-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Whip Guide: King of Fighters 2002 Version 4.0 March 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 2003-2004. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: FRONT END ::: This "Whip Guide: 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. For future requests of posting my guide, I have decided to review my posting policy. From October 2003, any web-masters or individuals who wish to include my guide 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 plagiarising this document. In short, proper referencing please!!!! If you wish to publish this guide in your site, you can do so by send- ing 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 plagiarise. 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. ======================================================================= CONTENTS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= [1.0] Introduction [2.0] Changes from KOF 2001 [3.0] Game Controls [4.0] Color Select [5.0] Movelist Shortcuts [6.0] Normal Attacks [7.0] Throws [8.0] Command move [9.0] Special Moves [10.0] Desperation Moves [11.0] The Art of Cancelling [12.0] Super Cancels [13.0] Normal Mode Combos [14.0] MAX Mode Cancel [15.0] MAX Mode Combos [16.0] MAX Mode Bypass Combos [17.0] 100% Combos [18.0] Movelist Properties [19.0] Battle Notes [20.0] Post Battle Quotes [21.0] Tid Bits [22.0] Acknowledgements ======================================================================= [1.0] INTRODUCTION :::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= You have no idea how hard it is to come up with this revision's update. Everything has been rearranged to comply with my universal guide (or rather FAQs) format. If you read my other guides you'll notice that the presentation is quite similar. There has been a a major reworking of the Normal Attack section, some information added, and some information taken out (due to irrelevance or purpose served by the General FAQs). I really hope you like this guide. I really enjoy writing this one. ::: HOW IS WHIP THIS YEAR? ::: Great!!! In the real sense, she was toned down a bit (a lot, if you consider the number of combos she lost) to balance her gameplay since she was extremely cheap in KOF 2001. With the exception of her HSDM, there are no other new special moves gained. This is quite expected since Whip ranks as being one of the KOF fighters with the worst history of moves additions. That however, seems to be negated by the improvements done to her special moves: better attack priority, mobility, increased speed, etc. Her most dramatic and noticeable change was the updating of her voice sample. Almost all of her attacks has been given new voice sample, so almost all moves are distinct now. The game speed gave Whip the advantage when it comes to recovery and special move launching speed. In contrast with her 2001 self, her attack range seems to be more potent than ever without being so hit friendly. While she lost a number of combos, she gained new ones through the new MAX Mode system. In other word, Whip transforms from an opportunistic fighter into an offensive, combo-inspired battler. ::: RESUME ::: Name : Whip (officially by SNK Playmore), Muchiko (see KOF 2000 ending), Seirah (see KOF 2001 ending), Date of Birth : October 12 (no year given by SNK Playmore. She was 16 years old in 1999 so that assumes she was born in 1983.) Height : 173 cm Weight : 59 kg Fighting Style : Whip Slashing Skills and Heidern-style Assassination Techniques Weapon : (1) Whip, named Voodoo (but changed to Whip's whip for her KOF 2003 bio), (2) knife, (3) Desert Eagle (the gun) Teams : 1999 (Ralf, Clark, Leona, Whip) 2000 (Ralf, Clark, Leona, Whip) 2001 (K', Maxima, Lin, Whip) 2002 (K', Maxima, Whip) 2003 (K', Maxima, Whip) Relationships : ::: K' ::: Whip's long lost brother. It was assumed that both Whip and K' were having blood relation of their real self (as both of them were somehow biological products of the N.E.S.T.S cloning experiments). In '99 Whip main objective was finding her past. She found that partially in 2000 when she met K' and Maxima fleeing from the SouthTown explosion and joined them later on. ::: Krizalid ::: Whip once work for the N.E.S.T.S organization before joining the Ikari Warriors mercenary soldiers team. Krizalid was yet another human cloning experimental product of N.E.S.T.S. As Krizalid was cloned from K', he had the intuition that Whip was somehow attached to him. It was his background that somehow lead Whip to believe that K' could have been his brother. Losing Krizalid was like losing a family member to her. He asked Whip why she had left her alone. Whip tearfully told him that she decided to break free from the organization that deceived her. The KOF '99 ending of Ikari Team was quite sad. Krizalid is not really a bad person, he was used only to be killed by Zero. He was resurrected in 2001 but only as a dummy. If you wonder who Krizalid is, he is the last boss of KOF '99. ::: Ikari Team ::: In '99 and 2000, Whip fought along the side of Clark, Leona and Ralf. She reported herself to Heidern, asking the permission to join the team in '99 with the sole aim of finding her past. As with the other Ikari members, she was also trained by Heidern in improving her fighting skills (hence she also has the 'Heidern-style Assassination Techniques to her fighting style). She was thought to leave the team when she went A.W.O.L in KOF 2001 but it seems that she is still with the squad looking from the KOF 2003 story. ::: Kula ::: Kula is another clone made by N.E.S.T.S designed solely for the objective of killing K'. Kula finally found out that she was used by N.E.S.T.S for their selfish objectives and later on joined K', Maxima and Whip for a yet undetermined journey. Plus Points : She is even faster than before this year. Her long-reaching attacks provide an attack range advantage. Priorities of her moves has been improved while the grab attributes has also been corrected (this means frames of animation connects properly). Super cancels are easier and more useful than before. Great MAX Mode Combos. A lot of new voice samples. Lagging can be compensated by the improved game speed and MAX Mode. Minus Points : Lost a lot of Normal Mode combos this year due to the toning down of her Special Moves. Her jumping C attack lost some range. Despite having a lot of MAX Mode Combos, most (if not all) require very fast fingers to perform and most of it can only be done effectively at the corners. Still wear her same old attire for five consecutive years already (2003 included). ======================================================================= [2.0] CHANGES FROM KOF 2001 ::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ::: CROUCHING A ::: - Crouching A has been toned down in 2002 making it no longer be able to hit a fallen opponent. It may not apply great damage but contribute a lot in a handful of combos. ::: STRENGTH SHOT TYPE C "CODE: VICTORY" ::: - The 2nd hit of Type C no longer connects after an opponent fall. One of the major downgrade this year because a huge number of combos have disappeared with it. However, the loss is actually a step done to balance her gameplay or else she will be very cheap. ::: ASSASSIN STRIKE ::: - The landing of Assassin Strike is not cancellable anymore. + Damage wise, Assassin Strike now deals three times more damage than before. ::: DESERT EAGLE ::: - Desert Eagle is back to its roots way back to '99. You can only combo to 4 hits at corners as it repels opponent away. The damage is still the same. This is the only move that can hit a fallen opponent in 2002. ::: ALPHA THROW ::: + The original Alpha throw is back from '99. A funny feature of the move in 2002 is that you sometimes will switch sides with the opponent. Supposedly a C throw does not allow for side switching. Nevertheless, it is a cool move to see in action. ::: RAGING SHOT "CODE: FW" ::: + Raging Shot is Whip's first new move for 3 years. Basically, Whip shoot out a big, powerful blast from her gun. As with the recent KOF trend, Raging Shot is executed in a button tapping manner. At first it was quite confusing to perform but it gets easier with time. This HSDM is very powerful and deadly. Perhaps the only drawback of the move lies in its slow startup and recovery plus its uncomboability. It is unblockable and gave Whip total body invincibility from physical attacks during the whole animation!!! The animation of the move is freshly drawn. In short a fresh new move. ::: Strength Shots Mobility ::: + Whip is now able to move around (back and forth) during the attack stance of Strength Shot Type A/B/C. She can still move around without executing the move automatically (unlike if she stand still). This is a great upgrade because it enhances the attack range of these specials while at the same time added a new surprise attack strategy. ::: Easier Super Cancels ::: + Super Cancels are much easier to perform this year. This is very much a welcomed addition since to me last year's Super Cancel are superbly hard to do that I ignored it the