C (2 hits 20/30%) --------------------------------------------------------------------------------------- | Note: | | (X), Hyoutan Geki (qcb + A/C) for the C version will hit twice if you do it at the | | corner. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * hcf + B/D, dp + B/D (2 hits 15%) [ SUPER CANCEL ] (1) * dp + C (1 hit), qcf(x2) + A/C (2 hits 30%) dp + C (1 hit), qcf(x2) + AC (2 hits 40%) dp + C (1 hit), qcf, hcb + A/C (2 hits 15%) hcf + B/D, qcf(x2) + A/C (2 hits 40%) hcf + B/D, qcf(x2) + AC (2 hits 50%) ======================================================================================= ======================================================================================= [3-5] JAPAN TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | KYO KUSANAGI JAPAN TEAM | ======================================================================================= SUPER CANCELS * 100 Shiki: Oniyaki, 1st hit : dp + A/C * 427 Shiki: Hikigane, B version (as it hits) : hcb + B --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + B (2 hits 5%) Crouch C or Close C/D, df + D (3 hits 25%) Crouch C or Close C/D, qcf + B/D (2 hits 10%) Crouch C or Close C/D, dp + A/C (2 hits 10/15/20%) Crouch C or Close C/D, qcf + A/C... (2 Hits+ 10/15%+) Crouch C or Close C/D, hcb(x2) + AC (* + 8 hits 50%) (2) * Crouch C or Close C/D, f + B, qcf + A/C... (3 hits+ 15%+) (3) * qcf + B/D then B/D, dp + A/C (3 hits 5/10%) qcf + D then B/D, qcf + C (3 hit 5%) qcf + D then B/D, rdp + B (3 hits 10%) qcf + D then B/D, hcb + B (3 hits 5%) qcf + D then B/D, qcb, hcf + A/C (3 hits 25%) qcf + B then B/D, qcb, hcf + AC (5 hits 40%) (4) * qcf + D then B/D, hcb + B, qcf + A (4 hits 10%) qcf + D then B/D, hcb + B, dp + A/C (4 hits 20%) --------------------------------------------------------------------------------------- | Note : | | (1), For the 3rd chain, 75 Shiki: Kai (qcf + D), D version is able to connect with | | its follow-up hit by pressing either B or D, after paired with Crouch C or | | Close C/D. | | (X), qcf + A... signifies the follow-ups to the 114 Shiki: Aragami (qcf + A) or | | qcf + C... the follow-ups to 115 Shiki: Dokugami (qcf + C). | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C, qcf + B then B/D, qcf + B then B/D (5 hits 20%) Crouch C, qcf + B then B/D, CD (aerial or ground) (4 hits 25%) Crouch C, qcf + D then B/D, hcb + D (4 hits 20%) --------------------------------------------------------------------------------------- | Note : | | (1), Other than Crouch C you can also start the chain with Close C or Close D. | | Because of the Input Buffering System advantage, it is better to start it | | Crouch C. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * hcb + B, qcb, hcf + A/C (hold A/C) (2 hits 25%) hcb + B, qcb, hcf + AC (hold AC) (3/5 hits 35/50%) (2) * qcf + D then B/D, hcb + B, qcb, hcf + A/C (hold A/C) (4 hits 40%) qcf + D then B/D, hcb + B, qcb, hcf + AC (hold AC) (6 hits 45%) --------------------------------------------------------------------------------------- | Note : | | (1), For Chain 1, you need to hold A/C for about 2 seconds before releasing so | | that the opponent will be caught by the flames. | | For Chain 2, you have two options: | | - Do the cancel directly and you'll get 3 hits 35% damage | | - Hold the AC buttons for 0.5 seconds so that you'll get 2 hits (caused by | | bodily flames) and release it directly to get another 3 hits. The ends | | result is 5 hits 50% damage | | (2), For Chain 1, release A/C after holding it down for about a second, just | | enough time for the flames to catch the falling opponent. | | For Chain 2, right after the cancel you'll get 3 hits, the hold AC down for | | 1.5 seconds and release it to hit the opponent with another 3 hits, resulting | | in a total of 6 hits. Either way, you can always start the chains with | | Crouch C, Close C/D. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Crouch C or Close C/D, the repeat this 3X: qcf + A, qcf + C (7 hits 25%) --------------------------------------------------------------------------------------- | Note : | | (1), The possibilities are many but I didn't want to put all of it since it's quite | | hard for me to do it. Most of it are about canceling 114 Shiki: Aragami | | ( qcf + A) and its follow-ups into 115 Shiki: Dokugami (qcf + C) or vice | | versa. | --------------------------------------------------------------------------------------- ======================================================================================= | BENIMARU NIKAIDO JAPAN TEAM | ======================================================================================= SUPER CANCELS * Shinkuu Katategoma, any hits : qcb + A/C * Handou Sandan Geri, 1st hit : d, u + B/D after Iai Geri (qcf + B/D) NOTES # Because I wanted to simplify the chains (or else it gets to chaotic), Crouch C is omitted from the starting chain. If a chain starts with Close C, it can also start with Crouch C. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C/D or f + B, qcf + A (3 hits 20%) Close C/D or f + B, qcb + A/C (4/5 hits 20%) Close C/D or f + B, hcb, f + A/C (* hits 20%) Close C/D or f + B, qcf + B/D then d, u + B/D (4 hits 25%) Close C/D or f + B, qcf(x2) + A/C (4 hits 30%) Close C/D or f + B, qcf(x2) + AC (11 hits 45%) Close C/D or f + B, qcb(x2) + B/D (7 hits 30%) --------------------------------------------------------------------------------------- | Note : | | (1), The chain: 'Close C/D or f + B, qcf + B/D then d, u + B/D' don't work on some | | characters. The Iai Geri (qcf + B/D) might connect but the follow-up move | | Handou Sandan Geri (u, d + B/D, done after Iai Geri) might miss. | | | | Raikou Ken [qcf(x2) + C), C version hits higher so shorter opponent might not | | be hit by the later hits of the DM. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Close C/D or f + B, qcb + A/C (any hit), qcf(x2) + A/C (4-7 hits 20-40%) Close C/D or f + B, qcb + A/C (any hit), qcf(x2) + AC (12 hits-14 hits 50%) (2) * Close C/D or f + B, qcb + A/C (any hit), qcb(x2) + B/D (8 -10 hit 35%-40%) (3) * Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcf(x2) + A/C (6 hits 40%) Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcf(x2) + AC (13 hits 50%) Close C/D or f + B, qcf + B/D then u, d + B/D (1 hit), qcb(x2) + B/D (9 hits 40%) --------------------------------------------------------------------------------------- | Note : | | (1), Shinkuu Katategoma (qcb + A/C) can be cancelled at any time into Raikou Ken | | (qcf, qcf + A/C/AC) but for the SDM if you cancel it too late, the later | | hits can miss. | | (2), Again, do not cancel at the last hit of Shinkuu Katategoma (3rd hit for A | | version, 5th hit for C version) or else the opponent will be knock away and | | you'll be wasting the additional hits. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C/D or f + B, qcb + A/C (any hit), qcf + B/D (3-5 hits 15-20%) ======================================================================================= ======================================================================================= | GORO DAIMON JAPAN TEAM | ======================================================================================= [ ANYWHERE ] (1) * df + C, hcb(x2) + A/C (* hits 30%) df + C, hcb(x2) + AC (* hits 45%) Close C/D, df + C (2 hits 10%) Close C/D, hcf + C (2 hits 20%) Close C/D, hcb, f + A/C (* hits 25%) Close C/D, hcb(x2) + A/C (* hits 35%) Close C/D, hcb(x2) + AC (* hits 45%) (2) * Close C/D, df + C, hcb(x2) + A/C (2* hits 45%) Close C/D, df + C, hcb(x2) + AC (2* hits 50%) ======================================================================================= ======================================================================================= [3-6] WOMEN FIGHTERS TEAM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | MAI SHIRANUI WOMEN FIGHTERS TEAM | ======================================================================================= SUPER CANCELS * Ryuu Enbu, 1st hit (C version only) : qcb + C BUFFER SHOTCUTS * Ryuu Enbu, C version only (qcb + C) into Chou Hissatsu Shinobi Bachi (qcb, hcf + B/D) Usual : qcb + C (1 hit), qcb, hcf + B/D Buffer : qcb + C (1 hit), hcf + B/D NOTES # Benitsuru no Mai (df + B) is a 2-hit command where the 1st hit is cancelable if the Command is paired from a Normal attack. # Mai's best cross-over attack is her Jump C which connects best with her Close/Crouch C. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, df + B (3 hits 25%) (2) * Crouch C or Close C/D, qcb + A/C (2/3 hits 20/25%) Crouch C or Close C/D, qcb + B (2 hits 20%) Crouch C or Close C/D, hcf + B (3 hits 25%) Crouch C or Close C/D, qcf(x2) + A/C (8 hits 30%) Crouch C or Close C/D, qcb, hcf + B/D (7 hits 35%) Crouch C or Close C/D, qcb, hcf + BD (13 hits 45%) (3) * Crouch C or Close C/D, df + B (1 hit), qcf + A/C (3 hit 20%) Crouch C or Close C/D, df + B (1 hit), qcb + A/C (3/4 hits 20%) Crouch C or Close C/D, df + B (1 hit), qcb + B (3 hits 20%) Crouch C or Close C/D, df + B (1 hit), hcf + B (4 hits 25%) Crouch C or Close C/D, df + B (1 hit), qcf(x2) + A/C (9 hits 30%) Crouch C or Close C/D, df + B (1 hit), qcb, hcf + B/D (8 hits 35%) Crouch C or Close C/D, df + B (1 hit), qcb, hcf + BD (14 hits 45%) (4) * qcf + A, then hcf + D (2 hits 25%) qcf + A, then qcf(x2) + A/C (8 hits 30%) (5) * Jump, d + A, qcb + A/C (2 hits 15%) --------------------------------------------------------------------------------------- | Note: | | (1), This is basically a 'Special move chasing a projectile' combo. You can do the | | combo successfully at about 3/4 screen distance or fast enough to catch the | | projectile. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * any ground Normal attack, f + B, qcb + A/C (2 hits 20%) --------------------------------------------------------------------------------------- | Note: | | (1), This combo will not connect for the first hit because the f + B command is | | slow to come out. You need to start the command from an attack because from | | that on, the command cancelability will be open, enabling you to perform | | Musasabi no Mai (qcb + A/C). | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcb, hcf + B/D (9 hits 45%) Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcb, hcf + BD (12 hits 40%) Crouch C or Close C/D, df + B (1 hit), qcb + C (1 hit), qcf(x2) + A (10 hits 40%) [ MAX MODE ] (1) * Crouch C or Close C/D, df + B (1 hit), qcb + B, qcb + A/C (4/5 hits 15/20%) Crouch C or Close C/D, df + B (1 hit), hcf + B/D (4/5 hits 15/20%) [ MAX MODE BYPASS ] (1) * df + B (1 hit), qcf(x2) + BC (8 hits 25%) df + B (1 hit), qcb, hcf + BC (7 hits 25%) ======================================================================================= ======================================================================================= | YURI SAKAZAKI WOMEN FIGHTERS TEAM | ======================================================================================= SUPER CANCELS * Yuri Chou Upper : dp + A/C BUFFER SHORTCUTS * Yuri Chou Upper, C version (dp + C) into Hien Hou'ou Kyaku (qcf, hcb + B/D) Usual : dp + C (1 hit), qcf, hcb + B/D Buffer : dp + C (1 hit), hcb + B/D * Yuri Chou Upper, C version (dp + C) into Shin! Chou Upper (qcf, qcf + BD) Usual : dp + C (1 hit), qcf(x2) + BD Buffer : dp + C (1 hit), qcf + BD --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, dp + C then dp + A/C (3 hits 20%) Crouch C or Close C/D, qcf, hcb + B/D (13 hit 25%) (2) * Crouch C or Close C/D, df + B (2 hits 15%) Crouch C or Close C/D, df + D (2 hits 15%) (3) * Crouch C or Close C/D, df + B, qcf, hcb + B/D (14 hits 30%) (4) * Crouch C 0r Close C/D, df + D, qcf + C (hold for 0.5 seconds) (3 hits 25%) Crouch C or Close C/D, df + D, dp + A/C (3 hits 20%) Crouch C or Close C/D, df + D, qcf(x2) + BD (3 hits 15%) Crouch C or Close C/D, df + D, f, b, hcf + BD (18 hits 65%) (5) * qcf + A (then hold A), after fireball release qcf, hcb + B/D (13 hits 45%) qcf + A (then hold A), after fireball release f, b, hcb + BD (17 hits 80%!!!) --------------------------------------------------------------------------------------- | Note: | | (4), For 1st chain, to enable you to hit the opponent with Ko'oh Ken (qcf + C), | | C version as the opponent falls, you need to hold it for 0.5 second before | | releasing the C button. If you do the move without holding it down, you'll | | miss the opponent. The A version cannot reach the opponent. | | (5), The A version of Haou Shoukou Ken (qcf + A, then hold A) is slower, allowing | | both DMs and HSDM to catch up. No strict rules, but it's better if the | | DM/HSDM is done quickly after the fireball is launched and/or the combo done | | near the corner. As a side note, the C version of Haou Shoukou Ken's recovery | | is slow, so it's not a suitable opener. You read it right. Yuri's HSDM is | | damn painful. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C or Close C/D, df + D, Crouch C or Close C/D (3 hits 20%) Crouch C or Close C/D, df + D, qcf. hcb + B/D (14 hits 35%) Crouch C or Close C/D, df + D, qcf(x2) + BD (4 hits 25%) --------------------------------------------------------------------------------------- | Note: | | (1), Shin! Chou Upper [qcf(x2) + BD] doesn't work well in a combo because it tend | | to stray away as it hits, causing it to miss which then causing your opponent | | to miss the hit as well. Damage is not good considering 2 Power Stocks needed | | to do this. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Crouch C or Close C/D, dp + C (1 hit), qcf, hcb + B/D (14 hits 40%) Crouch C or Close C/D, dp + C (1 hit), qcf(x2) + BD (3 hits 15% - 4 hits 25%) --------------------------------------------------------------------------------------- | Note: | | (1), Notice that the 2nd chain has two outcome: 1st if done anywhere and 2nd, only | | when done at corners. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * f + A, qcf + B/D (2 hits 10%) ======================================================================================= ======================================================================================= | MAY LEE WOMEN FIGHTERS TEAM | ======================================================================================= ----------- NORMAL MODE ----------- SUPER CANCELS * Spinning Needle, as it hits : press B/D, done after Lightning Needle (qcf + B/D) NOTE # Counter Kick (hcb + B/D) will perform a 3-hit attack that will juggle the opponent at the end. You can attack the opponent in mid-air or as he/she falls. