Advanced FAQ PSX

===============================================================================
The King of Fighters '99 : "The Millenium Battle" Advanced FAQ  v1.45 by Triste
===============================================================================

  KKK    KKK       KKKKKKKK       KKKKKKKKKKKK     KK   KKKKKKKK    KKKKKKKK
  KKK   KKK       KKK    KKK      KKK               K  KKK    KKK  KKK    KKK
  KKK  KKK        KKK    KKK      KKK                  KKK    KKK  KKK    KKK
  KKKKKKK         KKK    KKK      KKKKKKKKKKKK          KKK  KKK    KKK  KKK
  KKK  KKK        KKK    KKK      KKK                      KKK         KKK
  KKK   KKK   KK  KKK    KKK  KK  KKK           KK        KKK         KKK
  KKK    KKK  KK   KKKKKKKK   KK  KKK           KK       KKK         KKK

===============================================================================
===============================================================================

The King of Fighters '99 : "The Millenium Battle" Advanced FAQ is created by
Triste (not a real name, merely a name that I prefer people on the internet
refer me as).

This FAQ can be used (as in, its contents and my statements) in another FAQ or
used in a homepage. It is not allowed to be used for commercial purposes. If
you don't know what that's supposed to be, that's when you try to use the
information in this FAQ in a magazine or paysites.

Another thing; this is _not_ a mere copy of Kao Megura's FAQ!! The information
gleaned in this FAQ is gained directly from SNK (one way or the other), and
I write the move names that I assume is correct. But, there're no Biodatas
here. I've decided to take 'em off because the information around the world are
pretty damn varied, amazingly.

The quotes are (mostly) taken straight from the KOF'99 Original Soundtrack :
Disc 2, and are written in what I believe is the correct spelling. If you have
any idea as to what it is supposed to spell and / or the meanings, please do
not hesitate to correct me. Any help are appreciated and will be credited
accordingly!

And, I hate plagiarism...so I try not to do it too. Any similarities of names
and terms are incidental. Great minds think alike, maybe. Enjoy!





===============================================================================
UPDATES
===============================================================================

22 Jun 2000 : ver. 1.45
>>  Added Advanced FAQ Ratings.
>>  Updated Glossary.
>>  Combo update : Terry, Leona, Ralf, Clark, Whip.

21 Jun 2000 : ver. 1.35
>>  After a very long break from writing FAQs, I've decided to list all the
    possible combos for each character...hopefully I'll finish it.
>>  Combo update : K', Maxima, Benimaru, Shingo, Kyo-1, Kyo-2, Kyo, Iori.

08 Dec 1999 : ver. 1.25
>>  Added some more Advanced Combos to everybody except for Chin, Bao, and the
    Korea Team.
>>  Deleted the biodatas from every character. This is because I suddenly
    remembered that I had took them off another FAQ! I'm so sorry, and I
    assure you that wouldn't happen again. No, I won't add biodatas until a
    later date.

24 Nov 1999 : ver. 1.15
>>  Added  more Advanced Combos to Shingo, Terry, Andy, Joe, Mai, Robert,
    Takuma, King, Mary, Kasumi, and Xiangfei.
>>  Finally added Chin's section -- reminded by Kao Megura. Thanks!
>>  Added some more Quotes.
>>  Tidied up the layout.
>>  Added that logo thing up there. Will improve over time, hopefully.


===============================================================================
CONTENTS
===============================================================================

i : Notice

ii : Updates

iii : Contents

Chapter 01 : Foreword

Chapter 02 : How To Play
  - Basics
  - Super Bar
  - Strikers
  - Combination Attacks
  - Blocked Combos
  - Rules

Chapter 03 : Story
  - The Story So Far...
  - In 1999

Chapter 04 : The Teams
  - Japan Team		   < K'      - Maxima     - Benimaru  - Shingo   >
  - Fatal Fury Team	   < Terry   - Andy       - Joe       - Mai      >
  - Kyokugenryuu Team	   < Ryo     - Robert     - Yuri      - Takuma   >
  - Ikari Team		   < Leona   - Ralf       - Clark     - Whip     >
  - Psycho Soldiers Team   < Athena  - Kensou     - Chin      - Bao      >      
  - '99 Women's Team	   < King    - Blue Mary  - Kasumi    - Xiangfei >
  - Korea Team		   < Kim     - Chang      - Choi      - Jhun     >
  - The Kyo Clones         <         - Kyo-1      - Kyo-2     -          >
  - Kyo Kusanagi
  - Iori Yagami