most. ::: Better Priorities ::: + Whip's attacks gained better priorities (meaning in a duel, Whip has higher chances of inflicting damage) especially her Whip Shots and her Strength Shots line-up. ======================================================================= [3.0] GAME CONTROLS ::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= As applicable to this guide ::: DIRECTIONS ::: Facing right: ub u uf f = Forward u = Upward \ | / b = Backward d = Downward \ | / b ----- + ----- f df = Down Forward / | \ db = Down Backward / | \ uf = Up Forward db d df ub = Up Backward ff/bb = Dash/Step Back (press forward or backward twice) qcf = Quarter Circle Forward (press down, down forward, forward) qcb = Quarter Circle Back (press down, down backward, backward) hcf = Half Circle Forward (press backward, down backward, down, down forward, forward) hcb = Half Circle Backward (press forward, down forward, down, down backward, backward) START = Taunt A = Light Punch B = Light Kick C = Strong Punch D = Strong Kick AB = Roll (press backward/forward to determine direction) = Safe Landing (press when thrown, right before touching ground) = Slide Cancel (When blocking, press backward or forward and press AB. Use one power stock) BC = MAX Mode Activation CD = Knockdown move (press C and D together) = Guard Cancel (press CD when blocking. Consume one power stock) ======================================================================= [4.0] COLOUR SELECT ::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= There are 4 choices of colours to be chosen this year. Depending on the button pressed: A : Whip's original colour (plain brown military attire and a blue whip). B : Her alternative colour for '99 and 2001 (dark blue attire, a slightly darker skin, brownish hair and red whip). C : New look exclusive for 2002 (green attire, brown hair and a yellow whip). D : A combination of her two alternative colours of 2000 (red attire, golden hair and shoes, and a white whip). ======================================================================= [5.0] MOVELIST SHORTCUTS :::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ===THROWS============================================================== Alpha | Close, f or b + C | Zed | Close, f or b + D | ===COMMAND/SPECIALS==================================================== Whip Shots | Forward + A (5 times) | | | Boomerang Shot "Code: SC" * | hcf + A or C | Assassin Strike "Code: BB" | f, d, df + any button | Desert Eagle | b, d, db + A or C | Hook Shot "Code: Wind" | Jump, qcb + A or C | | | Strength Shot Type A "Code: Superior" * | hcb + A, press to hold | Strength Shot Type B "Code: Strength" * | hcb + B, press to hold | Strength Shot Type C "Code: Victory" * | hcb + C, press to hold | Strength Shot Type D "Code: Rain" | Press D when holding | any Strength Shots | ===DESPERATION MOVE==================================================== Sonic Slaughter "Code: KW" (DM) | qcb, hcf + A or C | Sonic Slaughter "Code: KW" (SDM) | qcb, hcf + AC | Raging Shot "Code: FW" (HSDM) | Back, B, C, Back, C | ======================================================================= * First hit of these Special Moves are Super Cancellable to Sonic Slaughter DM/SDM. # These moves below are MAX Mode cancellables that can cancel certain Special Moves and normal move. # Boomerang Shot "Code: SC" # Assassin Strike "Code: BB" # Hook Shot "Code: Wind" # Strength Shot Type A "Code: Superior" # Strength Shot Type B "Code: Strength" # Strength Shot Type C "Code: Victory" ======================================================================= [6.0] NORMAL ATTACKS :::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= [Cancellable] : Cancellable to Special Moves or Desperation Moves in Normal Mode. ----------------------------------------------------------------------- A ----------------------------------------------------------------------- :: Stand A :: Whip bends a little to lash her whip forward. * Fast and hits low. * Good range although not as far as the Crouching + A version. * Good for stopping opponents who charges at you and works even better than Crouch A. * While it lags, it can be cancelled in MAX Mode to the respective special moves (most prominently and useful: Boomerang Shot) :: Stand A Close :: [Cancellable] A quick, short range punch to the face. * A comboable move and can be used to stop opponent on the track. * It's fast but the distance is so short. * This move connect best: - after a Close B kick (if opponent is not pushed back too far) - after Jump D (forward/backward) especially after the 2 hits :: Crouch A :: Whip kneels and sends forward a quick whipping. * The move is very fast and has a long reach, typical of Whip's. Very good to stop opponent in their tracks. * This move has been degraded and can no longer hit fallen opponent. It's task has been taken over by the Desert Eagle. :: Jump A :: By using both her whip and knife, Whip leaps upward and swing a knife attached to her whip downward. * Good to hit anybody jumping towards you or even hitting those from below. This move can stun opponents who might be fooled by the slow looking motion. * Comboable to Boomerang Shot and Sonic Slaughter if done as soon as Whip falls down. :: Jump Forward/Backward A :: Whip arch in to focus on a downward punch. * This move plus Jump Forward/Backward + B is excellent if you want to disable jumping attacks in case the C and D version fails. This is primarily so because it linger longer in mid air. Other than that it doesn't really has much purpose. ----------------------------------------------------------------------- B ----------------------------------------------------------------------- :: Stand B :: [Cancellable] A short, quick mini kick that hits low. * Intended for close range combat and to be paired during combos. It may has limited range but is a crucial ingredient in many of Whip's combos. * This move connects with these moves in combos: From: Into: - Jump D (forward) - Boomerang Shot - Stand B Close - Sonic Slaughter :: Stand B Close :: [Cancellable] A bit similar to standing B only appears to be a tiny and faster kick. * Don't be fooled by the 'mini' kicks, it is by far (in my opinion) the best close range attack for Whip. Best used for opponents who love to get up close and personal! Combo material. * This move connects with these moves in combos: From: - Jump D (forward) - Stand B Close (yes it can connect into itself) Into: - Boomerang Shot - Sonic Slaughter :: Crouch B :: [Cancellable] With a knife attached to one end of her boot, Whip reach out low to hit the enemy. * Another move that is usually used for combos. * Long ranged and fast. One of Whip's best poking attack. * This move connects with these moves in combos: From: Into: - Jump D (forward) - Boomerang Shot - Stand B - Sonic Slaughter - Stand B Close :: Jump B :: [Cancellable] Another downward aimed move. Whip delivers a focussed kick using both her legs while keeping her body tilted 45 degrees bend. * This move can be cancelled to Hook Shot if it hits (even if being blocked). However, it will not launched into Hook Shot if done from a low height. :: Jump Forward/Backward B :: [Cancellable] The same motion with the her Jump B attack. * Same as above, it can also be cancelled to Hook Shot. ----------------------------------------------------------------------- C ----------------------------------------------------------------------- :: Stand C :: Whip performs a gymnastic style 2-hit whip slash that hits near. * Capable to attack opponents near, up and below. This is excellent to hit charging enemies because of the double hit. If one misses, the second one will do. * This move is deadly in Max Mode because as it has a long lag that can be cancelled at any time. Huge improvement from the past years. :: Stand C Close :: [Cancellable] Whip delivers a blow as she arch her body to hit the opponent using her fist. * Recommended for close attack when the enemy is on the ground and standing rather than the Stand D move. * I would suggest to follow up with this move if you manage to hit the opponent with an air attack since this move has fast startup. * This move stuns the opponent for a short while when it hits but not good enough to combo except for Boomerang Shot (take this in mind). However, it is the fastest strong close-up attack. * This move connects with these moves in combos: From: - Jump D (forward) - Jump C (forward) Into: - Boomerang Shot (even if cancelled in MAX Mode) - Sonic Slaughter :: Crouch C :: [Cancellable] Whip performs an uppercut-like move in which she emerges with spinning blades. * A double hit move. * Best used to hit jumping moves and also can be used up close. * This move can be cancelled into many of her special moves at any time. The cancellation works best after the first hit. * This move connects with these moves in combos: From: - Jump D (forward) - Jump C (forward) Into: - Whip Shots (not shown by Hits Indicator) - Boomerang Shot - Sonic Slaughter :: Jump C :: Whip execute a long range whipping move that covers 1/2 of the screen. * While the attack range has