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, qcf + B... (2/3 hits+ 15%+) (1) * Crouch C or Close C/D, qcb(x2) + B/D (4/5 hits 20/25%) --------------------------------------------------------------------------------------- | Note : | | (1), Lightning Needle (qcf + B/D) has many follow-ups after that. That's why I | | don't bother to list them down because all of them are default combos anyway. | --------------------------------------------------------------------------------------- SUPER CANCELS (1) * Crouch C or Close C/D, qcf + B/D then B/D, qcb(x2) + B/D (7/8 hits 45%) (2) * qcf + B/D then B/D, AC, BD, ABC (57 hits 50%) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------- HERO MODE --------- SUPER CANCELS * Full Swing Chop, C version (as it hits) : qcf + C * May Lee Chop, as it hits : qcb + A/C * Lightning Blow, as it hits : qcf + B/D NOTE # Sliding (df + B) command is cancelable as a standalone. # The C version of Full Swing Chop (qcf + C) connects with her SDM: May Lee The End [qcf(x2) + ACD]. # May Lee Chop only connects with her aerial DM: May Lee Dynamic [jump, qcf(x2) + A/C]. # Both versions of Lightning Blow (qcf + B/D) can be Super Cancelled but only the D version that gets connected with her aerial DM: May Lee Dynamic because this version only stuns the opponent while the B version knocks the opponent down. # May Lee has no close Normal attack in Hero Mode. In any case for the chains of combos below, all Stand C/D are Close C/D. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Stand C/D, df + B (2 hits 5/10%) Stand C/D, qcf + A (2 hits 15%) Stand C/D, qcb + A (2 hits 15%) Stand C/D, qcf + B (2 hits 15%) Stand C/D, hcb, f + A/C (* hits 20%) Stand C/D, qcf(x2) + AC (3 hits 50%) (2) * Crouch C, Stand C/D (2 hits 15%) Crouch C, qcf + A (2 hits 20%) Crouch C, qcb + A (2 hits 15%) Crouch C, qcf + B (2 hits 15%) --------------------------------------------------------------------------------------- | Note : | | (2), You need to time your attacks during the opponent fall. Wait at the right | | moment and then performed the respective moves. This is not an immediate hit. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * qcf + C, qcf(x2) + AC (3 hits 50%) (2) * Stand C/D, qcb + A, qcf(x2) + A/C (15 hits 45%) qcb + A, qcf(x2) + A/C (14 hits 40%) (3) * qcf + D, qcf(x2) + A/C (14 hits 35%) ======================================================================================= ======================================================================================= [3-7] NEW FACES TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= [ YASHIRO NANAKASE NEW FACES TEAM | ======================================================================================= SUPER CANCELS * Jet Counter: Still, C version (as it hits) : qcf + C, after Jet Counter, C version (hcf + C) # Excellent Crossover attack: Jump C --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (2 hits 5%) Crouch C or Close C/D, f + B (2 hits 5%) Crouch C or Close C/D, dp + A/C (3/4 hits 15/20%) Crouch C or Close C/D, hcf + A (2 hits 10%) Crouch C or Close C/D, qcf(x2) + A/C (2 hits 25%) Crouch C or Close C/D, qcf(x2) + AC (2 hits 45%) Crouch C or Close C/D, qcb, hcf + BD (17 hits 50%) (2) * Crouch C or Close C/D, f + A, dp + A/C (4/5 hits 20/25%) Crouch C or Close C/D, f + A, hcf + A then qcf + A (4 hits 20%) Crouch C or Close C/D, f + B, hcf + A then qcf + A (4 hits 25%) Crouch C or Close C/D, f + A, qcf(x2) + A/C (3 hits 35%) Crouch C or Close C/D, f + A, qcf(x2) + AC (3 hits 45%) Crouch C or Close C/D, f + B, qcf(x2) + A/C (3 hits 35%) Crouch C or Close C/D, f + B, qcf(x2) + AC (3 hits 30%) Crouch C or Close C/D, f + A, qcb, hcf + BD (18 hits 50%) Crouch C or Close C/D, f + B, qcb, hcf + BD (18 hits 50%) [ SUPER CANCELS ] (1) * hcf + C then qcf + C, qcf(x2) + A/C (3 hits 45%) hcf + C then qcf + C, qcf(x2) + AC (3 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (1), You need to hold down the respective buttons (A/C for DM and AC for the SDM) | | for a few seconds so that you can hit the opponent as he/she falls. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C, hcf + A, dp + A/C (1 hit), hcf + A/C, dp + C (1 hit), hcf + A/C, dp + C (9 hits 45%) Close C, hcf + A, dp + C (1 hit), hcf + A, dp + C (1 hit), hcf + A then qcf + A (7 hits 35%) ======================================================================================= ======================================================================================= | SHERMIE NEW FACES TEAM | ======================================================================================= [ ANYWHERE ] (1) * Crouch/Close C, f + B (3 hits 10%) Crouch A/B, hcf(x2) + A/C (* hits 25%) Crouch A/B, hcf(x2) + AC (* hits 50%) Crouch C, hcb(x2) + A/C (* hits 30%) Crouch C, hcb(x2) + AC (* hits 25%) Crouch C, qcf(x2) + BD (* hits 40%) --------------------------------------------------------------------------------------- | Note : | | (1), You read it right. the SDM version of Shermie Carnival [hcb(x2) + AC] is | | even lower in damage than the DM version. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * f + B (1 hit), qcb + A/C then qcf + B/D (2* hits 10%) ======================================================================================= ======================================================================================= | CHRIS NEW FACES TEAM | ======================================================================================= SUPER CANCELS * Shooting Dancer: Thrust, 1st hit : hcb + A/C * Shooting Dancer: Step, 1st hit : hcb + B/D --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close/Crouch C, f + A (2 hits 5%) Close/Crouch C, f + B (3 hits 10%) Close/Crouch C, df + B (2 hits 10%) Close/Crouch C, qcf + A (2 hits 15%) Close/Crouch C, hcb + A/C (3 hits 15%) Close/Crouch C, hcb + B/D (2 hits 15%) Close/Crouch C, dp + B/D (2 hits 15%) Close/Crouch C, qcf(x2) + A/C (6 hits 20%) Close/Crouch C, qcf(x2) + AC (9 hits 35%) Close/Crouch C, qcb(x2) + B/D (11 hits 20%) Close/Crouch C, qcb(x2) + BD (16 hits 35%) (2) * Close/Crouch C, f + A, qcf + A (3 hits 15%) Close/Crouch C, f + A, dp + B (3 hits 20%) Close/Crouch C, f + A, hcb + A/C (4 hits 20%) Close/Crouch C, f + A, hcb + B/D (3 hits 10%) Close/Crouch C, f + A, qcf(x2) + A (7 hits 25%) Close/Crouch C, f + A, qcf(x2) + AC (10 hits 35%) Close/Crouch C, f + A, qcb(x2) + B/D (11 hits 20%) Close/Crouch C, f + A, qcb(x2) + BD (17 hits 30%) --------------------------------------------------------------------------------------- | Note : | | (2), Chain that involve the DM, Twister Drive [qcb(x2) + B/D/BD] will always miss | | a hit because you will catch the opponent in mid-air. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Close C/Crouch C (1 hit), f + B, qcb(x2) + B/D (12 hits 25%) Close C/Crouch C (1 hit), f + B, qcb(x2) + B/D (12 hits 25%) [ SUPER CANCELS ] (1) * Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcf(x2) + A/C (8 hits 20%) Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcf(x2) + AC (16 hits 25%) (2) * Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcb(x2) + B/D (13 hits 25%) Close C/Crouch C (1 hit), f + A, hcb + A/B/C/D (1 hit), qcb(x2) + BD (18 hits 35%) ======================================================================================= ======================================================================================= [3-8] KOF '96 TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | IORI YAGAMI KOF '96 TEAM | ======================================================================================= SUPER CANCELS * 100 Shiki: Oniyaki, 1st hit for A version, : dp + A/C 1st and 2nd hit for C version BUFFER SHORTCUTS * 100 Shiki: Oniyaki (dp + A/C) Super Cancelled into Kin 1211 Shiki: Ya Otome (qcf, hcb + A/C/AC) for both DM/SDM versions. Usual : dp + A/C (1-2 hits), qcf, hcb + A/C/AC Buffer : dp + A/C (1-2 hits), hcb + A/C/AC INFO: # Iori's Yumebiki (f + A, A) command is not cancelable on the 1st hit, which is a big loss because only the 1st hit that will connect with Close/Crouch C. However, if you pair it with Close A/B the command connects all the way. This condition is caused by how the strong attacks (Close/Crouch C) pushes the opponent away after a hit. Since that Yumebiki is a 2-hit command, then the 2nd hit is cancelable. # Goufu In "Shinigami" (f + B) command, like the typical command attack is cancelable after being paired from a Normal attack. However, you will not get a 2-hit combo from it because the command is to slow to launch. In order for you to benefit from the cancellable trait, just perform the move from a Normal. Ignore the uncomboable factor. # Due to Buffer command input, performing 100 Shiki: Oniyaki and then 147 Shiki: Aoi Hana very fast can results in a Super Cancel. This makes it hard to cancel the moves out into each other in MAX Mode. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch/Close C, f + A (2 hits 5%) Crouch/Close C, qcf + A/C (2 hits 15%) Crouch/Close C, dp + A/C (2/4 hits 15/20%) Crouch/Close C, qcb + A/C(x3) (4 hits 20%) Crouch/Close C, hcb + B/D (3 hits 20%) Crouch/Close C, qcf, hcb + A/C... (9 hit 30%) Crouch/Close C, qcf, hcb + AC (2 hits 50%) Crouch/Close C, f + A (1 hit), qcf, hcb + A/C... (10 hits 40%) (2) * f + A, A, qcf + C (3 hits 20%) f + A, A, qcb + A/C(x3) (5 hits 25%) f + A, A, qcf, hcb + A/C... (10 hits 40%) (3) * any normal attack, f + B, qcf + A/C (2 hits 10%) any normal attack, f + B, dp + A/C (2/4 hits 10/15%) any normal attack, f + B, qcb + A/C (4 hits 15%) any normal attack, f + B, hcb + B/D (3 hits 20%) any normal attack, f + B, qcf, hcb + A/C... (9 hits 30%) any normal attack, f + B, qcf, hcb + AC (2 hits 50%) (4) * qcf + A, qcb, hcf, b, f + A/C (* hits 50%) --------------------------------------------------------------------------------------- | Note : | | (1), The Yumebiki (f + A, A) command will only hit once if you pair it first with | | a Normal despite being able to hit twice because the 1st hit pushes the | | opponent away. | | (2) For more damage, start all the chains with these light attacks: | | - Close A/B | | - Crouch A | | (X), If you want additional damage, you can perform the follow up DM, | | Ura 316 Shiki: Saika [qcf(x4) + AC] after performing Kin 1211 Shiki: Ya Otome | | (qcf, hcb + A/C). A cheap way to do damage. Damage can skyrocketed to 50%. | | (3), The Normal attack will not connect with the Goufu In "Shinigami" (f + B) | | command. It only serves to make Goufu In "Shinigami" cancellable | | (4), You need to be about 3/4 screen distance to release the 108 Shiki: Yami Barai | | (qcf + A) projectile, just enough time for it to travel and hit the opponent | | and enough time for Iori to recover and perform the Kin 1219 Shiki: | | Homurabotogi (qcb, hcf, b, f + AC) HSDM. | --------------------------------------------------------------------------------------- [ CORNERS ] (1) * qcf + A, qcf, hcb + C... (9 hits 35%) --------------------------------------------------------------------------------------- | Note : | | (1), Due to the impact of 108 Shiki: Yami Barai (qcf + A) that causes the opponent | | to be pushed back, doing it at the corner is suitable as it limits the | | movement of opponent. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Crouch/Close C, dp + C (1-2 hits), qcf, hcb + A/C (10/11 hits 45%) Crouch/Close C, dp + C (1-2 hits), qcf, hcb + AC (3/4 hits 60%) --------------------------------------------------------------------------------------- | Note : | | (1), 100 Shiki: Oniyaki (dp + A) knocks the opponent down causing the DM/SDM to | | miss. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C, qcf + A(x2), hcb + B/D (5 hits 20%) Close C, then repeat this 3X: hcb + B/D (1 hit), dp + C (2 hits) (11 hits 45%) Close C, hcb + B/D (1 hit), qcb + A/C(x3) (5 hits 10%) --------------------------------------------------------------------------------------- | Note : | | (1), There are way too many MAX Mode combos of Iori available. Listed here are | | only a handful of them. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | MATURE KOF '96 TEAM | ======================================================================================= [ ANYWHERE ] (1) * Crouch C or Close C/D, qcb + A/C (x3) (10/11 hits 20%) Crouch C or Close C/D, dp + A/C (3/6 hits 20%) Crouch C or Close C/D, qcb + B/D (4/5 hits 15/20%) Crouch C or Close C/D, hcf + B/D (*/2* hits 20/25%) Crouch C or Close C/D, qcf(x2) + A/C (6/7 hits 30%) Crouch C or Close C/D, qcf(x2) + AC (11/12 hits 45%) Crouch C or Close C/D, qcb, hcf + B/D (2/3 hits 35/40%) Crouch C or Close C/D, qcb, hcf + BD (2/3 hits 45%) [ MAX MODE ] (1) dp + A/C (1-3 hits), qcf + A (3/4 hits 15%) (2) Close D, qcb + A/C (x3), hcb + B/D (12 hits 15%) --------------------------------------------------------------------------------------- | Note : | | (1), Sacrilege (dp + A/C) should be cancelled at the hit before Mature's leap. | | About 1-2 hits for A version and 1-3 hits for C version | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | VICE KOF '96 TEAM | ======================================================================================= [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (2/3 hits 15/20%) Crouch C or Close C/D, qcb + A/C then qcf + A/C (3/4 hits 20/25%) Crouch C or Close C/D, qcb + B (2/3 hits 15%) Close C/D, hcb, f + A/C (*/2* hits 15/20%) Crouch C or Close C/D, hcf + B (2/3 hits 15/20%) Crouch C or Close C/D, hcb(x2) + B/D (*/2* hits 35/40%) Crouch C or Close C/D, hcb(x2) + BD (*/2* hits 50%) (2) * Crouch C or Close C/D, f + A, hcf + B (3/4 hits 30/35%) [ MAX MODE ] (1) * f + A, qcb + A/C then qcf + A/C (3 hits 15%) f + A, hcf + B (2 hits 15%) (2) * Crouch C or Close C/D, qcb + B (1-2 hits), hcf + B (3/4 hits 15/20%) (3) * qcb + B/D (any hits), qcb + A/C then qcf + A/C (X hits X%) [ MAX MODE BYPASS ] (1) * f + A, hcb(x2) + BC (* hits 35%) ======================================================================================= ======================================================================================= [3-9] KOF '97 TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= RYUJI YAMAZAKI KOF '97 TEAM | ======================================================================================= SUPER CANCELS * Dagger of Judgment, 1st hit : dp + A/C # Yamazaki's Stabbing (f + A) command is only cancellable for the 1st hit if it is paired from a connected Normal attack such Crouch C or Close C/D. On its own, the command is not cancellable even at any of its 2-hit attack. # All Close D in the combos are single hit attack. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D (1 hit), f + A (2 hits 10%) Crouch C or Close C/D (1 hit), qcf + A/C (2 hits 15%) Crouch C/Close D (1 hit), qcb + A/B/C (2/3 hits 20%) Close C, qcb + B/C (3 hits 20%) Crouch C or Close C/D (1 hit), dp + A/C (3/5 hit 20/25%) Crouch C or Close C/D (1 hit), dp + B (3 hits 20%) Crouch C or Close C/D (1 hit), dp + D (2 hits 20%) Crouch C or Close C/D (1 hit), qcf(x2) + A/C (4 hits 30%) Crouch C or Close C/D (1 hit), qcf(x2) + AC (4 + 7 hits 45%) Crouch C or Close C/D (1 hit), hcb(x2) + A/C (11 hits 25%) Crouch C or Close C/D (1 hit), hcb(x2) + AC (20 hits 30%) (2) * Close C/D (1 hit), f + A, qcb + B/C (3 hit 15%) [ SUPER CANCELS ] (1) * Crouch C or Close C/D (1 hit), dp + A (1 hit), qcf(x2) + A/C (5 hits 40%) Crouch C or Close C/D (1 hit), dp + A (1 hit), qcf(x2) + AC (5 + 7 hits 50%) dp + A/C, hcb(x2) + A/C (11 hits 20%) dp + A/C, hcb(x2) + AC (20 hits 25%) dp + A/C, qcf + ABCD (2 hits 20%) [ MAX MODE ] (1) * qcb + A/B/C (2) * repeat this 3X: dp + B (1 hit), dp + A (1 hit) (6 hits 25%) repeat this 3X: dp + A (1 hit), dp + B (1 hit) (8 hits 35%) repeat this 3X: dp + C (2 hit), dp + B (1 hit) (12 hits 40%) repeat this 3X: dp + B (1 hit), dp + D (1 hit) (6 hits 40%) [MAX MODE BYPASS } (1) * f + A (1 hit), qcf(x2) + BC (4 hits 30%) f + A (1 hit), hcb(x2) + BC (11 hits 20%) ======================================================================================= ======================================================================================= | BLUE MARY KOF '97 TEAM | ======================================================================================= SUPER CANCELS * Vertical Arrow, 1st hit : dp + B/D * Straight Slicer, as it hits (B version only) : charge b, f + B * Mary Snatcher, as it hits : dp + B/D, done after Vertical into Mary Dynamite Swing DM/SDM Arrow (dp + B/D) BUFFER SHORTCUTS * Hammer Arch (f/b + A) or Double Rolling Kick (f/b + B) into Mary Slicer (charge B, f + B/D) Usual : f/b + A/B, charge B, f + B/D Buffer : b + A/B (and hold b for 2 seconds), f + B/D * Vertical Arrow (dp + B/D) into Mary Splash Rose (qcf, hcb + A/C) Usual : dp + B/D (1 hit), qcf, hcb + A/C Buffer : dp + B/D (1 hit), hcb + A/C * Vertical Arrow (dp + B/D) into Mary's Snatcher (Vertical Arrow follow-up: dp + B/D) for an immediate connect. Usual : dp + B/D, then dp + B/D Buffer : dp + B/D, qcf B/D # If a combo starts with Close C, then the combo can be started with Jump C which is Blue Mary's excellent cross-over attack. Example: Jump C, Close C(1 hit), qcf, hcb + A/C # Close C (1 hit) can be replaced by this cross-over combo: Jump C, Crouch C. So a combo that looks like this : Stand C (1 hit), qcf, hcb + A/C Can turn into this : Jump C, Crouch C, qcf, hcb + A/C # Two of Mary's Command attacks: - Hammer Arch f/b + A - Double Rolling Kick f/b + B Can be executed by pressing either Forward or Backwards plus A or B, but in the combo they are represented only by forward (for the direction) to simplify and avoid confusion while reading. In an instance where a combo involves Mary's Straight Slicer (Charge b, f + B/D), then it is much easier to execute the command using the backward button. # Eolith and Playmore overlooked the fact Mary Dynamite Swing DM/SDM cannot connect with Mary Snatcher after a Super Cancel. This is the old code from KOF 2001 that they forgot to delete. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C/D/f + B (2 hits), dp + B/D (then dp + B/D again) (4 hits 30%) Close C/D/f + B (2 hits), qcf, hcb + A/C (11 hits 40%) Close C/D/f + B (2 hits), A, A, f, B, C (3 hits 35%) Close C/D/f + B (2 hits), A, A, b, B, C (3 hits 45%) Close C (1 hit)/D, f + B, qcf, hcb + A/C (11/12 hits 50/55%) Close C (1 hit)/D, f + B, A, A, f, B, C (4/5 hit 50/55%) Close C (1 hit)/D, f + B, A, A, b, B, C (4/5 hit 55/60%) (2) * f + A, qcf, hcb + A/C (10 Hits 40%) f + A, A, A, f, B, C (2 hits 40%) f + A, A, A, b, B, C (2 hits 45%) Close C (1 hit)/D, f + A, dp + B/D (then dp + B/D again) (3/4 hit 30/35%) Close C (1 hit)/D, f + A, charge b, f + B/D, qcf + B/D (3/4 hit 30/35%) Close C (1 hit)/D, f + A, qcf, hcb + A/C (10/11 hits 40%) Close C (1 hit)/D, f + A, A, A, f, B, C (3/4 hits 40/45%) Close C (1 hit)/D, f + A, A, A, b, B, C (3/4 hits 45/50%) (3) * Close C (1 hit)/D, f + B, charge b, f + B/D, qcf + B/D (3/4 hits 40/45%) (4) * f + A, then db, qcf, uf, u, d + BD (1 hit 50%) Close C (1 hit)/D, f + A, then db, qcf, uf, u, d + BD (2/3 hits 50/55%) Close C/D/f + B (2 hits), then db, qcf, uf, u, d + BD (2/3 hits 50/55%) Close C (1 hit)/D, f + B, then db, qcf, uf, u, d + BD (2/3 hits 60/65%) --------------------------------------------------------------------------------------- | Note: | | (2), qcf, hcb + A/C needs to be done as soon as f + A hits or it cannot be | | cancelled after that. Close C is a double hit attack in which the first hit | | is cancellable. | | (2), f + A is only cancellable to Desperation Moves but not Special Moves if it | | is not started from an attack (such as Close C (1 hit) or Close D. | | (3), Mary's Straight Slicer (Charge b, f + B/D) needs to be charged for about | | 3 seconds (pressing Backwards that is) before you can press Forward to | | execute the move. That's why even though theoretically combos like | | [Close D, Charge b, f + B/D] looks to be OK, in reality it doesn't because | | you will be unable to press backwards for at least two seconds before the | | first attack recovers. | | (4), Mary's Typhoon (db, qcf, uf, u, d + BD) in theory and also based on how the | | move was executed in the recent KOF, is able to be performed independently or | | after being comboed after an attack. But due to how difficult it is to pull | | off the move, it is very much advisable to perform the HSDM after comboing | | it from an attack that took some time to finish its entire attack animation | | (such as Close C/D or f + B). This also avoid you from doing odd movements | | such as jumping when pressing the directions. Another odd thing is that | | Mary's Typhoon is not counted in a combo. That's why a combo that is supposed | | to be 3 hits will be shown as 2 hits by the Hits Indicator). | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Close C (1 hit)/D, f + B, dp + B/D (then dp + B/D again) (3/4 hits 40/45%) --------------------------------------------------------------------------------------- | Note: | | (1), f + B (2nd hit) pushes the opponent away after it hits, that's why Vertical | | Arrow (dp + B/D) will miss if not done at corners. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * dp + B/D (1 hit), qcf, hcb + A/C (10 hits 40%) dp + B/D (1 hit), A, A, f, B, C (2 hits 40%) dp + B/D (1 hit), A, A, b, B, C (2 hits 45%) (2) * charge b, f + B, qcf, hcb + A/C (10 hits 45%) charge b, f + B, A, A, f, B, C (10 hits 45%) charge b, f + B, A, A, b, B, C (4 hits 50%) (3) * Close C (1 hit)/D, f + A, charge b, f + B, qcf, hcb + A/C (11 hits 50%) Close C (1 hit)/D, f + A, charge b, f + B, A, A, f, B, C (2 hits 50) Close C (1 hit)/D, f + A, charge b, f + B, A, A, b, B, C (4/5 hits 50/55%) Close C (1 hit)/D, f + B, charge b, f + B, qcf, hcb + A/C (13/14 hits 50/55%) Close C (1 hit)/D, f + B, charge b, f + B, A, A, f, B, C (5/6 hits 50/55%) Close C (1 hit)/D, f + B, charge b, f + B, A, A, b, B, C (5/6 hits 55/60%) --------------------------------------------------------------------------------------- | Note: | | (X), Mary Typhoon (db, qcf, uf, u, d + BD) seems to be unable to be Super | | Cancelled. I tried many times but it just refuse to. My observation tells me | | that all HSDMs are not Super Cancellable. | | (X), Mary Dynamite Swing DM (A, A, f, B, C) or SDM (A, A, f, B, C) needs to be | | done very fast. | | (X), Only the B version of Straight Slicer (Charge b, then f + B) is a Super | | Cancel move. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * dp + B/D (1 hit), qcf + A/C (2 hits 8%) (2) * charge b, f + B, dp + B/D (then dp +B/D again) (2 hits 10%) (3) * Close C (1 hit)/D, f + A, charge b, f + B, dp + B/D (4/5 hits 20/25%) Close C (1 hit)/D, f + B, charge b, f + B, dp + B/D (5/6 hits 25/30%) --------------------------------------------------------------------------------------- | Note: | | (2), Only the B version of Straight Slicer (charge b, then f + B) can be cancelled | | in MAX Mode. | | (3), You can add the follow-up to Vertical Arrow (dp + B/D), Mary's Snatcher | | (dp + B/D). I didn't write it or esle it's making this document wider. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | BILLY KANE KOF '97 TEAM | ======================================================================================= [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (3 hits 15%) Crouch C or Close C, tap A repeatedly (4 hits 15%) Crouch C or Close C/D, hcf + A then qcf + A/C (3 hits 25%) Crouch C or Close C/D, dp + B/D (6 hits 25%) Crouch C or Close C/D, qcf(x2) + A/C (4 hits 40%) Crouch C or Close C/D, qcf(x2) + AC (6 hits 50%) (2) * dp + B, qcf(x2) + A (6 hits 30%) --------------------------------------------------------------------------------------- | Note : | | (2), As soon as you land, quickly perform Great Whirlwind [qcf(x2) + A] | --------------------------------------------------------------------------------------- [ CORNERS ] (1) * Crouch C or Close C/D, dp + D, qcf(x2) + A (12 hit 70%) --------------------------------------------------------------------------------------- | Note : | | (1), Yes, this combos is really that big. Perform Super Blazing Whirlwind Cane | | [qcf(x2) + A) quickly as you land, A version only. Do as written since this | | chain is the only one that truly connects. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * tap A repeatedly (3 hits), hcf + A, dp + B (8 hits 20%) (2) * hcf + A, dp + B, qcf(x2) + A (7 hits 30%) (3) * tap A repeatedly, hcf + A, dp + D, qcf(x2) + A (15 hits 55%) --------------------------------------------------------------------------------------- | Note : | | (1), Exactly the same as the Corner combo except in MAX Mode of course. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= [3-11] IKARI WARRIORS TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | LEONA HEIDERN IKARI WARRIORS TEAM | ======================================================================================= SUPER CANCELS * Gliding Buster, 1st hit : f + D, done after Ground Saber (charge b, f + D), D into her aerial DM/SDM version only --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C, charge d, u + A/C (2 hits 25%) (2) * Crouch C or Close C/D (1-2 hits), f + B (2/3 hits 20/25%) (3) * qcb + B/D, then jump, qcf, hcb + A/C (2 hits 40%) qcb + B/D, qcb, hcf + D (2 hit 40%) (4) * Charge b, f + A/C, charge u, d + A/C (7/13 hits 30/35%) (5) * Charge b, f + A/C, then jump, qcf, hcb + C (13 hits 45%) Charge b, f + A/C, then jump, qcf, hcb + AC (7/13 hits 50%/55%) (6) * Charge b, f + A, qcb, hcf + B/D (7 hits 45%) (7) * Crouch C or Close C/D (1-2 hits), qcb, hcf + B/D (2/3 hits 40/45%) Crouch C or Close C/D (1-2 hits), f + B, qcf, hcb + A/C (3/4 hits 40/45%) Crouch C or Close C/D (1-2 hits), f + B, qcf, hcb + AC (3/4 hits 45/50%) --------------------------------------------------------------------------------------- | Note: | | (1), Make sure you are already pressing down (to charge) before pressing Up + A/C. | | This combo is not immediate because of the charging time. You can do this | | when performing a crouching block or when you are crouching (then going for | | an attack). | | (3), There is no strict rule of how this combo will connect because it depends on | | speed, distance and reach. The opponent might be thrown far or get restricted | | by the screen edge, so the possibility of connecting is varied. If the | | opponent gets thrown too far, then the C version of V-Slasher (qcf, hcb + C) | | is better because it travels much further. This combos seems to work better | | at corners. The 2nd chain finishes with the D version of Revolver Spark | | (qcb, hcf + D) also because it travels further to be able to connect. | | (4), It is much better if Vortex Launcher (Charge b, f + A/C,) is done closer to | | the opponent so that Moon Slasher (Charge u, d + A/C) is able to hit after | | that. For the C version of Vortex Launcher, Moon Slasher should be done only | | when Leona is on the ground. | | (5), Why only the C version of V-Slasher? Because it travels further and has | | better chances of hitting. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Crouch C or Close C/D (1-2 hits), f + B, qcb + A/C (3/4 hits 20/25%) (2) * qcb + B/D, charge d, u + A/C (2 hits 25%) qcb + B/D, charge b, f + B/D (2 hits 20%) qcb + B/D, jump, qcb + A/C (2 hits 20/25%) qcb + B/D, qcb, hcf + B/D (2 hits 35%) (3) * charge b, f + B/D, charge d, u + A/C (2 hits 25/30%) charge b, f + B/D, qcb, hcf + B/D (2 hits 45%) (4) * charge b, f + A/C, rdp + B/D then rdp + B/D (quickly) (7 hits 30%) --------------------------------------------------------------------------------------- | Note: | | (1), A 2-hit Close C seems to cause more damage than a 2-hit Close D. | | (2), Again, no strict rule of how this combo works. It all falls down to timing, | | speed and precision. Depending on your follow-up after the Earring Bomb 1 | | (qcb + B/D), | | - Moon Slasher (Charge d, u + A/C), preferably very close to the opponent. | | - Ground Saber (Charge b, f + B/D), about 1/2 or 3/4 screen distance away. | | - X-Caliber (jump, qcb + A/C), very close to the opponent. | | - Revolver Spark DM (qcb, hcf + B/D), 1/2 screen distance or closer. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * charge b, f + D then f + D (1 hit), qcf, hcb + A/C (3 hits 45%) charge b, f + D then f + D (1 hit), qcf, hcb + AC (3 hits 55%) [ OROCHI LEONA ] (1) * Close C (1 hit)/Close D (1-2 hits), qcb, hcf + BD (2/3 hits 45/50%) (2) * Charge b, f + A/C, qcb, hcf + BD (7/13 hits 50/55%) ======================================================================================= ======================================================================================= | RALF JONES IKARI WARRIORS TEAM | ======================================================================================= SUPER CANCELS * Gatling Attack (2nd: A version or 2nd-3rd hit: C version) : (charge b, f + A/C) [ ANYWHERE ] (1) * Close/Crouch C, hcf + B/D (* hits 25%) Crouch C, Charge b, f + A/C (4/5 hits 15/20%) Close/Crouch C, qcb, hcf + B/D (2 + 14 hits 35%) Close/Crouch C, qcf, hcb + A/C (16 hits 20%) Close/Crouch C, qcf, hcb + AC (29 hit 55%) Close/Crouch C, qcb, hcf, qcf + AD (2 hits 60%) [ SUPER CANCELS ] (1) * Crouch C, Charge b, f + A/C (2-3 hits), qcb, hcf + B/D (3/4 + 14 hits 40/45%) Crouch C, Charge b, f + A/C (2-3 hits), qcf, hcb + A/C (18 hits 45%) Crouch C, Charge b, f + A/C (2-3 hits), qcf, hcb + AC (31 hits 55%) --------------------------------------------------------------------------------------- | Note : | | (1), Why did I write only Crouch C as the combo opener? Simple, it's all about | | practicality. If you start with Close C, you will not have the time to | | charge the Gatling Attack (charge b, f + A/C). | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | CLARK STEELE IKARI WARRIORS TEAM | ======================================================================================= [ ANYWHERE ] (1) * Close C(1 hit), f + B (2 hit 10%) Close C(1 hit), f + B, hcf + A/C, then d, d + A/B/C/D (3 hits+ 15%+) Close C, hcf + B/D, then qcf + A/C (* hits 25%) --------------------------------------------------------------------------------------- | Note : | | (1), The 2nd chain has many follow-ups after that. You decide which is which. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= [3-11] KOREA TEAM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | KIM KAPHWAN KOREA TEAM | ======================================================================================= SUPER CANCELS * Sanren Geki, A version (last hit of 3rd repetition) : qcb + A(x3) * Sanren Geki, C version (last hit of 3rd repetition) : qcb + A(x3) into aerial SDM * Hien Zan, D version (1st hit) : charge d, u + D * Han Getsu Zan, B version (1st hit) : qcb + B --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D (1 hit), qcb + A (x3) (3/4 hits 15/20%) Crouch C or Close C/D (1 hit), d, d + B/D (2/3 hits 10%) Crouch C or Close C/D (1 hit), qcb + C (x3) (5/6 hits 25%) Crouch C or Close C/D (1 hit), qcb + A/C, uf + B/D, d + B/D (4/5 hits 20/25%) Crouch C or Close C/D (1 hit), qcb + B/D (2/3/4/5 hit 20%) Crouch C, charge d, u + D, then d + D (4 hits 30%) Crouch C or Close C/D (1 hit), qcf(x2) + B/D (2 hits 20%) Crouch C or Close C/D (1 hit), qcf(x2) + B/D, then Jump, qcf + D (7/8 hits 25%) Crouch C or Close C/D (1/2 hits), qcb, db, f + B/D (11/12 hits 30%) (2) * Crouch C or Close C/D (1 hit), qcf(x2) + B/D, charge d, u + B (4 hits 30%) Crouch C or Close C/D (1 hit), qcf(x2) + B/D, jump, CD (4 hits 30%) Crouch C or Close C/D (1 hit), qcf(x2) + B/D, qcb, db, f + B/D (12 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (1), Close C is a 2-hit attack that cannot be cancelled. | | (2), This is a theory combo that I tried that wouldn't work. It might actually | | work is you can switch to MAX Mode very quickly after doing the first DM, | | Hou'ou Hiten Kyaku (qcf, qcf + B/D): | | | | Crouch C or Close C/D (1 hit), qcf(x2) + B/D, BC, jump then qcb, db, f + BD | | | | There wasn't enough time to perform the Hou'ou Kyaku (Jump, qcb, b, f + BD) | | before the opponent falls to the ground. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * qcb + A (x3), qcb, db, f + B/D (14 hits 35%) Crouch C or Close C/D (1 hit), qcb + C (x3), qcb, db, f + BD (22/23 hit 60%) (2) * Charge d, u + D (1 hit), qcf(x2) + B/D, qcb, db, f + B/D (12 hit 45%) Crouch C, Charge d, u + D (1 hit), qcb, db, f + B/D (12 hits 40%) (3) * Crouch C or Close C/D (1 hit), qcb + B (1 hit), qcb, db, f + B/D (12 hits 50%) (4) * Crouch C or Close C/D (1 hit), qcb + B (1 hit), qcf(x2) + B/D, qcb, db, f + B/D (13/14 hit 60%) [ MAX MODE ] (1) * Crouch C or Close C, qcb + D, charge d, u + D, then d + D (7/8 hits 20%) (2) * qcb + A (x3), qcb + D, qcb + C (x3) (9/10 hits 20%) (3) * charge d, u + D (1 hit), qcb + D, qcb + A (x3) (5 hit 5%) charge d, u + D (1 hit), qcb + D, qcb + C (x3) (7 hits 10%) (4) * qcb + D, qcb + A (x3) (4 hits 5%) qcb + D, qcb + C (x3) (6 hits 10%) --------------------------------------------------------------------------------------- | Note : | | (X), If you want to add additional damage, start chains (3) and (4) with | | Crouch C. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= CHANG KOEHAN KOREA TEAM ======================================================================================= SUPER CANCELS * Dai Haki Kyaku (as it hits) : d, d + B/D --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C/Close D, d, d + B/D (2 hits 10%) (2) * Crouch C/Close D, df + A (2 hits 15%) (3) * Crouch C/Close D, hcb, f + A/C (X hits 20%) (4) * Crouch C/Close D, qcf(x2) + B/D (7 hits 45%) Crouch C/Close D, qcf(x2) + A (2 hits 40%) Crouch C/Close D, qcf(x2) + AC (2 hits 45%) [ SUPER CANCELS ] (1) * Crouch C/Close D, d, d + B/D, qcf(x2) + B/D (8 hits 55%) [ MAX MODE ] (1) * Close C (2 hits), tap A/C repeatedly 3 hits 15%) [ MAX MODE BYPASS ] (1) * Close C/Stand D far (1 hit), qcf(x2) + BC (7 hits 45%) ======================================================================================= ======================================================================================= | CHOI BONGE KOREA TEAM | ======================================================================================= SUPER CANCELS * Tatsumaki Shippuu Zan, 1st hit : Charge d, u + A/C NOTES # Choi's Jump C (forward) is a great cross-over attack. It can connect with all of his light normal attack (A/B). For longer chains you can take advantage of this fact. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch/Close C, qcf, hcb + B/D (15 hits 35%) Crouch/Close C, qcf, hcb + BD (29 hit 55%) (2) * Crouch C, charge d, u + A/C (3 hits 15/20%) (3) * Jump C (2 hits), qcf + B/D (5 hits 10%) Jump C (2 hits), qcf, hcb + B/D (16 hits 35%) Jump C (2 hits), qcf, hcb + BD (30 hits 55%) --------------------------------------------------------------------------------------- | Note : | | (2), The damage and hits will be more if this combo is performed at corners. Not | | bad at all. | | (3), The 2nd chain can be further prolonged by adding a few fast light attacks | | such as Close A/B or Crouch A/B before doing the Hou'ou Kyaku DM | | (qcf, hcb + B/D). You might get a combo that look like this: | | | | Jump C (2 hits), Close B, qcf, hcb + B/D | | | | Preferably, do this combo at corners because you'll unlikely miss the | | opponent because of this | --------------------------------------------------------------------------------------- [ CORNERS ] (1) * Crouch/Close C, dp + B/D (2 hits 10%) [ SUPER CANCELS ] (1) * Crouch C, charge d, u + A/C (1 hit), qcf, hcb + B/D (16 hits 45%) Crouch C, charge d, u + A/C (1 hit), qcf, hcb + BD (30 hits 60%) [ MAX MODE ] (1) * qcb + A/C, qcf + B/D (X hits X%) (2) * Charge d, u + A/C, dp + B/D (2 hit 5%) Charge d, u + A/C, qcf + B/D (X hits x%) --------------------------------------------------------------------------------------- | Note : | | (1), Kaiten Tobisaru Zan (qcb + A/C) can be cancelled at a time of your desire. | | That's why I put the hits/% as X. | | (2), To be done at corners only | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= [3-12] KOF 2000 TEAM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= | VANESSA KOF 2000 TEAM | ======================================================================================= SUPER CANCELS * Parrying Puncher, as it hits : dp + C * Dash Puncher, as it hits : charge b, f + A/C BUFFER SHORTCUTS * Parrying Puncher (dp + C) Super Cancelled into Champion Puncher [qcf(x2) + A/C] Normal : dp + C, qcf(x2) + A/C Buffer : dp + C, qcf + A/C NOTES # Vanessa has a nasty buffer shortcut glitch. You almost cannot (might as well can't) Super Cancelled Parrying Puncher into her Crazy Puncher DM (qcb, hcf + A/C) because of overlapping direction input. Here's how I explain it. Theoretical Super Cancel chain : dp + C, qcb, hcf + A/C Buffer Shortcuts outcome : dp + C, qcf + A/C Why is this so? hcf + A actually contains qcf in its input, confusing the computer that you are actually Super Canceling Parrying Puncher into Champion Puncher. A big waste because Crazy Puncher has an SDM version that could result in huge damage. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + A (3/4 hits 5%) Crouch C or Close C/D, df + B (2/3 hits 10%) Crouch C or Close C/D, dp + A (4 hits 10%) Crouch C or Close C/D, hcf + A/C then tap A/C repeatedly (7/8 hits 20%) Crouch C, charge b, f + A (2 hits 15%) Crouch C or Close C/D, qcb, hcf + A/C (14/15 hits 40%) Crouch C or Close C/D, qcb, hcf + AC (14/15 hits 45%) Crouch C or Close C/D, qcf(x2) + A/C (5 hits 40%) Crouch C or Close C/D, f, hcf + A/C (7/8 hits 50%) (2) * Crouch C or Close C/D, f + A (1 hit), dp + A (4/5 hits 15%) Crouch C or Close C/D, f + A (1 hit), dp + C (3/4 hits 20%) Crouch C or Close C/D, f + A (1 hit), hcf + A/C then tap A/C... (9 hits 25%) Crouch C or Close C/D, f + A (1 hit), qcb, hcf + A/C (14/15 hits 40%) Crouch C or Close C/D, f + A (1 hit), qcb, hcf + AC (14/15 hits 45%) (3) * Crouch C, charge b, f + A, f, hcf + AC (6 hits 50%) qcf + B then f + A, f, hcf + AC (6 hits 50%) Crouch D, f, hcf + AC (5 hits 45%) (4) * qcf + B then f + A, dp + A (3 hits 10%) [ CORNER ] (1) * Crouch C or Close C/D, f + A (1 hit), dp + A, dp + C (5/6 hits 25%) Crouch C, f + A (1 hit), dp + A, qcf(x2) + A/C (8 hits 45%) Crouch C or Close C/D, f + A (1 hit), dp + A, f, hcf + AC (6 hits 50%) (2) * CD, f, hcf + AC (5 hits 45%) (3) * qcf + B then f + A, dp + A, qcf(x2) + A/C (6 hits 40%) qcf + B then f + A, dp + A, f, hcf + AC (7/8 hits 50%) (4) * charge b, f + A/C, jump C/D (2 hits 10%) charge b, f + A/C, dp + A, jump C/D (3 hits 20%) charge b, f + A/C, dp + C (2 hits 20%) charge b, f + A/C, qcf(x2) + A/C (5 hits 35%) Crouch C, charge b, f + A, dp + A, jump C/D (4 hits 30%) Crouch C, charge b, f + A, qcf(x2) + A/C (6 hits 50%) Crouch C, charge b, f + A, dp + A, f, hcf + AC (7 hits 55%) --------------------------------------------------------------------------------------- | Note : | | (1), Forbidden Eagle (dp + A) will juggle the opponent if it hits. To connect it | | with Parrying Puncher (dp + C) and Champion Puncher [qcf(x2) + A/C] you need | | to time the opponent fall or else it'll miss. As for Gaia Gear (f , hcf + AC),| | just do it directly after Forbidden Eagle. No strict timing, just need to be | | done fast for the hurricane projectile to hit opponent on the floor | | (2), As long as the opponent is cornered, you can knock the opponent down with | | either version of the CD attack (ground/aerial). | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Crouch C or Close C/D, f + A (1 hit), dp + C (1 hit), qcf(x2) + A/C (8 hits 50%) (2) * qcf + B then f + A, qcf(x2) + A/C (6 hits 40%) (3) * charge b, f + A/C, dp + C, qcf(x2) + A/C (6 hits 50%) Crouch C, charge b, f + A, dp + C, qcf(x2) + A/C (7 hits 60%) --------------------------------------------------------------------------------------- | Note : | | (3), This combo only works at corners. After the opponent was sent flying by the | | Dash Puncher (charge b, f + A/C), you need to estimate the time to perform | | Parrying Puncher (dp + C) because doing it to early might cause you to miss | | the Super Cancel afterwards. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C/D, f + A (1 hit), dp + C (1 hit), dp + A, f, hcf + AC (9 hits 55%) Close C/D, hcf + A/C, dp + A. f, hcf + AC (12 hit 55%) --------------------------------------------------------------------------------------- | Note : | | (1), Vanessa has a lot of other MAX Mode combo possibilities. Listed here are the | | ones that caused one of the biggest damage. You can experiment all of it by | | yourself. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | SETH KOF 2000 TEAM | ======================================================================================= SUPER CANCELS * Sho-Yoh, any hits : qcf + A/C BUFFER SHORTCUTS * Sho-Yoh (qcf + A/C) Super Cancelled into Irimi-Nadazuki (qcf, hcb + B/D) Usual : qcf + A/C, qcf, hcb + B/D Buffer : qcf + A/C, hcb + B/D This buffer makes it difficult to cancel Sho-Yoh into Doh-Kuzushi (hcf + B/D) in MAX Mode. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C/Close C/D (1 hit), f + A (2 hits 15%) Crouch C/Close C/D (1 hit), b + A (2 hits 15%) Crouch C/Close C/D (1 hit), f + B (2 hits 15%) Crouch C/Close C/D (1 hit), b + B (2 hits 15%) Crouch C/Close C/D (1 hit), df + B (2 hits 15%) Crouch C/Close C/D (1 hit), f + B, f + A (3 hits 15%) Crouch C/Close C/D (1 hit), qcf + A/C (2/3 hits 15%) Crouch C/Close C/D (1 hit), hcb + B/D then f + B/D (3 hits 15%) Crouch C/Close C/D (1 hit), qcf, hcb + B (8 hits 30%) Crouch C/Close C/D (1 hit), qcf(x2) + A/C (7 hits 35%) (2) * Crouch C/Close C/D (1 hit), b + A, qcf + A/C (3/4 hits 25%) Crouch C/Close C/D (1 hit), b + A, hcf + B/D then f + B/D (4 hits 25%) Crouch C/Close C/D (1 hit), b + A, qcf, hcb + B (9 hits 45%) Crouch C/Close C/D (1 hit), b + A, qcf(x2) + A/C (8 hits 45%) (3) * Crouch C/Close D (1 hit), df + B, qcf + C (3 hits 15%) Crouch C/Close C/D (1 hit), df + B, hcb + B then f + B/D (4 hits 20%) Crouch C/Close C/D (1 hit), df + B, qcf, hcb + B (9 hits 45%) Crouch C/Close C/D (1 hit), df + B, qcf(x2) + A/C (8 hits 45%) --------------------------------------------------------------------------------------- | Note : | | (X), After the Irimi-Nadazuki DM (qcf, hcb + B/D) finishes, you can add in other | | additional hits. The most common follow-up is the Morote Sho-Yoh DM | | [qcf(x2) + A/C]. So a chain that ends with the Irimi-Nadazuki DM can further | | be extended into this: | | | | Close C (1 hit), b + A, qcf, hcb + B, qcf(x2) + A/C (10 hits 60%) | | | | (3), If you start the chain with Stand C, then you can only finish it with the A | | version of Sho-Yoh (qcf + A). Other starters will miss the A version. This is | | the resultant chain: | | | | Stand C (1 hit), df + B, qcf + A (4 hits 25%) | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Close C/D (1 hit), b + A, qcf + A (1 hit), qcf, hcb + B (10 hits 55%) (2) * Close C (1 hit), df + B, qcf + A (1 hit), qcf, hcb + B (10 hits 50%) (3) * Crouch C/Close C/D (1 hit), b + A, qcf + A (1 hit), qcf(x2) + A/C (9 hits 55%) Close C (1 hit), df + B, qcf + A (1 hit), qcf(x2) + A/C (9 hits 55%) --------------------------------------------------------------------------------------- | Note : | | (X), If you add Morote Sho-Yoh DM [qcf(x2) + A/C] after Irimi-Nadazuki DM | | (qcf, hcb + B/D), the damage can go to 80%!!! | | (X), Only one Super Cancel chain that truly connects: qcf + A into qcf, hcb + B | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * Close C (1 hit), f + B, qcf + A (1 hit), qcf, hcb + B (11 hits 50%) Close C (1 hit), f + B, qcf + A (1 hit), qcf(x2) + A/C (9 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (X), These MAX Mode combos involve Super Cancels in the chains. So in total you | | need 3 Power Stocks to do them | --------------------------------------------------------------------------------------- [ MAX MODE BYPASS ] (1) * Close C (2 hits), qcf(x2) + BC (8 hits 40%) Close C (2 hits), qcf, hcb + BC (9 hits 40%) Close C (1 hit), f + B, qcf(x2) + BC (8 hits 40%) Close C (1 hit), f + B, qcf, hcb + BC (9 hits 40%) ======================================================================================= ======================================================================================= | RAMON KOF 2000 TEAM | ======================================================================================= SUPER CANCELS * Pulling Up Attack, before the face punch : d, d + A/C [Pulling Up Attack is third string done after two continuos follow-up strings. The strings go like this Rolling Sobat (f, d, df + B/D), followed by Flying Body Attack (f, d, df + B/D after Rolling Sabat), and finished by Pulling Up Attack] NOTES # He has his Jump C as a great cross-over attack. This moves connects the best with his Close C attack as a combo starting chain. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, df + B (2 hits 5%) Crouch C or Close C/D, qcb + A (2 hits 10%) Crouch C or Close C/D, hcf + A/C (* hits 20%) Crouch C or Close C/D, dp + B then dp + B/D then d, d + A/C (4 hits 20%) Crouch C or Close C/D, qcb, hcf + B/D (14 hits 30%) Crouch C or Close C/D, hcb(x2) + A/C (* hits 30%) Crouch C or Close C/D, hcb(x2) + AC (* hits 50%) (2) * Crouch C or Close C/D, df + B, hcf + A/C (2* hits 25%) Crouch C or Close C/D, df + B, qcb + A/C (3 hits 25%) Crouch C or Close C/D, df + B, qcb, hcf + B/D (15 hits 40%) Crouch C or Close C/D, df + B, hcb(x2) + A/C (2* hits 45%) Crouch C or Close C/D, df + B, hcb(x2) + AC (2* hits 50%) Crouch C or Close C/D, df + B, qcb, hcf + AC (19 hits 45%) [ CORNERS ] (1) * Crouch C or Close C/D, df + B, dp + B/D then dp + B/D then d, d + A/C (5 hits 30%) [ SUPER CANCELS ] (1) * Crouch C or Close C/D, dp + B then dp + B/D then d, d + A/C, qcb, hcf + B (4 hits + 14 hits 50%) Crouch C or Close C/D, dp + B then dp + B/D then d, d + A/C, hcb(x2) + A/C (4 hits + * hits 50%) Crouch C or Close C/D, dp + B then dp + B/D then d, d + A/C, hcb(x2) + AC (4 hits + * hits 55%) (2) * Crouch C or Close C/D, df + B, dp + B/D then dp + B/D then d, d + A/C, - qcb, hcf + B (5 hits + 14 hits 55%) Crouch C or Close C/D, df + B, dp + B/D then dp + B/D then d, d + A/C, - hcb, hcb + A/C (4 hits + * hits 55%) Crouch C or Close C/D, df + B, dp + B/D then dp + B/D then d, d + A/C, - hcb, hcb + AC (4 hits + * hits 60%) ======================================================================================= ======================================================================================= [3-13] KOF 2001 ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= ======================================================================================= KULA DIAMOND KOF 2001 TEAM ======================================================================================= SUPER CANCELS * Crow Bite, 1st hit : dp + A/C * Counter Shoot, 1st hit : f + B, done after Lay Spin (qcb + B/D) * Slider Shoot, as it hits : f + D, done after Lay Spin (qcb + B/D) --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C (1-2 hits)/D, f + A (2/3 hits 7/8%) Close C (1-2 hits)/D, df + B (2/3 hits 7/8%) Close C (1-2 hits)/D, df + C (4/5 hit 8/10%) Close C (1-2 hits)/D, dp + A/C (2/4 hits 15/20%) Close C (1-2 hits)/D, qcf + A/C (2/3 hits 8/10%) Close C (1 hit), qcb + A/C (2 hits 10%) Close C (1-2 hit)/D, qcb + B (2-3 hits 8/10%) Close C (1-2 hit)/D, qcb + D (3/4 hits 10/15%) Close C (1-2 hit)/D, qcf(x2) + A/C (4/5 hits 20/25%) Close C (1-2 hit)/D, hcb(x2) + AC (7/8 hits 45/50%) Close C (1-2 hit)/D, AC, BD, ABC (10 hits 60%) (2) * Close C (1-2 hits)/D, f + A, dp + A/C (3/4 hits 15/20%) Close C (1-2 hits)/D, f + A, qcf + A (3 hits 10%) Close C (1-2 hits)/D, f + A, qcb + B (3 hits 10%) Close C (1-2 hits)/D, f + A, qcb + D (4 hits 15%) Close C (1-2 hits)/D, f + A, qcf (x2) + A/C (4/5 hits 20/25%) Close C (1-2 hits)/D, f + A, hcb(x2) + AC (9/10 hits 50%) (3) * qcf + C, hcb(x2) + AC (8 hits 55%) qcf + C, qcf(x2) + A/C (2 hits 15%) --------------------------------------------------------------------------------------- | Note: | | (3), This is basically doing the Freeze Execution [hcb(x2) + AC] SDM while the | | opponent is stunned by the Diamond Breath (qcf + C) projectile. | | The 2nd chain replaces Freeze Execution with Diamond Edge. Damage is small | | since only the later hits that connects. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * qcb + B then f + B, qcb + A/C (3 hits 15%) qcb + B then f + B, dp + A/C (3/4 hits 15/20%) qcb + D, qcb + C (3 hits 10%) (2) * qcf + C, qcf + A, dp + C (3 hits 20%) qcf + C, qcf + A, qcf(x2) + A/C (5 hits 20%) qcf + C, qcf(x2) + A/C (4/5 hits 25/40%) qcf + C, dp + C (2/3 hits 15%) qcf + C,... (X hits X%) --------------------------------------------------------------------------------------- | Note: | | (1), Diamond Breath, C version is able to stun the opponent for a while, enabling | | you to follow up with many possible combinations (some which were shown | | above). You can even do the Chains from Anywhere Combo (1) or (2) as long as | | you are quick to pull the combo during the stun. Here is an example: | | | | qcf + C, Close D, f + A, qcf(x2) + A/C (7 hits 45%) | | | --------------------------------------------------------------------------------------- [ SUPER CANCELS] (1) * Close C (1-2 hits)/D, dp + C (1 hit), qcf(x2) + A/C (6/7 hits 40%) Close C (1-2 hits)/D, dp + C (1 hit), hcb, hcb + AC (10 hits 50%) (2) * qcb + B/D then f + B, qcf(x2) + A/C (3 hits 15%) qcb + B/D then f + D, qcf(x2) + A/C (3 hits 15%) qcb + B/D then f + B, hcb(x2) + AC (8 hits 50%) qcb + B/D then f + D, hcb(x2) + AC ======================================================================================= ======================================================================================= | K9999 KOF 2001 TEAM | ======================================================================================= SUPER CANCELS * Get out of my sight!, any hits but the last hit : qcf + A/C * Split!, any hits : dp + A/C Take note that the later hits will be harder to Super Cancelled then the earlier hits. Get out of my sight! for example, can hit 5-6 times depending on opponent distance. The best rule is to do it as soon as you are possible to do a DM/SDM. NOTES # K9999's Shut up! (f + A) command can be cancelled at any time into his DMs and it connects no matter what. But it can be cancelled best at 1st, 2nd and 3rd hit. The 4th, 5th, and 6th hits tends to knock the opponent down and becomes less and less cancellable towards the end (typical command trait). # He has two really great cross-over hit which is his Jump A and C. These two moves are auto-combo attacks that stuns the opponent long enough. # The DM, You get lost too! (db, hcb, df + B/D) has some hit detection issues. It's really fast but the Hits Indicator refuses to let the hits to connect. From what I saw, the opponent have no time to recover and gets hit by the shotgun. A bug perhaps? --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C, f + A (9 hits 20%) Close C, d + D (4 hits 5%) Close C, qcf + A (7 hits 5%) Close C, db, hcb, df + A/C (4 hits 30%) Close C, d, f, df + ABCD (21 hits 50%) (2) * f + A (1-3 hits), db, hcb, df + A/C (2/3/4 hits 25/30/35%) f + A (1-3 hits), d, f, df + ABCD (19/20/21 hits 50%) (3) * Close C, f + A (1-3 hits), db, hcb, df + A/C (X hits X%) Close C, f + A (1-3 hits), d, f, df + ABCD (X hits X%) (?) * Close C, db, hcb, df + B/D (3 hits + 5 hits 35%) Close C, f + A (1-3 hits), db, hcb, df + A/C (X hits X%) f + A (1-3 hits), db, hcb, df + B/D (1/2/3 hits + 5 hits 25/30/35%) --------------------------------------------------------------------------------------- | Note : | | (1), Close C (by default) is a 3-hit attack that cannot be cancelled at any hit. | | However, the move is good enough to be chained into his command attack or | | any DMs. | | (3), The 1st combo chains yields hits ranging from 5-7 with damage in the range | | of 25-40%. This is due to the variable time of cancel for Shut up! (f + A ) | | For the second chain the range are: 22-24 hits 45-50% | | (?), This combo is questionable. The connection of hits is not as was it was | | reported by the Hits Indicator. You can clearly see by the frame of | | animation that the opponent did not recover fully after being hit by Close C. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * qcb + D, d + D (2 hits 10%) qcb + D, d + C (3 hits 20%) qcb + D, f + A (7 hits 15%) qcb + D, qcf + A (6 hits 15%) (2) * qcb + D, qcf + A, db, hcb, df + A/C (2 hits 35%) qcb + D, qcf + A, db, hcb, df + B/D (* hit + 5 hits 35%) qcb + D, d, f, df + ABCD (19 hits 50%) --------------------------------------------------------------------------------------- | Note : | | (1), Only the D version of Break! (qcb + D) works for all of the combos. The B | | version will knock the opponent down while the D version will only do a | | temporary stun while the opponent is still standing. The opponent needs to | | be cornered by Breaks! if you want the best combo effect | | (2), The 2nd chain is a very evident proft of the You get lost too! | | (db, hcb, df + B/D) hit detection bug. You can see that the opponent was | | still burning by the Break! flame effect before getting shot by the bullets. | --------------------------------------------------------------------------------------- [ SUPER CANCELS ] (1) * Close C, qcf + A, db, hcb, df + A/C (5-8 hits 30-40%) Close C, qcf + A, db, hcb, df + B/D (5-8 hits + 5 hits 30-40%) Close C, qcf + A, d, f, df + ABCD (21-24 hits 50/55%) (2) * dp + A/C, db, hcb, df + A/C (2/3 hits 30/35%) (3) * dp + A/C, db, hcb, df + B/D (2/3/4 hits 25/30/35%) (4) * dp + A/C, d, f, df + ABCD (3/4/9 hits 20/25/45%) dp + A/C, d, f, df + ABCD (3/4/10 hits 25/45%) --------------------------------------------------------------------------------------- | Note : | | (1), All the damages and hits were estimated roughly because Break! can be | | cancelled at variable hit point, causing slight changes in the outcomes. | | (3), Different versions of Split! produces different outcomes for the combo. | | Notice too that you can cancel either the 1st or 2nd hit of Split!, D version.| | (4), Both combos are the same actually. The upper chain is the outcome when done | | anywhere but the corner while the second is when done at corners. The biggest | | damage occurs if the A version of Split! is used: damage scales at 45% max. | --------------------------------------------------------------------------------------- [ MAX MODE ] (1) * dp + C, dp + A, dp + C (4 hits 20%) ======================================================================================= ======================================================================================= | ANGEL KOF 2001 TEAM | ======================================================================================= NOTES # Senseless Chatter (f + B) command is cancelable on the 1st hit if paired from a normal attack. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C/D, f + B (3 hits 10%) Close C/D, hcb + B/D (2 hits 10%) Close C/D, rdp + B/D, hcb + B/D (* hits 15%) (2) * Close C/D, f + B (1-2 hits), hcb + B/D (3/4 hits 15%) (3) * Close C/D, df + B (2 hits 10%) Close C/D, b, f + B/D (3 hits 15%) Close C/D, f + B (1 hit), df + B (3 hits 15%) Close C/D, f + B (1 hit), df + D (3 hits 15%) Close C/D, f + B, b, f + B/D (4 hits 20%) (4) * f + B, df + B (3 hits 10 %) f + B, b, f + B/D (4 hits 15%) (5) * b, f + B/D, d + A/C, f + B/D (3 hits 15%) b, f + B/D, u + A/C (2 hits 5%) b, f + B/D, d + A/C, f, f + A (3 hits 10%) b, f + B/D, d + A/C, qcf + C (2* hits 15%) b, f + B/D, u + A/C, f, f + A/C (3 hits 15%) b, f + B/D, u + A/C, qcf + C (2 hits 15%) b, f + B/D, d + A/C, b, dp + A/C (13 hits 25%) b, f + B/D, d + A/C, b, dp + AC (19 hits 45%) b, f + B/D, u + B/D (2 hits 5%) b, f + B/D, u + B/D, d + A/C (3 hits 10%) b, f + B/D, u + B/D, f, f + A (3 hits 15%) b, f + B/D, u + B/D, qcf + C (2* hits 15%) b, f + B/D, u + B/D, b, dp + A/C (15 hits 30%) b, f + B/D, u + B/D, b, dp + AC (19 hits 45%) b, f + B/D, u + B/D, b, dp + A/C (13 hits 25%) (6) * df + B, d + A/C (2 hits 5%) df + B, u + A/C (2 hits 5%) df + B, d + A/C, b, dp + A/C (13 hits 25%) df + B, d + A/C, b, dp + AC (19 hits 45%) df + B, f + B (2 hits 5%) df + B, f + B, qcf + C (2* hits 15%) (7) * df + D, d + A/C (2 hits 5%) df + D, u + A/C (2 hits 5%) df + D, d + A/C, b, dp + A/C (13 hits 25%) df + D, d + A/C, b, dp + AC (19 hits 45%) df + D, f + B (2 hits 5%) (8) * qcb + A/C, u + A/C (2 hits 5%) qcb + A/C, f + B/D (2 hits 5%) qcb + A/C, u + B/D (2 hits 5%) (9) * ..., f + A/C, b, dp + A/C (13 hits 25%) ..., f + A/C, b, dp + AC (19 hits 45%) ..., d + B/D, b, dp + A/C (12 hits 25%) ..., d + B/D, b, dp + AC (18 hits 45%) (10) * ..., ..., f, f + A, hcb + B/D (2 hits 10%) --------------------------------------------------------------------------------------- | Note : | | (9), '...' signifies the Angel's Chain Circle Starting moves which don't connect | | with these two Chain Circle moves: Buggy and Coffin (f + A/C) and | | Impotent Symptom (d + B/D). The final move is the DM/SDM: Loyalty Test for | | the Liberalist (b, dp + A/C/AC). | | (10), '..., ...,' represents the Chain Circle Starting moves and the Chain Circle | | moves. The Crown Under the Sky (f, f + A) is a Chain Circle Finishing moves | | that will throw the opponent into the air. As he/she falls, catch him/her | | with Red Sky of Japonesia (hcb + B/D). | | (X), Some of the chains from Combo (1)-(10) are able to connect with each other to | | form an even longer chain. You can try all of it yourself. Here's an example: | | | | Close C, f + B (1 hit), b, f + B/D, d + A/C, b, dp + A/C (15 hits 40%) | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= [3-14] SECRET CHARACTERS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= The following combos are for 5 extra characters that can be selected by a certain way To play as these characters: * Orochi Yashiro, Orochi Shermie and Orochi Chris [ Highlight their original versions, hold Start button and press A/B/C/D ] * Kusanagi [ Place the select cursor on Kyo, then press the directions in this order: up, down, right, left, down, up, left, right Kusanagi should appear after that. ] * Rugal is only playable on the home version of KOF 2002. He is hidden on the left of Yashiro (highlight Yashiro, then press left). ======================================================================================= | OROCHI YASHIRO OROCHI TEAM | ======================================================================================= [ ANYWHERE ] (1) * Close C/D, hcb, f + A/C (* hits 25%) Close C/D, hcb(x2) + A/C (2* hits 30%) Close C/D, hcb(x2) + AC (* + 2 hits 50%) Close C/D, f + A, hcb, f + A/C (2* hits 30%) Close C/D, f + B, hcb, f + A/C (2* hits 30%) Close C/D, f + A, hcb(x2) + A/C (2* hits 35%) Close C/D, f + A, hcb(x2) + AC (2* + 2 hits 50%) Close C/D, f + B, hcb(x2) + A/C (2* hits 35%) Close C/D, f + B, hcb(x2) + AC (2* + 2 hits 50%) ======================================================================================= ======================================================================================= | OROCHI SHERMIE OROCHI TEAM | ======================================================================================= NOTE * Strangely, Orochi Shermie's Kourai (f + B) Command is able to cancel move in MAX Mode. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch/Close C, f + B (3 hits 10%) Crouch/Close C, qcb + A/C (3 hits 15%) Crouch/Close C, qcf(x2) + A/C (6 hits 25%) Crouch/Close C, qcf(x2) + AC (9 hits 35%) Crouch/Close C, qcb(x2) + B (2 hits 35%) (2) * Crouch/Close C, f + B, qcb + C (5 hits 25%) Crouch/Close C, f + B, qcf(x2) + A (6 hits 30%) Crouch/Close C, f + B, qcf(x2) + AC (7 hits 20%) [ MAX MODE ] (1) * Close D (1 hit), f + A, qcb + C (5 hits 20%) Close D (1 hit), f + A, qcf(x2) + A (8 hits 25%) Close D (1 hit), f + A, qcf(x2) + AC (7 hits 20%) ======================================================================================= ======================================================================================= | OROCHI CHRIS OROCHI TEAM | ======================================================================================= SUPER CANCELS * Tsuki o Tsumu Honoo, C version (3rd hit) : dp + C * Shishi o Kamu Honoo, 6th hit : close, hcf + B/D NOTE # Despite able to be Super Canceled, Shishi o Kamu Honoo (close, hcf + B/D) doesn't seems to connect with the DM/SDM. # Here are the properties of the Commands (Normal Mode): - Muyou no Ono (f + A), cancelable as a standalone attack. - Jukei no Oni (f + B), 1st hit uncancelable, 2nd hit cancelable after being paired from a Normal attack - Setsudan no Koto (df + B), uncancelable --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Close C or Crouch C (1 hit), f + A (2 hits 5%) Close C or Crouch C (1 hit), f + B (3 hits 10%) Close C or Crouch C (1 hit), df + B (2 hits 10%) Close C or Crouch C (1 hit), qcb + A/C (2 hits 15%) Close C or Crouch C (1 hit), dp + A/C (2/5 hits 10/20%) Close C or Crouch C (1 hit), hcf + B/D (7 hits 20%) Close C or Crouch C (1 hit), qcb, hcf + A (2 hits 35%) (2) * Close C or Crouch C (1 hit), f + A, qcb + A/C (3 hits 15%) Close C or Crouch C (1 hit), f + A, dp + A (3/6 hits 15/20%) Close C or Crouch C (1 hit), f + A, hcf + B/D (8 hits 20%) Close C or Crouch C (1 hit), f + A, qcb, hcf + A (3 hits 35%) (3) * f + A, qcb + A/C (2 hits 5%) f + A, dp + A/C (2/5 hits 5/10%) f + A, hcf + B/D (7 hits 15%) f + A, qcb, hcf + A (2 hits 25%) (3) * qcf + A, qcb, hcf + A/C (4 hits 40%) qcf + A, qcb, hcf + AC (6 hits 50%) qcf + A, ... (X hits X%) --------------------------------------------------------------------------------------- | Note : | | (3), This combo is distance dependent. You should perform the Ankoku Orochi Nagi | | (qcb, hcf + A/C/AC) DM/SDM while the opponent is stunned by the Taiyou o Iru | | Honoo (qcf + A) projectile hits. You can only do the DM/SDM after Orochi | | Chris finishes the attack. | | | | Notice the 3rd Chain: qcf + A, ... | | The '...' represents any attacks that follow after that. This could mean | | any of the chains from Combo (1), (2) or (3). For Example: | | | | qcf + A, Close C, f + A, qcb, hcf + A (6 hits 50%) | | | | But make sure you are close enough to the opponent. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * Close C or Crouch C (1 hit), f + B, qcb + A/C (4 hits 25%) [ SUPER CANCEL ] (1) * Close C or Crouch C (1 hit), f + A, dp + C (3 hits), qcb, hcf + A (6 hits 50%) [ MAX MODE ] (1) * Close C, f + A, hcf + B/D (5 hits), dp + C (3 hits), qcb, hcf + A (11 hits 50%) Close C, f + A, hcf + B/D (5 hits), dp + C (3 hits), qcb + A/C (9 hits 25%) (2) * Close C, df + B, dp + C (3 hits), qcb + A/C (6 hits 20%) --------------------------------------------------------------------------------------- | Note : | | (1), 1st chain of combo (1) is a Super Cancel combo. | | (X), All combos can start with Crouch C (1 hit) but I omit it because typing it | | will make the combos appear too long. | --------------------------------------------------------------------------------------- ======================================================================================= ======================================================================================= | KUSANAGI | ======================================================================================= NOTES # Goufu You (f + B) is only cancelable on the 2nd hit after being paired from a Normal. 88 Shiki (df + D) is not cancelable at all. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * Crouch C or Close C/D, f + B (3 hits 15%) Crouch C or Close C/D, df + D (3 hits 20%) Crouch C or Close C/D, qcf + A/C (2 hits 10%) Crouch C or Close C/D, dp + A/C (2 hits 15/20%) Crouch C or Close C/D, rdp + B/D (2/4 hits 10/20%) Crouch C or Close C/D, hcb + B/D (3 hits 20%) Crouch C or Close C/D, qcb + A/C (2 hits 10%) (2) * Crouch C or Close C/D, f + B, rdp + D (6 hits 20%) Crouch C or Close C/D, f + B, hcb + B/D (5 hits 25%) Crouch C or Close C/D, f + B, qcb, hcf + C (4 hits 45%) (3) * qcf + B/D then B/D, dp + A/C (3 hits 5/10%) --------------------------------------------------------------------------------------- | Note : | | (2), Goufu You (f + B) is not cancelable on the 1st hit, so you need to let the | | two hits finish before doing any Specials after that. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * qcf + A, hcb + D (3 hits 25%) --------------------------------------------------------------------------------------- | Note : | | (1), You need to be at the far end of the screen while your opponent is also at | | the other end. The 108 Shiki: Yami Barai (qcf + A/C) recovery is quite long. | --------------------------------------------------------------------------------------- [ MAX MODE BYPASS ] (1) * f + B, hcb + BC (4 hits 25%) f + B, qcb, hcf + BC (3 hits 50%) (2) * Crouch C or Close C/D, df + D qcb, hcf + BC (4 hits 50%) ======================================================================================= ======================================================================================= | RUGAL BERNSTEIN | ======================================================================================= BUFFER SHORTCUTS * Double Tomahawk (f + B), 1 hit into Kaiser Wave (f, hcf + A/C) Normal : f + B (1 hit), f, hcf + A/C Buffer : f + B, hcf + A/C NOTE # Double Tomahawk (f + B) command is cancelable for the 1st hit when paired from a Normal attack. The 2nd hit is uncancelable. --------------------------------------------------------------------------------------- [ ANYWHERE ] (1) * X, f + B (3/4 hits 15/20%) Crouch C or Close C/D (1 hit), qcf + A (2 hits 15%) X, hcb + A/C (2/3 hits 20/25%) Crouch C/Close C (1-2 hits), f, hcf + A/C (2/3 hits 25/30%) X, qcf + B/D (2/3 hits 15/20%) X, dp + B/D (4/5/6 hits 40/45/50%) X, hcb + B/D (4/5/6 hits 25/30/35%) X, qcf, hcb + A/C (2/3 hits 40/45%) X, qcf, hcb + AC (2/3 hits 50/55%) X, qcf(x2) + B/D (2/3 + 8 hits 75/80%) X, qcf(x2) + BD (2/3 + 15 hits 90%) (2) * X, f + B (1 hits), qcf + A/C (3/4 hits 20/25%) X, f + B (1 hits), hcb + A/C (3/4 hits 25/30%) Crouch C or Close C/D (1 hit), f + B (1 hits), f, hcf + A/C (3/4 hits 30/35%) X, f + B (1 hit), qcf + B/D (3/4 hits 15/20%) X, f + B (1 hit), dp + B/D (5/6/7 hits 45/50%) X, f + B (1 hit), hcb + B/D (5/6/7 hits 40%) X, f + B (1 hit), qcf, hcb + A/C (3/4 hits 45/50%) X, f + B (1 hit), qcf, hcb + AC (3/4 hits 55/60%) X, f + B, qcf(x2) + B/D (3/4 + 8 hits 70/85%) X, f + B (1 hit), qcf(x2) + BD (3/4 + 15 hits 85/90%) (3) * qcf + A/C, f, hcf + A/C (2 hit 25%) (4) * X, f + B (1 hit), hcb + B, hcb + A/C (6/7 hits 50%) X, f + B (1 hit), hcb + B, qcf + B/D (6/7 hits 45/50%) X, f + B (1 hit), hcb + B, dp + B/D (6/7/8 hits 50/55%) X, f + B (1 hit), hcb + B, CD (aerial or ground) (6/7 hits 50%) X, f + B (1 hit), hcb + B, qcf, hcb + A/C (6/7 hits 70/75%) X, f + B (1 hit), hcb + B, qcf, hcb + AC (6/7 hits 75/80%) X, f + B (1 hit), hcb + B, qcf(x2) + B/D (6/7 + 8 hits 95/98%) X, f + B (1 hit), hcb + B, qcf(x2) + BD (6/7 + 15 hits 100%!!!) --------------------------------------------------------------------------------------- | Note : | | (X) Due to many possibilities, I put X as a variable, with: | | | | X = Crouch C or Close C (1-2 hit) or Close D (1 hit) | | | | (2), You can also start the chains without the 'X' since Double Tomahawk (f + B) | | is cancelable on the 1st hit as a standalone attack. | | (3), You need to be at least about 1/4 screen distance away from the opponent. | | Because it is prohibited to have two projectiles on the screen at once, in | | order to perform Kaiser Wave (f, hcf + A/C), the opponent will need to be hit | | by Reppuken (qcf + A/C) first. Directly 1 second after the Reppuken hit, do | | Kaiser Wave immediately. | | (4), For 1st chain, time the moment in doing God Press (hcb + A/C) when the | | opponent falls time. don't do it so fast. Same thing as Chain 5-8, the | | Gigantic Pressure (qcf, hcb + A/C/AC ) DM/SDM and Destruction Omega | | [qcf(x2) + B/D/BD] should be done as the opponent is almost touching the | | ground. Yes, the final chain will kiss your life away. | --------------------------------------------------------------------------------------- [ CORNER ] (1) * qcf + A, hcb + A/C (2 hits 30%) qcf + A, qcf, hcb + A/C (2 hits 45%) qcf + A, qcf, hcb + AC (2 hits 60%) (2) * qcf + A, hcb + B, CD (aerial or ground) (5 Hits 45%) qcf + A, hcb + D (5 hits 25%) --------------------------------------------------------------------------------------- | Note : | | (1), Perform Reppuken (qcf + A) about 1/2 screen distance if you intend to follow | | -up with God Press (hcb + A/C), A version or 3/4 for C version. Same thing | | the Gigantic Pressure (qcf, hcb + A/C) DM. For the SDM, its the same as the | | C version: 3/4 screen distance. | | (2), You need to be about 1/2 screen distance when you perform Reppuken. | --------------------------------------------------------------------------------------- MAX MODE BYPASS (1) * Close D (2 hits), qcf(x2) + BC (2 + 8 hits 80%) f + B, qcf(x2) + BC (3 + 8 hits 65%) ======================================================================================= ======================================================================================= [4.0] EXTRA INFORMATION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= Here are the section that I wanted to put in the top of the FAQ but after thinking back, some people are more interested in reading the combos anyway and a big, long section can be a bore to scroll past. These are all the extra information about doing combos. Nothing really specific but OK enough you to help you with the combos. ======================================================================================= [4-1] COMBO BASICS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= The following section will be very long and kinda boring to read and can be skipped. However, it can helped a lot of newbies to the game in understanding a bit about how the combo system of KOF 2002 works. These section will be divided into: (A) Types Of Attacks - Normal Move - Command Move - Special Move - Desperation Move (B) Canceling - Normal Cancel - Super Cancel - MAX Mode Cancel (C) The MAX Mode ======================================================================================= [4-11] TYPES OF ATTACKS/MOVES ::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= In order for you to understand better about the combo system of KOF 2002, it is crucial to know about the types of attacks that you'll be using in the game. In short, there are four main types of moves (or attacks) present in KOF. These are: 1. Normal Move 2. Command Move 3. Special Move 4. Desperation Move --------------------------------------------------------------------------------------- NORMAL MOVE ======================================================================================= Normal move (or normal attack) is the basic form of attack that you can do by pressing the A, B, C or D button. These attacks can be done when you are standing, jumping (in mid air) or when you are crouching. Standing normal attack usually have two variations: one that is done when you are far from the opponent and the 2nd that only appears (or executed) when you are close to the opponent. In this FAQ, you'll see these attacks being named such as 'Crouch C', 'Close D', 'Stand A', etc. The most distinctive trait of a normal attack is that is doesn't require the usage of the direction button/keys to perform it. Depending on the kind of normal attack, the traits are like below: # Only the Crouch D attacks is able to knock the opponent down (for a normal) # Most multiple hit normal (usually Crouch or Close C/D) can be cancelled it's earlier hit(s) by a command, special or desperation moves. Regardless of hit number, normal attacks that is cancelable can only be cancelled by other moves. Normal attacks cannot cancel each other. # Normal attacks can be linked into each other to form combo chains. Take note that this is the general rule for a normal move. Some characters have their own specific attacks that don't adhere to this rule. For example, a few characters have multiple hit normals that cannot be cancelled or, attacks other than Crouch D that can perform a knockdown (such as May Lee, K9999, Angel). Ground normal moves don't usually have the property of being mobile (mobility: makes the characters to move much swhen attacking). This is another distinctive trait that separates a normal and a command (again, characters like K9999 don't follow this rule). --------------------------------------------------------------------------------------- COMMAND MOVE ======================================================================================= Command Move is a higher form of attack that is performed by combining the usage of ONE direction button and the A/B/C/D buttons. Examples of Command moves are like the ones below: Command Input Example ---------------------------------------------------------- | f + A | - K's and Kula's One Inch | | | - Maxima's Mongolian | | | - Ryo's Hyouchuu Wari | ---------------------------------------------------------- | df + B | - Mai's Benitsuru no Mai | | | - Yuri's Tsubame Yoku | | | - Chris' Carry Off Kick | ---------------------------------------------------------- | in the air, d + B | - Athena's Phoenix Bomb | | | - Mai's Ukihane | ---------------------------------------------------------- Here are the common traits of a Command Move: # Command moves are performed by pressing together a direction key with one attack button (A/B/C/D). A command move can be performed on the ground or in mid air. # A command move can cancel a normal move but it cannot cancel other command moves (if a character has more than one). # A command move can only be cancelled by special or desperation moves. For a multi hit command, the earlier hit is usually cancelable. A single hit command move is usually cancelable during the earlier frames of animation. # In order for a command move to be cancelable, it must first be paired from a normal attack (usually a strong normal such as Crouch C or Close C/D). When performed on its own, the command move loses its cancelable property. Sometimes, a multi hit command is cancelable if its earlier hit hits the opponent. # When a command move is cancelled, it will lose its specific property. A command that knocks the opponent down for example, will be unable to do so after being cancelled. This behaviour is varied, sometimes only the ending animation frame (usually for a single hit command) or the later hits (usually for 2-hit command) that posses the unique property. Again, the rules above are the general rule of a command move. A few commands either cannot be cancelled or cancelable on its own. In a combo, the command move plays the role of 'bridging' a normal into special/desperation moves (even though Normals can link directly into Specials/desperation moves). This is the reason why a command move is very important in a combo. Characters that have a cancelable command will usually have a lot more variations of combo chains. Throws can also be regarded as command moves but are not usually treated as such since it is more of a body toss attack and not cancelable. --------------------------------------------------------------------------------------- SPECIAL MOVE ======================================================================================= The traits of a special move are stated as below: # Special moves are performed by a combination of at least two or more direction button with an attack