Chapter 05 : Extras
  - Play as the Hidden Characters
  - How To Kill Krizalid : 1st Form
  - Colours                                                      
  - Intro Poses
  - Choose Win Poses
  - Endings
  - General Strategies

Chapter 06 : Glossary

Chapter 07 : Backword





===============================================================================
* CHAPTER 01 : FOREWORD
===============================================================================

What? FAQs don't usually have forewords?
  I'll try to make this brief. First, read that notice right underneath the
title. My name is Triste, and this FAQ's use is to make sure you don't embarass
yourself (at the least) in public playing KOF'99.
    It doesn't matter if you win or lose, but at least you won't lose without
a fight. Well, that's the whole purpose of this FAQ. You may find some stuff
I've found out interesting.
    By the way...e-mail me if you spot anything wrong. I can't update the FAQ
if I keep on making mistakes; and tell me if you found some new combo or
whatever okay? Thanks.

E-mail   : [email protected]
Homepage : http://www.geocities.com/axeldman/index.html
                                --or--
           http://www.geocities.com/Tokyo/Shrine/7420/html
		
    Another thing...I haven't the time to finish the homepage up there, but
construction is well under way. Hopefully it will be finished by the end of
this year.




===============================================================================
* CHAPTER 02 : HOW TO PLAY
===============================================================================

-------------------------------------------------------------------------------
BASICS
-------------------------------------------------------------------------------

Let me draw the arcade controls.

    ub   u   uf
       \ | /       A   B   C   D
     b - O - f
       / | \
    db   d   df

________
Commands :

  qcf    - quarter circle forward   / d, df, f
  qcb    - quarter circle back      / d, db, b
  hcf    - half circle forward      / b, db, d, df, f
  hcb    - half circle back         / f, df, d, db, b

  Tap    - Press the assigned button or direction light and quickly.
  Press  - Just...press it! Like dialling a phone number, okay?
  Hold   - Hold the assigned button or direction for some time.
  Charge - Just like hold, but only for directionals.

_________________
Character Control :

  Move Forward      - f
  Move Backward     - b
  Crouch            - d / df
  Block High        - b
  Block Low         - db
  Air Block         - b / db when jumping up / back
  Dash              - f, f (hold f to maintain run)
  Backstep          - b, b
  Jump              - u
  Jump Back         - ub
  Jump Forward      - uf
  Small Jump        - Tap ub / u / uf
  Medium Jump       - Dash, tap ub / u / uf
                      Tap db / d / df, Tap ub / u / uf
  Big Jump          - Dash, press ub / u / uf
                      Tap db / d / df, press ub / u / uf
  Weak Punch        - A
  Weak Kick         - B
  Strong Punch      - C
  Strong Kick       - D
  Slide             - AB
  Dodge Slide       - b + AB
  Slide Attack      - A / B during Slide / Dodge Slide
  Striker Call      - BC
  Knockdown Attack  - CD
  Recovery Roll     - when knocked down, AB
  Guard Escape      - when blocking, AB / b + AB (consumes 1 stock)
  Guard Counter     - when blocking, CD (consumes 1 stock)
  Counter Mode      - ABC
  Armor Mode        - BCD

_______
History :

  (A)   - only for the A version of the particular move.
  (B)   - only for the B version of the particular move.
  (C)   - only for the C version of the particular move.
  (D)   - only for the D version of the particular move.
  (X)   - only for the X hit of the particular move (X is a number).
  (DM)  - only for DM version of a Super Move.
  (SDM) - only for SDM version of a Super Move.