been reduced this year, it still maintain the position of being one of the longest reaching move in KOF 2002. * For jumping attacks and ground enemies. Another move worth abusing! * This move connects with these moves in combos as Whip falls down: Into: - Boomerang Shot - Sonic Slaughter :: Jump Forward/Backward C :: Another trademark attack. Whip hits downward using her whip. * Intentionally used for attacking enemy on the ground, standing or crouching down. This move is excellent in the sense that it maintain the attack posture while keeping Whip away from harm. * This is one of Whip's cross up move: meaning you can link it for other ground attacks for combos. * This move connects best with these moves in combos: Into: - Stand C Close - Boomerang Shot - Sonic Slaughter ----------------------------------------------------------------------- D ----------------------------------------------------------------------- :: Stand D :: [Cancellable] Whip kicks upward while standing on another leg. * This move is rather useless because of the lag and the undependable range. Designed for a high attack but did poorly. * If the kick hits the opponent, then it will not be cancellable. * It connects with Boomerang Shot in MAX Mode. :: Stand D Close :: [Cancellable] Almost the same way like Stand D only that this time a knife is attached to the boot. * Lags but is a better replacement to hit close, jumping enemy than the C version since the Stand C close is more suitable for standing opponents. * This move will push the opponent away as it hits and there will be a stun effect after that. * Despite the slow recovery, it is comboable to these attacks - Whip Shots (the only 'real' move that connects with Whip Shots) - Boomerang Shot - Sonic Slaughter :: Crouch D :: Whip knock an enemy down using a kick. * Fine move, less range than Crouch B but came out rather slow however work just fine to hit. * This move is best used to knock down charging/dashing attacks such as Vanessa's/K'/Athena's teleportation move. * In Max Mode, cancel it into Boomerang Shot for a 2-Hit combo as soon as it hits :: Jump D :: Whip flips herself to deliver a reverse, upside down kick. * Range is limited and it doesn't stay long in mid-air. But it has a great attack posture that protects Whip from being hit. * If done as Whip falls down, it can be comboed into Boomerang Shot or Sonic Slaughter. :: Jump Forward/Backward D :: [Cancellable] This one sees Whip doing a double hit kick that can be used not only for jumping enemy but also for hitting ground. * This is another of Whip's cross up move aimed to connect for combos later when she is on the ground. * This move can be cancelled to Hook Shot only if it hits (being blocked doesn't count). * This move has the combo properties as below: Into: - Stand D Close - Crouch C - Stand B - Stand B Close - Boomerang Shot - Sonic Slaughter ----------------------------------------------------------------------- KNOCKDOWN ATTACK ----------------------------------------------------------------------- :: C + D :: [Cancellable] Whip rush forward to knock the enemy down with a single punch. Fast too. Cancellable. :: Jump, C + D :: Whip wraps her whip around a knife and point it downward towards the opponent. Superb attack and possess incredible range for a CD move. It is very hard for Whip to be hit while doing this attack. Used joyfully to punish those down and below. ======================================================================= [7.0] THROWS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= :: ALPHA :: [ Near, Forward/Backward + C ] Whip drops the opponent to the ground and flip herself to land on the opponent. Strangely, she will switch sides after the throw. Supposedly, the C throw is not supposed to do a side-switch. This is Whip's original Alpha throw from '99. Can be followed with Desert Eagle after that (A version). :: ZED :: [ Near, Forward/Backward + D ] Whip grab the opponent from behind and slam him/her to the ground. She will switch sides after the slam. Can be followed with Desert Eagle after that (A version). ======================================================================= [8.0] COMMAND MOVE :::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ----------------------------------------------------------------------- WHIP SHOT(S) Forward + A (press A continuously for five times) ----------------------------------------------------------------------- Whip perform fast horizontal slashes that can hit opponent 5 times in succession. The range is quite impressive and the damage inflicted is quite handsome too. Recovery can be rather bad though. * The number of hits registered depends on the times the A button is pressed so you can stop at any time that you want. * The last (or fifth) hit can be cancelled into Whip Shots itself, any Special Moves (except Hook Shot) or any DMs. However, the last hit must hit the opponent for the cancel to work. * In MAX Mode, Whip Shots can be cancelled at any time into Special Moves (except Hook Shot) but only if any of the hits actually hits the opponent. * Because Whip Shots is a command move, it cannot be cancelled from any Special Move in MAX Mode. * It will take about 13 hits from Whip Shots to do a guard crush. # Combo attributes: - Comboable from : Standing D (close) Crouching C (1st hit), not shown by hit indicator - Comboable into these moves after the 5th hit (dependable on opponents distance and circumstances) : (1) Boomerang Shot, A or C version (2) Assassin Strike, A or B version (3) Desert Eagle, C version Invincibility *** Priority **** Speed *** Recovery *** Combo **** Damage *** ======================================================================= [9.0] SPECIAL MOVES ::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ----------------------------------------------------------------------- BOOMERANG SHOT "CODE: SC" hcf + A or C ----------------------------------------------------------------------- Whip swings her whip 45 degree vertical into air and pull the whip back as soon as it reaches its maximal length. If fully connected the move will hit twice: the way up and the way down. This move lags at the end. * The A version of Boomerang Shot is faster but has a slightly lesser range compared to the C version. The C version is in contrast with the A version and deals more damage. * It's not that noticeable that the vertical range for the C version is slightly elevated. This enables it for having that extra length. * First hit of Boomerang Shot can be Super Cancelled into Sonic Slaughter. It's easier this year. * Boomerang Shot is a MAX Mode cancel move and the 1st hit can be cancelled in MAX Mode. # Comboable from: Standing B, Standing A/B/C/D Close, Crouching B/C (1st hit), Jumping C/D, Jumping Forward/Backward C/D, Ground CD (dependable on circumstances), Whip Shots (last hit, estimate distance) # MAX Mode Comboable: Standing A/C/D Crouching A/D (distance dependent) Whips Shots (1st-4th hits) Strength Shot Type A/B/C (1st hit) Invincibility **** Priority **** Speed **** Recovery ** Combo ***** Damage **** ----------------------------------------------------------------------- STRENGTH SHOT TYPE A "CODE: SUPERIOR" hcb + A, press A to hold ----------------------------------------------------------------------- Stretching her Whip over her head, Whip throws and spin her Whip upward. If the second hit connects, she will deliver a leaping kick to the head with the whip tied to the opponent's neck. * The second hits is an overhead that can only be blocked standing. * She can move forward/backward as long as the A button is held. * She gain a new voice sample for the move. * The first hit is Super Cancellable to Sonic Slaughter. * During MAX Mode, the second hit of Type A can be cancelled into Hook Shot. Do this when the kick hits the head. However, Hook Shot can only be done if the head kick is high enough for the move to be launched. Tall characters usually enable this feature. * Type A is a Max Mode Cancellable move and the 1st hit is MAX Mode Cancellable. # MAX Mode Comboable: Boomerang Shot (1st hit/Corner) Invincibility **** Priority **** Speed *** Recovery *** Combo *** Damage *** ----------------------------------------------------------------------- STRENGTH SHOT TYPE B "CODE: STRENGTH" hcb + B, press B to hold ----------------------------------------------------------------------- Stretching her whip over her head, Whip throws her whip forward and pulls it back to her, dragging the opponent towards her when it hits. * Type B has the longest horizontal range of the Strength Shots. About 3/4 of screen distance. * The second hit deals no damage at all and serve to bring the opponent closer towards Whip. * They will be a one second recovery pause for the opponent when the second hit connects. * She can move around when the B button is being held. * She gain a new voice sample for the move (one of my favourites). * The first hit is Super Cancellable to Sonic Slaughter. * It appears that Type B gained better attack priority this year. * Type B is a Max Mode Cancellable move and the 1st hit is