button. The employment of the direction buttons can be continuous (one direction followed by another) or by a time frame (pressing one direction for a few moment, then the other direction after that). # Follow-up special moves are exempted by the above rule. A follow-up special can utilise any form of button pressing. # A special move (non follow-up) can cancel a normal or command move. Special moves cannot cancel each other. Desperation moves (except Hidden Super Desperation Move) can cancel certain special moves but this will require the usage of one Power Stock. This sort of canceling is called a Super Cancel. # For KOF 2002, certain special moves of a character can cancel certain specials moves in MAX Mode (notice the emphasis on the word 'certain'). Most special moves tend to knock the opponent down after it hits. Unless a Super Cancel is involved or a special move that juggles (sends the opponent flying/into air) is performed, combos usually ends with either a special move or a desperation move. This creates the combo chains that look like below (frequency of happening decreases from top to bottom of list) without Super Cancels or MAX Mode Cancels: --------------------------------------------------------------------------------------- | 1 | Normals ==> Command | Normals ==> Specials | Normals ==> Desperation Moves | --------------------------------------------------------------------------------------- | 2 | Normals ==> Command ==> Specials | Normals ==> Command ==> Desperation Moves | --------------------------------------------------------------------------------------- | 3 | Command ==> Specials | Command ==> Desperation Moves | --------------------------------------------------------------------------------------- | 4 | Specials ==> Specials | Specials ==> Desperation Moves | --------------------------------------------------------------------------------------- | 5 | Desperation Moves ==> Desperation Moves | --------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------- DESPERATION MOVES ======================================================================================= Unlike command and special moves, desperation moves don't have any limitation in style of execution. The traits of a desperation move are: # Desperation moves require the usage of at least one Power Stock to perform # Desperation moves can cancel a normal, command or special move. This canceling rule differs accordingly: --------------------------------------------------------------------------------------- | Normals Can be cancelled freely, if the normal is cancellable. | --------------------------------------------------------------------------------------- | Command Can be cancelled only after the command is paired from a normal or | | if the command is cancelable as a standalone attack. | --------------------------------------------------------------------------------------- | Specials Can be cancelled by the usage of 1 Power Stock. Only specific | | Specials can be canceled. If the cancel is performed, it is called a | | Super Cancel. | --------------------------------------------------------------------------------------- | Desperation Very, very rare for characters being able to cancel a desperation | | Moves move into another. If done, 1 Power Stock is consumed and the cancel | | is called a Super Cancel. | --------------------------------------------------------------------------------------- Desperation moves in KOF 2002 have 3 variations: (1) Desperation Move (DM), consumes 1 Power Stock (2) Super Desperation Move (SDM), consumes 2 Power Stock: 1 unused and 1 to activate MAX Mode (2 Power Stocks in total) (3) Hidden Super Desperation Move (HSDM), consumes 2 Power Stock: 1 unused and 1 to activate MAX Mode (2 Power Stocks in total), performed when the character's life is left at 1/5 Only DM and SDM can cancel a Special Move. HSDM posses no canceling property and are not cancelable. Anyway, to perform an SDM/HSDM you need to be in MAX Mode. ======================================================================================= [4-12] CANCELING :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= You already know the types of attacks or moves in KOF 2002. Now, the most important aspects of doing a combo is CANCELING. Now what is a cancel? --------------------------------------------------------------------------------------- | Cancel is the act of performing another move right before the end of the full | | animation of a present move. | --------------------------------------------------------------------------------------- In short, you are canceling (or preventing) the full execution of a move by doing another move. Canceling plays an important role in combos because by doing a cancel, you can link one move to another thus creating an ever damaging attack strings. Even though combos can be achieved even without a cancel, this situation defers from one character to another. Like it or not, winning a match in KOF 2002 depends a lot in canceling the right move, at the right time. KOF 2002 has 3 types of offensive cancel: (1) Normal Cancel, (2) Super Cancel (3) MAX Mode Cancel. Notice that I used the word 'offensive'. That's right, there are other sorts of cancels in the game such as canceling a throw, canceling a throw fall, canceling a guard or canceling an attack by rolling. All these plays important roles in the game but I am not going to explain it here since it don't really relate very much to combo basics. Anyway, offensive cancel here refers to the act of canceling that attacks, injure, or damage the opponent (you get the idea), hence called 'offensive'. Canceling an attack is relative to the position/stance of the attack being cancelled. An aerial (air or jumping) attack can only be canceled by another aerial move. If you are performing a ground normal move that eventually lifted your character off ground, you can cancel that specific attack frame into an aerial attack. This sort of canceling is shown by characters such as Leona, May Lee, Mai and Kim, to name a few. Some aerial attacks can end itself on the ground and thus be canceled by a ground move (like Andy, Kula). The idea is very clear: aerial moves cancel aerial moves and ground moves cancel ground moves as well. It doesn't matter where it was launched, all that counts is where it ends. My FAQ only lists all the Super Cancels of the characters (mind you, I don't really sure if I list all of them because some characters doesn't seem to have a Super Cancellable attack at all). If you wanted to know all the Normal Moves that can be cancelled, MAX Mode Cancelable Special moves or MAX Mode Canceling Special moves, you can go out and read Moriya's excellent, in-depth General FAQ. I decided to include in the Super Cancel part since I figure out that people might be having difficulty in doing the combos listed especially knowing which part of a Special move needs to be cancelled. --------------------------------------------------------------------------------------- NORMAL CANCEL ======================================================================================= Normal Cancel is the act of canceling that involves NO POWER STOCK CONSUMPTION. Examples of a Normal Cancel are: 1. Canceling a normal move into a command/special/desperation move 2. Canceling a command move into a special/desperation move. Well take K' as an example. K's Close C attack hits twice if uninterrupted. You can cancel the 1st hit of his Close C into his One Inch (f + A) command move, the Crow Bites (dp + A/C) special move, or his Chain Drive (qcf,hcb + A/C) desperation move. --------------------------------------------------------------------------------------- SUPER CANCEL ======================================================================================= Super Cancel CONSUMES A POWER STOCK when performed. The idea of a Super Cancel is to give players the chance to link specific attacks that is usually uncancelable into another move, as long as you have one Power Stock to do the cancel and another one to perform the canceling move. So in total, you need at least two full Power Stocks available to do a Super Cancel. When a Super Cancel is performed, the character's body will be flashing for a while. OK, the examples of a Super Cancel are: 1. Canceling a Special move into a Desperation Move 2. Canceling a Desperation move into a Desperation move 99% of Super Cancels in KOF 2002 is about canceling a Special into DM. In KOF 2001, we had a handful of characters that is able to cancel DMs into DMs. This year, it seems that only Chin is able to do that. There's an exception though, Hidden Super Desperation Moves cannot cancel all sorts of move, be it Normal Cancel, Super Cancel or MAX Mode Cancel. Take note that, since SDM require two Power Stocks to do, Super Canceling it will require another one stock, all in total three Power Stocks needed. Now, each character has their own unique DMs, some needs to be done while in mid air and mostly all are ground based DMs. With this is mind, adhering to the general canceling rule: canceling a Special into a DM depends on the position of how the DM can be done normally. Leona for example, has two DMs, one which is an aerial attack. She has her Gliding Buster (f + D) follow-up Special that performs a 2 hits attack into the air that can be Super Canceled. She is able to cancel the 1st hit of Gliding Buster into a DM. But which DM? Of course, into her aerial DM/SDM, the V-Slasher (qcf, hcb + A/C/AC). She cannot Super Canceled Gliding Buster into her Rebel Spark (qcb, hcf + B/D) DM as the DM needs to be done when she is on the ground. --------------------------------------------------------------------------------------- MAX MODE CANCEL ======================================================================================= Basically, MAX Mode Cancel is the act of canceling that can only be done when MAX Mode is activated. MAX Mode Cancel allows few specific special moves to cancel all normal and command moves plus a few Special moves. So the types of canceling that are possible includes: 1. Canceling all normal and command moves into specific special moves 2. Canceling specific special moves into specific special moves In short, it's basically special moves canceling other moves (except some Specials and all DM/SDM). All characters have a determined number of special moves that can cancel another move in MAX Mode. Let's call these Specials as 'MAX MODE CANCELING SPECIAL MOVES'. Some Special moves in my opinion, were intended to be uncancellable to prevent players from doing very long chains that can turn into infinites. MAX Mode Cancels ignores the rule of Normal Cancel and Super Cancel by allowing you to cancel other moves regardless of their animation frames. That means you are able to cancel a move at any time. MAX MODE canceling doesn't consume any Power Stock itself (except the activation of MAX Mode that consumes one) but just as a Special is canceling a move, the MAX Bar on top of the Power Stock Bar will be depleted of about 1/5 of its meter. The more cancels you do, the faster will the MAX Bar will be depleted. When fully depleted, MAX Mode will end instantly. This is more of a security feature to prevent players from doing very long damaging, chains. Just like Super Cancel, when a MAX Mode Cancel is performed, the character's body will flash in white. Even in MAX MODE, the rules of Normal Cancel or Super Cancel still prevails if these two cancels are performed. Damage caused by MAX Mode Cancel is tiny especially considering only a few attack frames that actually hits the opponent. Normal attacks will also be reduced in damage, with the exception of DM/SDM/HSDM that still stay the same. The damage reduction is logically to prevent players from doing inescapable chains that cause great pain. Another important thing is that, you can cancel all normal and command moves at any frame animation BY ACTIVATING MAX MODE while the moves is being performed. This really means pressing BC while a character is doing a normal or command move. Canceling a move by MAX Move activation will consume 1 Power Stock and you will directly be in MAX Mode after that. You can only do this for any ground Normals/Commands. ======================================================================================= [4.2] THE MAX MODE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= MAX Mode is a feature that is only present in KOF 2002. To activate MAX Mode, just press BC (B and C buttons together) while not attacking OR press BC while performing a ground normal or command move (this action will cost you 1 Power Stock though). MAX Mode can only be activated when your character is on the ground. When MAX Mode is activated, the character will be flashing in yellow until the Mode ends. A tiny MAX Bar will appear above the Power Stock Bar when MAX Mode is activated. Here are the things that you can do while in MAX Mode: 1. Canceling all normal/command moves and specific Special moves into a few Special moves (MAX Mode Canceling Special moves). 