MAX Mode Cancellable. # Best immediate attack after the 2nd hit: - Boomerang Shot - Sonic Slaughter # MAX Mode Comboable: Boomerang Shot (1st hit/Corner) Invincibility *** Priority **** Speed *** Recovery *** Combo ***** Damage * ----------------------------------------------------------------------- STRENGTH SHOT TYPE C "CODE: VICTORY" hcb + C, press C to hold ----------------------------------------------------------------------- Stretching her whip over her head, Whip throws her whip forward and spins the whip downward to grab the opponent from below. When it connects, she will drag the opponent towards her (with the whip tied to the neck) and performed multiple kicks to the head. * Type C can only be blocked crouching. * She can move forward/backward as long as the C button is held. * She gain a new voice sample for the move. It sound much meaner and can be insulting. * Type A is a Max Mode Cancellable move and the 1st hit is MAX Mode Cancellable. * The first hit is Super Cancellable to Sonic Slaughter. * This year the move has been downgraded (since it was superbly deadly last year) and no longer connects as the opponent falls. This is quite a loss as many of last years deadly combos cannot be carried over to this year's tournament. This reverts back its properties to how it was in '99 and 2000. So it's back to precise timing once again. * However, since most of Whip's attacks gained better priority, so is Type C. You might not notice this but the 2nd hit of Type C is able to grab opponents just before they touch the ground. In some way it works almost as Type B even though the range is rather limited. # MAX Mode Comboable: Boomerang Shot (1st hit/Corner) Invincibility ** Priority *** Speed *** Recovery *** Combo ** Damage **** ----------------------------------------------------------------------- STRENGTH SHOT TYPE D "CODE: SPECIAL" press D while holding any Strength Shots execution ----------------------------------------------------------------------- Basically, this cancels the execution of any of the Strength Shots. * She gain a new voice sample for the move. # Comboable from: none Invincibility * Priority * Speed ***** Recovery ***** Combo * Damage * ----------------------------------------------------------------------- ASSASSIN STRIKE "CODE: BB" f, d, df + A/B/C/D ----------------------------------------------------------------------- Whip spreads her whip vertically upward and pulls herself up to land on various spots. * The buttons pressed to execute Assassin Strike will determine where she lands. The conditions are: - A = 1/4 screen distance - B = 1/2 screen distance - C = 3/4 screen distance - D = full screen distance * The A and B version has the fastest launch time. * Assassin Strike is able to hit the opponent during launching up, descending down and touch down. * She can no longer cancel the recovery of the move into any specials or DM. So you better time your attack. * However, this year the move inflict greater damage than ever. So that will compensate for the lost of the cancel. How much damage? 3 times than last year's. * Assassin Strike is able to cancel out moves in MAX Mode but cannot be cancelled in any circumstances. # Comboable from: Whip Shots (distance dependent, A/B button) # MAX Mode Comboable: Boomerang Shot (distance dependent/corner) Invincibility *** Priority *** Speed **** Recovery ** Combo **** Damage **** ----------------------------------------------------------------------- HOOK SHOT: "CODE: WIND" in mid air, qcb + A or C ----------------------------------------------------------------------- Whip swings from her whip in mid air and delivers a dashing kick ala Spiderman. * Hook Shot can be cancelled from jumping forward D (first hit) and any jumping B attack during Normal Mode. However, the kicks need to be hitting the opponent. * During MAX Mode, Hook Shot can be cancelled from any air attacks with the condition that the attacks must hit the opponent and at reasonable height. * After the second hit of Strength Shot Type A, Hook Shot can be performed during MAX Mode. The move won't hit but at least it will move you away from the opponent. This depends on the opponent's height since a certain height is needed for Hook Shot to be executed. * Hook Shot can be followed up from Assassin Strike in MAX Mode. This depends on the height and Assassin Strike must hit first. Again the cancel inflict no damage and serve more as a run away approach. * It is worth mentioning that the recovery landing of Hook Shot is cancellable to any specials or DMs. # Comboable from: Any air B attack (not connected), Jumping Forward/Backward D (hitting only, not connected) Invincibility **** Priority **** Speed ***** Recovery **** Combo *** Damage **** ----------------------------------------------------------------------- DESERT EAGLE d, db, b + A or C ----------------------------------------------------------------------- Whip pulls out her Desert Eagle and shoot the ground. * You can shoot more bullets out from her Desert Eagle by pressing the A/C button repeatedly for a maximum of 7 times. * After the 7th shot, Whip will reload her gun. * The number of times Whip is shooting the bullets will be carried over to other rounds and between battles. That means sometimes she can just reload when you perform the move. * This year, the move is back to its '99 style of repelling the enemy. Instead of bouncing up, the opponent will be thrown away when being shot. * When performed at corners, the move can be comboed up to 4 hits but elsewhere it will only combo to 2 hits. This is because the opponent is being thrown away from Whip after the second shot. * Desert Eagle is not cancellable and cannot cancel any moves. * The American and European version of KOF 2002 censors this move. You'll see Whip firing bullets out of her hand instead. # Comboable from: Ground/Air CD (near corner preferred), Strength Shot Type C (last animation), Zed Throw/Alpha throw Invincibility * Priority ** Speed ** Recovery ** Combo ** Damage * ======================================================================= [10.0] DESPERATION MOVES :::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ----------------------------------------------------------------------- [DM] SONIC SLAUGHTER: "CODE: KW" qcb, hcf + A or C [SDM] SONIC SLAUGHTER: "CODE: KW" qcb, hcf + AC ----------------------------------------------------------------------- Whip performs left and right slashes to the opponent using her whip multiple times. * The move deliver about 35% damage for the DM and 40% damage for the SDM. The SDM version ends the move with a non-connected Boomerang Shot. * To perform any SDM in KOF 2002, you need to be in Max Mode first with at least one unused Power Stock available. * Startup of both version posses the same speed and priority but the recovery of the SDM is longer. * Sonic Slaughter works at close up distance only. However if any of the opponents' body parts touches the very first hit of the move, it will connect all the way. * Whip needs to grab the opponent by the first hit only or it will never continue after that. Despite of that if the hit misses she will continue to slash left and right for a few more hits. This won't hurt the opponent though. * Sonic Slaughter is Super Cancellable from the first hit of Strength Shot Type A/B/C and first hit of Boomerang Shot. * She has a new voice sample for the move for both version of this DM. # Comboable from: Standing B, Standing A/B/C/D Close, Crouching B/C (1st hit) Strength Shot Type A/B/C (Super Cancel) Boomerang Shot (Super Cancel) # MAX Mode Comboable: Standing C/A (with MAX Mode bypass) Strength Shot Type A (corner, 2nd hit) Invincibility ***** Priority ***** Speed ***** Recovery ** Combo ***** Damage ***** ----------------------------------------------------------------------- [HSDM] RAGING SHOT: "CODE: FW" Back, B, C, Back, C ----------------------------------------------------------------------- Whip takes out a gun (not her Desert Eagle) and shoot out a big, explosive blast while shouting "GAME OVER!". * Raging Shot has incredibly long delay that I must advice anybody attempting to do this move to do if from a distance. * All HSDM in KOF 2002 can only be triggered during MAX Mode when the life is left at about 1/5 of the full meter. * With MAX Mode already enabled (and life at 1/5), you need at least one Power Stock available to execute any HSDM * Raging Shot has a full screen range attack with a shooting range that covers the height of Whip. * Because of the long startup (and recovery), Raging Shot is not comboable to any moves. However, with the exception of Super Cancels, it shares many cancellable properties of Sonic Slaughter. That means it can cancel from many moves but won't connect. Theoretically, all Super Cancellable Special Moves can be cancelled into any DM but for HSDM, this theory has not been proved yet (at least for Whip). * Raging Shot is an unblockable HSDM but can be negated by projectiles. * The opponent will not be hit by the blast if he/she is standing close to Whip. * Whip gain full body invincibility from any physical or projectile attacks during the full animation of the move. Despite of that she can be attacked by any throws or grab-based special moves or DMs. I guess any ground-shaking moves can also prevent Whip from doing the move. * The only way to avoid the blast is to jump high enough to be away from the blast zone, well timed rolling, getting near Whip when she shoots or rolling behind her. * The American and European version of the game shows Whip firing the blast from a (very weird looking) gun that seem to be attached to her Whip. * Some FAQs mentioned the name of this HSDM as "Super Black Hawk". I theorize that this might be the name of the move in Japanese or a direct translation or SNK Playmore/Eolith's official move name. # Comboable from : None! Invincibility ***** Priority ***** Speed ** Combo * Damage ***** ======================================================================= [11.0] THE ART OF CANCELLING :::::::::::::::::::::::::::::::::::::::::: ======================================================================= I am thinking of leaving this section out but in the end decided to include it in because I thought some of you (apparently new or just wasn't aware of the new system in 2002) might be confused with the following sections especially with what I refer to as Normal Mode or MAX Mode. Those KOF gurus can just skip this section. ::: C A N C E L ::: Cancel is the act of performing another move right before the end of the full animation of a present move. Example: cancelling the first hit of Crouching C into Whip Shots. Not all moves allows cancellation. Other than those explained below, there are also other types of cancel such as Guard Cancel, Throw Cancel or Attack Cancel that function at certain situational time. Types of offensive cancel: # Normal Mode Cancel # Super Cancel # MAX Mode Cancel NORMAL MODE CANCEL is the act of move cancelling that involves no usage of the power stock. Usually a Normal Mode Cancel involves the cancellation of normal moves into special moves or desperation moves. SUPER CANCEL is the act of cancelling a move with the consumption of one power stock. Such example is the cancelling of the first hit of Boomerang Shot into Sonic Slaughter. The player will flash in white when a Super Cancel is done. Most Super Cancels are about cancelling a special move into a desperation move. MAX MODE CANCEL is the act of cancelling done during the activation of MAX Mode (that is usually not allowed in Normal Mode Cancel or Super Cancel). The player will flash in white when a cancel is done in MAX Mode and each time it is done the MAX Bar will be depleted about 1/5 of its current meter. Certain move can also be cancelled by activating the MAX Mode during the animation. MAX Mode cancel involves cancelling a normal attack or Special Move into a Special Move. In Short (for Whip), - Normal Mode Cancel : Normal Attacks ==> Special Move/DM - Super Cancel : Special Moves ==> DM - MAX Mode Cancel : Normal/Specials ==> Special Moves ::: MAX MODE ::: MAX Mode is the newly introduced system this year that incorporates many of the past series systems. The highlight of the system is the ability to cancel a variety of moves that usually is not able to be done under normal circumstances. For short: to enable more combos. MAX Mode is activated by pressing B and C together. Upon activation, the character will flash in yellow and a tiny bar (the MAX bar) will be available on top of the Power Stock bar. This bar will start to deplete once MAX Mode is activated. It is also being depleted of 1/5 of its current bar when any move is cancelled. During the activation of MAX Mode these things apart from the cancel are possible: # performing a free DM # performing an SDM (with an extra stock) # performing an HSDM when the life is at 1/5 It must be noted that SDM and HSDM can only be done in MAX Mode. So respectively, to do an SDM and a HSDM will require at least 2 power stocks since one stock is needed with to activate MAX Mode. If you add that to a Super Cancel the stock consumption can goes up to 3. When any DM/SDM/HSDM is performed during MAX Mode, the MAX Mode itself will end immediately. Another note: activating a MAX Mode in the middle of a move will consume 1 power stocks. ======================================================================= [12.0] SUPER CANCELS :::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= Whip has four Special Moves that can be Super Cancelled. These four Special Moves are: * Strength Shot Type A "Code : Superior" * Strength Shot Type B "Code : Strength" * Strength Shot Type C "Code : Victory" * Boomerang Shot "Code: SC" Super Cancels works by cancelling the first hit of each Special (which hits twice normally) by performing the Desperation Move. So far only Sonic Slaughter works with the Super Cancel. Raging Shot is not known if being able to do so. I doubt it is actually useful since the startup is painfully slow. ::: STRENGTH SHOT TYPE A/B/C ::: * Easier Strength Shot Super Cancels: Perform any Strength Shot and hold it. While holding the execution, do the motion for Sonic Slaughter (qcb, hcf) and press A/C or AC at the end of the motion while at the same time letting go of the button that you are pressing. * Remember that Strength Shot can only be Super Cancelled on the first hit (Strength Shot Type A/B/C hit twice right?). * When to Super Cancel a Strength Shot: Type A : Type A seems to be the best Strength Shot Super Cancel to perform. It is able to grab jumping opponents as well as trapping opponents that was crouching at the corner. If is however more advisable to just let Sonic Slaughter catch jumping opponents to save a Power Stock. If you are performing a MAX Mode Combo, Type A seems to be the best to cancel (at the corner of course). It is the only Special apart from Boomerang Shot that connects with Sonic Slaughter for catching mid-air opponents. For crouching opponents, the usefulness lies within its ability to form a trapping net that prevents the opponent from jumping (and thus hits them when they attempt to do so). Type B : Type B has the best priority but the least useful to do because it stuns the opponent anyway for a successful hit. It you attempt to Super Cancel a jumping attack, you'll notice that the cancel will miss and the opponent being knocked away. Type C : The worst priority and the least useful. It is very hard to connect because it needs to be done close to the opponent since the first hit has a short hit range. ::: BOOMERANG SHOT ::: This move is real hard to Super Cancel to me but the usefulness is endless since it can connect with a variety of moves. Easiest that I did: Enable MAX Mode. Hit the opponent with a double hit standing C. While the move hits perform: QCB, HCF + A/C or AC. Practice make perfect. Or you can perform a 'fake' Super Cancel using the MAX Mode Bypass combo. Don't know what I am talking about? Read on... ======================================================================= [13.0] NORMAL MODE COMBOS ::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= Whip lost a lot of her Normal Mode combos this year because of the downgrading of Special Moves. This majorly refers to the toning down of her almighty Strength Shot Type C that in overall saw more than 10 (yes ten) combos disappeared from this years line up. Despite of that, her arsenal of MAX Mode combos seems to be able to compensate for the lost even though I really prefer her old 2001 combos back. Well, you cannot have everything can you? ----------------------------------------------------------------------- =1= 15-45% (3-21-27 Hits) ----------------------------------------------------------------------- * Any cancellable standing hit, hcf + A/C * Any cancellable standing hit, qcf, hcb + A/C Note: List of cancellable attacks that connects with Boomerang Shot and Sonic Slaughter: - Standing A/B, - Standing A/B/C/D Close, - Crouching B/C (first hit), - Jumping C/D, as Whip falls down - Jumping Forward/Backward C/D, - Ground CD, ----------------------------------------------------------------------- =2= 35-50% (5-23-29 Hits) ----------------------------------------------------------------------- * Jump D (2 Hits), Close D/Crouch C (1 hit), hcf + A/C * Jump D (2 Hits), Close D/Crouch C (1 hit), qcf, hcb + A/C or AC ----------------------------------------------------------------------- =3= 50% (9 Hits) ----------------------------------------------------------------------- * Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, hcf + A/C * Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, dp + A/B * Jump D (2 hits), Crouch C (1 hit), Forward + A A A A A, rdp + A/C Note: Don't worry about the hit detection for Crouch C. The move will connect despite not shown by the Hit Indicator. This is more of a bug actually. Actually, you can replace Crouch C (1 hit) with Close D but this is not recommended because it has very funny way of connecting. ----------------------------------------------------------------------- =4= 30-50% (4-22-28 Hits) ----------------------------------------------------------------------- * Jump