2. Perform a free desperation move (DM) as long as you are in MAX Mode 3. Perform a Super Desperation Move (SDM) with an extra unused Power Stock 4. Perform a Hidden Super Desperation Move (HSDM) with an extra unused Power Stock when the character's life meter is left at about 1/5 full Some normal or command moves are very 'frame specific' to be cancelled in MAX Mode. This really means that some of the attack frames are not cancellable even in MAX Mode. This is very rare and in general most normal and command moves are cancellable at any attack frame. MAX Mode will be running until the MAX Bar is really depleted, in which this will end the Mode. Performing a MAX Mode Cancel will deplete the MAX Bar about 1/5 of its current meter. Doing all sorts of DMs will ends the MAX Mode directly no matter how full is you MAX Bar. ======================================================================================= [4.3] INPUT BUFFERING SYSTEM :::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= If you have played the previous KOFs before, you will notice that it is much easier to perform special/desperation moves in KOF 2002. The difficulty level has gone down a bit that even Super Cancels can be done with without the split second precision (some still do though). All this is possible thanks to the Input Buffering System of KOF 2002. Yes, KOF 2002 and no else. What is exactly the Input Buffering System (IBS)? In a nutshell, IBS is the system that allows the overlapping of direction/attack button pressings into each other, bypassing the normal full execution of moves. I know that this can be hard to understand, but all things can be explained better with an example. Let's take K' as our example character. Say that you want to perform this combo: ----------------------- | Crouch C, qcf + A | ----------------------- Traditionally this is actually performing a Crouch C attack, followed by Iron Trigger (qcf + A/C). With the Input Buffering System, you can simplify it into this: ------------------------ | Crouch C, df, f + A | ------------------------ This is possible because the down button (d) was already pressed when you are doing Crouch C (press C while crouching, which is done by pressing down). There's no need for you to press down once again because the down direction key has been 'buffered' or 'stored in memory' (very much like a CD burning program that stores information first in RAM to avoid buffer underrun). In previous KOFs, doing the above combo will mean doing the combos exactly as shown: press down two times. Here's another one for Blue Mary: --------------------------------------------------------------------------------------- | Normal Input : Close D (2 hits), f/b + A, charge b, f + B | | Buffer Input : Close D (2 hits), b + A (then hold b for two seconds), f + B | --------------------------------------------------------------------------------------- The key to the buffering here is Mary's Double Rolling (b/f + B) command and Straight Slicer (charge b, f + B). Mary's Double rolling command can be done by pressing either backward (b) or forward (f) with B button. To do this buffer, you are better off doing the command by pressing backward and B button. After doing the move, keep on holding backward so that the move can start to be buffered. Since Straight Slicer needs to be charged (by pressing backward key for 2 seconds), starting to hold down the backward key will already start the charging. Just when Mary is finished with her Double Rolling attack animation, you can directly press forward with the B button. Buffering play an important role to ease the difficulty in performing Super Cancels. Without buffering, Super Cancels will be very hard to performed. As long as input commands overlaps each other, it will always be be possible to simplify difficult combo chains. Here is an example of Super Cancel done with buffering for Mai Shiranui: --------------------------------------------------------------------------------------- | Normal Input : Crouch C, qcb + C (1 hit), qcb, hcf + B | | Buffer Input : Crouch C, qcb + C (1 hit), hcf + B | --------------------------------------------------------------------------------------- You can already see that there is one direction motion that overlaps each other: the 'qcb' motion present both for Ryuu Enbu (qcb + C) and Chou Hissatsu Shinobi Bachi (qcb, hcf + B). This motion can only be done once to save you time while doing combos. Super Cancel combos really require very fast timing, doing this can help you a lot. Here's another Super Cancel buffering for Whip: --------------------------------------------------------------------------------------- | Normal Input : hcb + B (1 hit), qcb, hcf + A | | Buffer Input : hcb + B then while holding the B button, perform the qcb, hcf | | motion. Press A directly after releasing the B button. | --------------------------------------------------------------------------------------- Whip's input buffer is even easier. Since Strength Shot Type B (hcb + B) can be held, you can perform the direction motion for Sonic Slaughter (qcb, hcf + A) while she is delaying the execution. When you release the B button, Whip will start to perform the move. Just when the B button is released, press A. Buffering an input can also create a problem especially when you accidentally perform an unwanted move. This is also caused by the buffering of input stored in memory. Here is one of the most typical example. K' again, as the example. Examine all these moves: ---------------------------------- | One Inch : f + A | | Iron Trigger : qcf + A | | Crow Bites : dp + A | ---------------------------------- Say that you wanted to do this combo chain: --------------------- | Crouch C, f + A | --------------------- You can accidentally perform Iron Trigger instead of One Inch because you might press the down forward key (df) on the way to press forward. To the computer, you are actually pressing buttons in this order: down, down forward, forward + A. That is exactly the execution style of Iron trigger (qcf + A : down, down forward, forward + A). Here's another problem. The desired combo: ------------------------------ | Crouch C, f + A, qcf + A | ------------------------------ What will happen is that you might perform Crow Bites (instead of Iron Trigger) after canceling the One Inch command. The computer might process the input command as this: forward, down, down forward + A. Notice that dp (forward, down, down forward) is the direction motion for Crow Bites. This thing can happen if you are pressing A before the forward key (of dp motion) is pressed. How do you avoid the buffering from happening? Well, you can do a combo by doing all the actual direction keys and attack buttons pressing without all the buffering shortcuts. You cam also 'trick' the system by doing an 'placebo' direction motion. Here is a placebo trick that can be done (example still K'): ---------------------------------------------------- | Normal Input : Crouch C, f + A, qcf + A | | Placebo Input : Crouch C, f + A, hcf + A | ---------------------------------------------------- K' doesn't have any special moves that can be done by 'hcb + A'. Since 'hcb' contains 'qcf' motion in its input, the computer will ignore the remaining input and only process the 'qcf' part. At this time, nothing is buffered, so you can safely proceed with the original chain. Input Buffering System will only be triggered when you are pressing the input for command/special/desperation move quickly. The speed of doing is not really great but considering how quick you need to be while doing combos, it's very hard not to do it anyway. ======================================================================================= [4.3] MAX MODE BYPASS COMBO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= MAX Mode Bypass Combo is more of a input buffer trick than being an actual combo. It is achieved by, you guess it: the Input Buffering System. To enable the bypass, the combo chains should utilise attack buttons B and C (BC for short). If you still remember, BC is the attack button combination to activate MAX Mode. Well people, that is the main key. In order to do a MAX Mode Bypass combo, the following conditions must be met: --------------------------------------------------------------------------------------- | (1) You need to have at least one available Power Stock to bypass into a special | | move or two full available Power Stocks to bypass into a DM. | | (2) Any moves that perform the bypass must at least have the B and C attack | | button for its execution input. These can be input command such as | | (qcb, hcf + A/C), [hcb(x2) + B/D]. | | (3) The move that is to be cancelled by the bypass must be an uncancellable move | --------------------------------------------------------------------------------------- Here is a MAX Mode Bypass Combo for Seth: --------------------------------------------------------------------------------------- | Close C (1 hit), f + B, qcf, hcb + BC | --------------------------------------------------------------------------------------- Actually Seth has no moves that can be done by doing: qcf, hcb + BC. He, however has a DM that can be done by doing: qcf, hcb + B/D which is the Irimi-Nadazuki. Notice Irimi-Nadazuki can be done by the B or D button: condition (2) has been met. Say that you already fulfill condition (1), the thing still remaining is condition (2). Mae Age Geri (f + B) is an uncancelable command, so condition (3) has been fulfilled after all!!! For the bypass to work, the 'qcf, hcb + BC' input command needs to be done before the 'f + B' command move fully recovers. What actually happens during the bypass? Remember that by pressing BC, you are able to cancel any normal or command move. This is the thing that actually happen. There is one unclear matter though, if Seth really cancel Mae Age Geri, why is it that you are not in MAX Mode after that? Simple, you had perform his Irimi-Nadazuki DM (that completely ends the MAX Mode). All of these things happen in a split-second time frame, that's why you don't see Seth being in MAX Mode. Take note that if the bypassing move is a special, you will still be in MAX Mode. Hope you understand all that.... ======================================================================================= [ 5.0] COMBO/DAMAGE DISTRIBUTION :::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= Much has been said and argued about the tiers or balancing system of KOF games. If you play these games too much like I do, then you will realise that SNK Playmore has secretly devised a unique system that makes all the characters to be balanced in a way. Now, why do you need to do this? Nothing really important, but it would help you to understand why certain characters have a handsome lot of combos and why some combos deal insane damage. Before I explain the reasons, here are a few characteristics that you'll find evident for the characters: * High combo attacks with low damage (Kyo, Kula) * Average no. of combos with good damage (Terry, Kensou, May Lee) * Average no. of combos, great priority attacks (Mai, Yuri, K9999) * Little combos with great damage (Maxima, Ralf) * Non-combo character but with high priority grab-based attacks (Clark, Goro, Shermie) * Non-combo character but with high priority/damaging attacks (Chang, Ryo, Choi) * High combos but low priority attacks (Mary) * A lot of Super Cancels but hard to pull-off (K', Whip) * Middle-Tier (good no. of combos, good damage, a lot of Cancels), (Kim, Iori, Andy, Vanessa) You will not believe what I tell you if you don't experiment with all the characters yourself. KOF 2002 is very much balanced even though I must admit (I am invoking a never-ending argument), that some characters are just too good: insane priority with amazing damage. Number of combos is almost always parallel to the damage inflicted/difficulty in doing the combo. This means a character with a big amount of combos will usually posses difficult to execute chains or long chains that produce minute damage. Take K' for example, he has great attacks that connect beautifully with his super fast Specials or DMs. But, if you pair a Normal into his f + A command, the execution speed is doubled. Slow enough and the command will knock the opponent down. His Narrow Spike Super Cancel is insanely difficult to perform that it's better be left alone. Kula is yet another great example. She has a lot of close standing attacks that hits twice (a great combo ingredient), comboable/cancellable command plus fast Specials. Damage wise, her chains produce lower damage than K' but her starting chains are easier to do. If you begin to include Super Cancels in her combo, the difficulty is increased even further. Blue Mary is another good example. She doesn't have good priority attacks when used independently. You need to time her counters, many of her special require follow-ups while her DM is slow if used alone. But... if a good Blue Mary player gets close to you, prepare to kiss pain. She is an exclusive close range, multi-hit basher. She has very good chains that connect well with almost all of her special. Her two command moves also helps a lot. If that is not enough, she has an exclusive, unblockable, mega damage HSDM: the Mary Typhoon. But that HSDM needs to be done up-close. Some characters are not blessed with combos. This is usually done to tone down the characteristics that they have. Maxima's combos require you to be close to the opponent and to make matters worse, his grab DM is hard to pull-off. Even harder if you include it in a Super Cancel combo. Again, the damage his attacks caused is phenomenal. He can do an 80% combo!!! If that is not enough, his Vapour Cannon special, stand CD, and Bunker Buster DM are autoguard attacks (which means some of attack animation of these moves can withstand damage to be executed without interruption). Maxima falls within the category of grappler: grab-based attack characters such as Shermie, Clark, Ramon and Goro to name a few. Grapplers don't usually have a lot of combos but their attacks are almost always highly prioritized and caused handsome damage. The other group of characters with low number of combos are characters with charge-based specials. These includes Leona, Ralf, Chang and Choi. Charged based specials usually produce big damage as it hits but they don't make good combo ingredient due to the amount of time needed to perform the move. That's why it hard to perform split-second combos with this kind of specials. Specials are usually assigned charge-based execution style if the attack priority is good. If Leona is changed into a command-based character, she will be very cheap definitely. The again, there are characters that don't adhere much to these rules. Joe is one example, high priority attacks with good damage and a lot of DMs. Same with Yamazaki and Goro who has insanely damaging HSDM. The trick in defeating these characters lies within the skill of the player himself/herself. KOF has a lot of fighting tactics such as Guard Cancel or rolling which can be utilized for victory. Character will usually be toned down or upgraded after a few appearances in KOF. ======================================================================================= [6.0] ACKNOWLEDGEMENT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================================= I wanna thank the people below for the help given in the process of making this FAQ possible. # CjayC for starting GameFAQs.com for enabling people like me to share game related information of our favourite game and also for distributing this FAQ. # Cheats.de also for helping me to distribute my past Whip and Li Xiang Fei Game Guides. I hope I am reaching a wider audience with that. # Vincent Chua of KOFonline.com for giving me permission to use the names of movelist for all my FAQs starting from the first KOF 2001 Whip Guide. Thanx. Your site rocks. # All the 'Big Guys' of KOF FAQ writers especially Moriya for his excellent General FAQ. Anyway, you miss a few Super Cancels!!! # All the crazy people at the KOF GameFAQs.com message board for being crazy enough to argue about "why KOF is broken', 'this character is overpowered'... I just love you guys. # The various people who emailed me for my past Game Guides. I hope to get more from this one. # My brother who I have beatean with Whip, Mai, and Athena against Kyo, K', Ryo and Iori. Thank you for playing with me. # The people in the arcades who kept on putting coins and continuing when fighting against me. Hope you'll get better after reading my FAQ. # My computer who has been so helpful in writing this FAQ. # You!!! For even bothering to reach this end!!! Here are the other FAQs/Game Guides by me: - KOF 2001 Whip Guide - KOF 2001 Li XiangFei Game Guide - KOF 2002 Whip Guide