D (2 hits), hcf + A/C * Jump D (2 hits), qcf, hcb + A/C or AC ----------------------------------------------------------------------- =5= 30-35% (6-24-30 Hits) ----------------------------------------------------------------------- * Jump D (2 hits), Stand B, Crouch B, hcf + A/C * Jump D (2 hits), Stand B, Crouch B, qcf, hcb + A/C ----------------------------------------------------------------------- =6= 10-15% (5 Hits) ----------------------------------------------------------------------- * Jump D (2 hits), Crouch C (2 hits), hcf + A * Jump D (2 hits), Crouch C (2 hits), rdp + A Note: These two combos, like the explanation given on the previous combo are character specific. The first combo string works best on tall or big characters while the 2nd string works on everyone. ----------------------------------------------------------------------- =7= 10-15% (2-3 Hits) ----------------------------------------------------------------------- Crouching C (2 hits), hcf + A Note: This combo doesn't work on everyone because it depends on how a character fall. It works every time on Angel, Chang and K' among others (there are more). Only the last hit of Crouching C that matters. For characters that doesn't respond to this combo, the combo below is suggested. ----------------------------------------------------------------------- =8= 15% (3 Hits ++) ----------------------------------------------------------------------- Crouch C (2 hits), rdp + A/C Note: Depending on distance, selectively choose which button (A or C) to execute Desert Eagle. You can shoot additional bullets from Desert Eagle. ----------------------------------------------------------------------- =9= 15% (2 Hits ++) ----------------------------------------------------------------------- Stand CD/Jump CD, rdp + A/C Note: Depending on distance, selectively choose which button (A or C) to execute Desert Eagle. You can shoot additional bullets from Desert Eagle. ----------------------------------------------------------------------- =10= 15% (2 Hits) ----------------------------------------------------------------------- Stand CD, hcf + A/C Note: Again, this combo seems to be character dependent. The bigger or longer the character is, the better chances it has to connect. ----------------------------------------------------------------------- =11= 15% (3 Hits) ----------------------------------------------------------------------- * Jump Upward A, hcf + A/C * Jump Upward C, hcf + A/C * Jump Upward D, hcf + A/C Note: For the combo to work, Jump Upward A/C/D needs to be done as Whip falls down. ======================================================================= [14.0] MAX MODE CANCEL::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= * During MAX Mode, any ground attack (including Whip Shots) can only be cancelled into the following special moves: # STRENGTH SHOT TYPE A # STRENGTH SHOT TYPE B # STRENGTH SHOT TYPE C # BOOMERANG SHOT # ASSASSIN STRIKE * During MAX Mode, any air attacks can be cancelled into Hook Shot as long as it is launched from the height in which Hook Shot can be done normally. these rules does not apply to - Jump Forward D (1st hit) - any Jump B, because these moves can be cancelled into Hook Shot in Normal Mode. * Special Moves cancellation in MAX Mode works as shown in the chart:- ----------------------------------------------------------------------- SPECIAL MOVES | CANCELLED INTO... | ----------------------------------------------------------------------- Strength Shot Type A/B/C | - Boomerang Shot | (1st hit) | - Assassin Strike | ----------------------------------------------------------------------- Strength Shot Type A | - Hook Shot (dependent on height) | (2nd connected hit) | | ----------------------------------------------------------------------- Boomerang Shot (1st hit) | - Strength Shot Type A/B/C (1st hit) | | - Assassin Strike | ----------------------------------------------------------------------- Assassin Strike | - Hook Shot (dependent on height) | ----------------------------------------------------------------------- * These Special Moves cannot be cancelled not matter what: - Assassin Strike - Desert Eagle * Desert Eagle is not cancellable into/from any moves. The recovery landing of Assassin Strike is not cancellable in either MAX Mode or normal mode. * From the 1st-4th hit of Whip Shots, to cancel it into a special move (during MAX Mode) requires the hit to actually be hitting/touching the opponent. * The rule of normal cancel and Super Cancel still exist in MAX Mode. * You cannot cancel a move into DM/SDM/HSDM during MAX Mode unless the move enables it during normal cancel or Super Cancel only. ======================================================================= [15.0] MAX MODE COMBOS :::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= Tags: [Corner] : Effectively done at/near corners ==> : cancel into the following move [SC] : Super Cancel [MAX] : MAX Mode Activation Note: * Due to the nature of the cancelling, I decided to use the names of moves rather than their button motion unlike the normal mode combos section since it is less confusing. * Any combo that begins with a Boomerang Shot can be started with any move that will connect with it after that. For example: Standing D close will connect with Boomerang Shot. Refer to the cancellable table provided for reference. * Any combo that ends with double hit Boomerang Shot can be Super Cancelled into Sonic Slaughter for greater damage. * There are many possibilities of the MAX Mode combos. What are listed here are just a few of the examples. Quick Revisions: +---------------------------------------+------------------------+ | Boomerang Shot "Code: SC" | hcf + A or C | | Assassin Strike "Code: BB" | f, d, df + A/B/C/D | | Hook Shot "Code: Wind" | Jump, qcb + A/C | | Strength Shot Type A "Code: Superior" | hcb + A, press to hold | | Strength Shot Type B "Code: Strength" | hcb + B, press to hold | | Strength Shot Type C "Code: Victory" | hcb + C, press to hold | +---------------------------------------+------------------------+ | Sonic Slaughter "Code: KW" (DM) | qcf, hcb + A/C | | Sonic Slaughter "Code: KW" (SDM) | qcf, hcb + AC | +---------------------------------------+------------------------+ * Type A refers to Strength Shot Type A, Type B... You get the idea. ----------------------------------------------------------------------- =12= 25% (4 Hits) [Corner] ----------------------------------------------------------------------- Boomerang Shot ==> Type B ==> Boomerang Shot ==> Assassin Strike ----------------------------------------------------------------------- =13= 40-50% (22-28 Hits) [Corner] ----------------------------------------------------------------------- Boomerang Shot ==> Type A ==> Sonic Slaughter Note: You can do another round of Boomerang Shot and Strength Shot Type A before doing Sonic Slaughter. Add in a comboable move that connects with Boomerang Shot for extra damage. Only Strength Shot Type A that will connect with Sonic Slaughter in the corner. As an option, you can do a double hit Standing C far before the Boomerang Shot. ----------------------------------------------------------------------- =14= 20% (5 Hits) [Corner] ----------------------------------------------------------------------- Type A/B/C ==> Boomerang Shot ==> Type A ==> Boomerang Shot ==> Assassin Strike ----------------------------------------------------------------------- =15= 15% (2 Hits) [Corner] ----------------------------------------------------------------------- Boomerang Shot ==> Assassin Strike (A or B version) ----------------------------------------------------------------------- =16= 30% (6 Hits) [Corner] ----------------------------------------------------------------------- Type A ==> Boomerang Shot ==> Type A ==> Boomerang Shot ==> Type A... Note: It doesn't matter whether you start with either move since each is able to cancel into each other. ----------------------------------------------------------------------- =17= 15% (3 Hits) [Corner] ----------------------------------------------------------------------- Type A/B/C ==> Boomerang Shot Note: Actually, you can do this combo even when you are not at the corner. If you are at the corner, you can go on cancelling the 1st hit of either moves into each other. Remember though, the 1st hit of the Strength Shot differ in attack direction and may connect differently. ----------------------------------------------------------------------- =18= 7-15% (3-5 Hits) ----------------------------------------------------------------------- Whip Shots ==> Boomerang Shot Note: Cancel into Boomerang Shot during the 1st-4th hit. There's not much use to cancel at the fifth hit since the fifth hit is cancellable. In fact this combo is quite illogical since that you might as well cancel at the fifth shot anyway. This combo is dependent on the height of the opponent. Preferably use the A button to launch Boomerang Shot cause its faster. If close enough, the 1st hit of Whip Shots can connected to a double hit Boomerang shot. ----------------------------------------------------------------------- =19= 15-20% (3-4 Hits) ----------------------------------------------------------------------- Stand A far/Stand C far (1 or 2 hits) ==> Boomerang Shot ----------------------------------------------------------------------- =20= 40%-50% (21-27/22-28 Hits) ----------------------------------------------------------------------- Stand A far/Stand C far (1 or 2 hits) ==> Boomerang Shot ==> Sonic Slaughter Note: To make it easier, during the 1st hit (or 2nd hit of Standing C Far) perform the motion for Sonic Slaughter without doing Boomerang Shot. It works most of the time for me. ----------------------------------------------------------------------- =21= 10% (3 hits) ----------------------------------------------------------------------- Stand C far (1/2 hit) ==> Strength Shot Type B Note: In order to connect, you need to be in a certain distance from the opponent. Close but not too far (just enough for Stand Far C to be launched instead of Close C). When the first hit connects, cancel it at half hit into Strength Shot Type B. ----------------------------------------------------------------------- =22= 15% (4 Hits) ----------------------------------------------------------------------- Stand C far (1 hits) ==> [MAX] ==> Crouch B ==> Boomerang Shot or Sonic Slaughter Note: Boomerang Shot can be Super Cancelled into Sonic Slaughter or Sonic Slaughter can be executed straight after Crouch B. ======================================================================= [16.0] MAX MODE BYPASS COMBOS :::::::::::::::::::::::::::::::::::::::::: ======================================================================= MAX Mode Bypass is a feature (or rather a trick) of playing with the MAX Mode that was quite unnoticed for a very long time. This really means going straight into MAX Mode without activating the mode first hand. Normal attacks that cannot be cancelled in Normal Mode benefits majorly as it enabled strings of combos that was either impossible to execute or require very fast hands (of switching modes). The trick of activating the Bypass lies within the combination of more than two attack buttons together with a series of direction motion. We know that BC activates MAX Mode. The Bypass is done by combining Special Moves or DM direction motions with any button press that includes B and C. Other than BC, you can also have ABC, BCD or ABCD button presses as long as the buttons B and C are pressed. Why? Because without these two buttons pressed together, MAX Mode cannot be invoked. Consider the two Combos below: ------------------------------------------------ | * Standing C (double hit), qcb hcf + BC | | * Standing C (double hit), qcb hcf + ABC | ------------------------------------------------ Explanation: If you experiment with the combos above, you'll notice that you can actually perform Sonic Slaughter right after Standing C Far. In actual theory, Standing C far is only cancellable by a MAX Mode cancellable move. But by substituting the button press for the DM version of Sonic Slaughter with BC (instead of the usual A or C), you can go directly to Sonic Slaughter without changing to MAX Mode itself. In the same manner, pressing ABC will get you the SDM version of the move (rather than pressing the usual AC). Standing C far is not cancellable into Sonic Slaughter even in MAX Mode. If that is so then why were you able to do the move above? Simple, you actually change to MAX Mode (which cancels the recovery of Standing C far) and directly execute the DM/SDM. In the usual fashion this is also possible but it is much trickier. The button press just simplifies if for you. Pressing BC works in two ways. One is to invoke the MAX Mode (by pressing BC precisely) and performing the DM (by pressing C). So it is the same as pressing individual buttons of BC and C at the same time. Example: BC =invoke MAX Mode, qcb hcf + C = Sonic Slaughter DM. Two things at the same time! The same things applies when you press ABC: BC = invoke MAX Mode, qcb hcf + AC = Sonic Slaughter SDM. Another example below: ------------------------------------------------ | Stand C (2 Hits), hcf + BC | ------------------------------------------------ This actually translates to: [ BC and hcf + C ]. The Boomerang Shot launched is the C version. This combo is normally impossible to perform without MAX Mode. Another Note: Command overlapping will only launch the respective version that was involved in the execution. Like above, hcf + BC will result the C version of Boomerang Shot because to launch the A version the button A needs to be in the button press. It is not known however that if hcf + ABC will result in which version of Boomerang Shot. To me the command just conflicts. I notice that MAX Mode Bypass combos seems to more damage than being done in MAX Mode itself and to some extent even Super Cancel combos. Here are the complete list of MAX Mode Bypass Combos known so far: ----------------------------------------------------------------------- =23= 30-50% (20-28 Hits) ----------------------------------------------------------------------- * Non Cancellable Normal Move, qcb, hcf + BC * Non Cancellable Normal Move, qcb, hcf + ABC Note: DO this right and you'll end up with Sonic Slaughter. Here's a list of Non Cancellable Normal Moves that connects in this combo with Sonic Slaughter: - Stand C (1 hit or 2 hits) - Stand A - Crouch A (a bit closer to the opponent or the DM will miss) ----------------------------------------------------------------------- =24= 30% (3-4 Hits) ----------------------------------------------------------------------- * Non Cancellable Normal Move, hcf + BC Note: Here's a list of Non Cancellable Normal Moves that connects in this combo with Boomerang Shot: - Stand C (1 hit or 2 hits) - Stand A - Crouch A (a bit closer to the opponent or the move will miss) - Crouch D ( as soon as the opponent is hit) I would like to thank the person who emailed me about the Bypass trick. I'm really sorry that I lost your mail. If you are reading this, the credit is all yours! ======================================================================= [17.0] 100% COMBOS :::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= Several people have emailed me about posting the 100% combo for Whip. KOF Union have posted a few videos of her doing the combo and true enough, the hits and damage are really great. the problem was, all the combos needs to de done in MAX Mode, opponents needs to be cornered and you really need very fast fingers. Here are my own translation of these combos... Oh... before I forget, these combos were done by the cool guys at KOFUnion.com so thank them for this! Tags: [Corner] : Effectively done at/near corners ==> : cancel into the following move ----------------------------------------------------------------------- =25= 100% (34 Hits) ----------------------------------------------------------------------- 1. Close D (cancel), hcb + B, 2. Close D, F + A A A A A (Activate Max Mode at 5th hit of Whip Shots), 3. Jump Forward D, Standing B, Crouching B, 4. hcf A (Super Cancel), qcb, hcf + A Note: There is something strange about this combo: when Close D was cancelled to Type B (hcb + B), the combo registered is 3 hits. Strange because Close D when cancelled even in MAX Mode will not connect to Type B. Everything else looks normal though. ----------------------------------------------------------------------- =26= 100% (34 Hits) CORNER ----------------------------------------------------------------------- 1. Close D, f + A A A A A (Activate Max Mode at 5th hit of Whip Shots), 2. Jump Forward D, Stand B, Stand A, Crouch B, 3. then repeat this 5 times: Boomerang Shot ==> Type B, Type D (cancel type B by pressing D) 4. Sonic Slaughter (at the last repeat of Boomerang Shot) Note: This combo can make your hands confused especially the (2) and (3) part. Sonic Slaughteris performed after the the Super Cancel of Boomerang Shot. ----------------------------------------------------------------------- =27= 100 % (15 + 6 Hits) Corner ----------------------------------------------------------------------- 1. Close D, f + A A A A A (Activate Max Mode at 5th hit of Whip Shots), 2. Jump Forward D, Stand B, Stand A, Crouch B, 3. hcf + A ==> hcb + A ==> hcf + A 4. hcb + B, then press D (don't release B button) 5. hcf + A ==> hcb + B, 6. Close D, F + A A A A A, hcf + A. ### Thanks to shifeng chee for telling me this. ======================================================================= [18.0] MOVE LIST PROPERTIES ::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ::: NORMAL MODE ::: Sp : Special Moves DM : Desperation Move ======================================================================= | MOVES | CANCELLED INTO... | ======================================================================= | Standing A/B | Sp, DM | | Standing D (non hit) | | ----------------------------------------------------------------------- | Close A/B/C | Sp, DM | | Close D | Whip Shots, Sp, DM | ----------------------------------------------------------------------- | Crouching B/C | Sp, DM | ----------------------------------------------------------------------- | Ground CD | Sp, DM | ----------------------------------------------------------------------- | Any air B attack | Hook Shot | | Jump Forward/ Backward D (hitting only) | | ----------------------------------------------------------------------- | Whip Shots (last hit) | Whip Shots, Sp, DM | ----------------------------------------------------------------------- | Strength Shot Type A/B/C (1st hit) | DM (Super Cancel) | | | | | Boomerang Shot (1st hit) | | ----------------------------------------------------------------------- ::: MAX MODE ::: SpX : MAX Mode cancellable Special Moves ( X ) : connected with the x special move * : quite dependent on distance/opponent height List of cancellable Special Move: - Boomerang Shot - Strength Shot Type A - Strength Shot Type B - Strength Shot Type C - Assassin Strike - Hook Shot Note: All the moves listed here are actually moves that is cancellable and connected (or comboable). All ground and air moves is cancellable to the listed MAX-Mode cancellable Special Moves during its recovery or attack animation. ======================================================================= | MOVES | CANCELABLE/CONNECTED INTO... | ======================================================================= | Standing A far | SpX (Boomerang Shot) | | Standing C far | SpX (Boomerang Shot) | | Standing D far [hit] | SpX (Boomerang Shot) | ----------------------------------------------------------------------- | Crouching A | SpX (*Boomerang Shot) | | Crouching D | SpX (*Boomerang Shot) | ----------------------------------------------------------------------- | Close D | SpX (Boomerang Shot) | ----------------------------------------------------------------------- | All air attacks (except the air | Hook Shot | | attacks listed in the Normal | | | Mode) and air CD | | ----------------------------------------------------------------------- | Whip Shots [1st-4th hit] | SpX (*Boomerang Shot) | ----------------------------------------------------------------------- | Strength Shot Type A/B/C | (*Boomerang Shot) & | | [1st hit] | (Assassin Strike) | ----------------------------------------------------------------------- | Strength Shot Type A | (*Hook Shot) | | [2nd connected hit] | | ----------------------------------------------------------------------- | Boomerang Shot [1st hit] | (Strength Shot Type A/B/C) | | | & (Assassin Strike) | ----------------------------------------------------------------------- | Assassin Strike [descending hit] | *Hook Shot | ----------------------------------------------------------------------- ======================================================================= [19.0] BATTLE NOTES ::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ::: CD ATTACK ::: Whip's CD attacks are highly prioritized making it one of the best knockdown attacks in the game. Notice that each of the attack stance places Whip away from the opponent thus making it a superb poking move. The moves came out VERY FAST (especially Ground CD), great for that emergency situation. Very few CD attacks has this priority, range and speed so take the most advantage of this (Hint: Abuse it!). ::: COUNTER ATTACKS (REVERSALS) ::: Counter Attacks can be a pain to Whip more so because of Whip's poking attacking style. Here are a few points to consider when fighting fighters with this ability: * Avoid using long range attacks blindly. This includes doing Whip Shots without comboing it first or any other long range normal attacks. * List of possible offenders that may get you in trouble: - Boomerang Shot (1st hit) - Strength Shot Type B - First hit of all Strength Shots - CD attacks - Whip Shots (especially this) - Crouching A (also top on the list) - Crouching C (it great posses range too) - Jumping C * There are some moves that are either CANNOT be countered or have small chances of being reversed. This includes :: Strength Shot Type A (2nd Hit) :: The second hit is almost impossible to counter. Why? It grabs the opponent from above, directly above unlike any other air attacks. HOWEVER, this only applies for the second hit, meaning the first MUST MISS or the move is done far away. :: Strength Shot Type C (2nd Hit) :: Almost the same as Strength Shot Type A, it actually grab on the level almost parallel to the ground. The second hit is not a ground attack, it is grabbing hit. The rule of Type A also applies to this one. :: Sonic Slaughter :: I am not really sure about this one, but it seems that first hit of the DM is invincible. It is ABLE to take down many Counter Moves BUT... only on the very first hit. If you miss that one, the proceeding hits act like normal attacks so timing is crucially great. :: Desert Eagle :: Obviously. But would you actually do that considering the damage is small, the recovery is slow and you can't accurately judge the attack range? DON'T! * Hook Shot is vulnerable to high range counter but there is a possibility that you will be able to get away since the move is a dash attack even when the opponent starts executing the attack animation (such as Yamazaki High Counter) but that is such a small chance. ======================================================================= [20.0] POST BATTLE QUOTES ::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= ::: WIN QUOTES ::: #1 "No one has a hope against my dazzling bullwhippery". #2 "Those who get in my way will feel my whip's sting". #3 "Nothing gets by me and my little whippy-poo". #4 "Look like it's the end of the line for you". #5 "Well, guys, it's time we had a little talk". * Quote #1 is her generic win quote against an opponent. * She will choose quote #2 when she defeats the Korean Team or Billy. I don't know why she said that against Billy (maybe they are both long range fighters). * Quote #3 and #4 is optional and can be chosen by holding down the B or C button after the last match. * The last quote is her win quote against Kula (and the entire KOF 2001 team). ::: LOSE QUOTES ::: #1 "That was quite a pilgrimage you made". #2 "You are a disgrace to our dog tags. Pansies". * Quote #1 is K' win quote over her. * Quote #2 is what Clark would say after winning against Whip. It is not yet determined if this lose quote is exclusively for Whip. ======================================================================= [21.0] TID BITS ::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= * Playmore should fix the bug so that Crouching C (first hit) connects with Whip Shots. I don't know why it is not a registered hit because the opponent will never be able to get away anyhow. * The only animation frame missing from Whip is her original Ground CD attack from '99. Her current Ground CD animation is actually her dodge attack also from the same year. The move lags a lot but was very cool to watch. This move sees Whip performing a rotational thrust using her folded whip. The other animation frame is her Jumping B attack. That seems to be a little lost as it lacks range and open Whip up to attacks. * If you blindly do Desert Eagle while against the CPU, you'll notice that they will never attacks you until you finish the move. Why? I don't know. This thing originates from 2001. * The Strength Shot Type B KO bug appears to be fixed. Maybe some of the programmers read my 2001 guide? * Inconsistencies in damage can sometimes be noticed on Raging Shot. The blast can clear 35-40% of the lifebar. * I suspect that the second hit of Sonic Slaughter is also able to connect the move as it hits. This is quite true since there were times while doing a combo, the registerd hits were not faithful to the actual full hits of the DM. ======================================================================= [22.0] ACKNOWLEDGEMENTS ::::::::::::::::::::::::::::::::::::::::::::::: ======================================================================= Finally, this revision is finished. I would like to thank all the people who have given positive feedbacks and comments over the years. In case you need to email me, send me your mail to fabian@roxette.org. I can also be found on the GameFAQs.com message board sometimes. The user name is Fabian. Thank You to: * GameFAQs.com for the place to place this guide. Skip the game mags and go to this site instead. It's free and great. * Those people who have e-mailed me giving their feedbacks and comments. Sorry that I lose your mails thus making me unable to list out your names. People like you make my day!!! * The webmasters who have interest in posting my guide. I'm sorry for the late change in policy. Don't hesitate to ask for more. * Cesar A. Carnias for the feedback of my 2001 guide. * ratix0 for clearing my mess of the power stock consumption. * shifeng chee for the 100% combo! * KOFUnion.com for making the 100% Combos Videos. * Kofonline.com for the great site. Go there!!! * My computer for making it possible to write this guide. * My new local arcade for having the KOF series. That's enough reason not to play KOF on emulators. * YOU!!! for reading up until this point!!! Hope you enjoy this guide.