__________________
Special Properties :

  Autoguard          - there is a built-in 'blocking' frame in the (X) hit of
                       the move.
  'Earthquake'       - there is some sort of earthquake when the move is
                       activated, and must be blocked low.
  Evades ...         - the move evades ... when it is activated.
  Hits low           - must be blocked low on the (X) hit of the move.
                     - if not accompanied with (X), then the whole move hits
                       low.
  Juggles            - hits your enemy into the air on the (X) hit of the move
                       and allows you to add some more damage while they're in
                       the air.
                     - if not accompanied with (X), then the whole move
                       juggles.
  Overhead           - must be blocked high on the (X) hit of the move.
                     - if not accompanied with (X), then the whole move is an
                       overhead.
  Unblockable        - You cannot block the move when ... .


-------------------------------------------------------------------------------
SUPER BAR
-------------------------------------------------------------------------------

In KOF'99, when you execute a special move or block, a bar fills up right under
your character's life bar. Once it's filled up (one stock), you can execute
either a Desperation Move (DM), Guard Escape, or Guard Counter.

You can only hold a maximum of three stock in your super bar. Once it's filled
up to three stock (MAX), you can spend all three stock on either Counter Mode,
which allows unlimited DM using for 15 seconds, or Armor Mode, which lets you
attack without fear of being knocked down fot 7 seconds. After using either of
these, you cannot accumulate stocks for approximately 10 seconds.

When your character's life bar flashes red, their DMs will automatically change
into an SDM, taking more damage and enabling special characteristics for that
particular SDM.
_______
Example :

  Takuma's Ryuuko Ranbu, when it's turned into an SDM ignores one hit and is
  faster to come out. This is also why he's so goddamn cheap.

Managing your stocks is one of the key points to winning a match. If you can't
manage to hit your opponent with a DM, or your character's DM is too laggy /
not very useful, might as well spend your stocks on Guard Escape or Guard
Counter. Don't accumulate too many stocks when you're not going for a DM or
using the Counter and Armor Mode.


-------------------------------------------------------------------------------
STRIKERS
-------------------------------------------------------------------------------

The Striker match is the new feature of KOF'99. You can call a previously
assigned fourth character into the screen to help your fighter. Strikers have
different characteristics. Some have dual roles.
_______
Example :

  Kyo-1 and Kyo-2's Striker has dual role. What they do when you call them out
  is they come in with a B version R.E.D. Kick / Koma Hofuri, then perform a
  Kai. If the opponent gets hit by the R.E.D. Kick / Koma Hofuri part of the
  move, they will automatically taunt, lowering the opponent's super bar. Now,
  if they hit the opponent on the Kai part of the move, it will juggle. Think
  about the opportunities that can arise!
  Role #1 - air counter and super bar reducer.
  Role #2 - juggle.

...however, there's also Strikers that have Triple roles! This can be tricky...
_______
Example :

  Kasumi's Striker has a triple role. What she does when you call her is, she
  comes in with a jumping CD, then taunts (lowers enemy's super bar). If the
  opponent touches her in the beginning of her taunt, she will catch and throw
  them into an unbreakable fall. By the way, you can hit an opponent that's in
  the middle of an unbreakable fall by using the jumping CD.
  Role #1 - hits with a jumping CD.
  Role #2 - super bar reducer when not hitting opponent.
  Role #3 - unbreakable fall juggle.

Experiment with your Striker and see which style you need. Additionally, it is
often a good idea to learn to use how to use the character that you've picked
as your own personal Striker; just in case you accidentally picked the wrong
fight order. Yes...that happens.
__________________
Special Properties :

  Close air counter            - Hits opponents that try to jump in when close.
  Combo setup                  - Opens the enemy for a combo opportunity.
  Decrease Super Bar           - Decreases enemy's Super Bar.
  Far air counter              - Hits opponents that try to jump in when far.
  Increase Super Bar           - Increases the character's Super Bar.
  Juggles                      - Hits the enemy into the air, enabling you to
                                 add some damage.
  Pressure move                - Forces the enemy to the defensive.
  Prevent opponent approaching - Forces the enemy to hang back.


-------------------------------------------------------------------------------
COMBINATION ATTACKS
-------------------------------------------------------------------------------

Combination Attacks, AKA Combos, determine how skilled a player is. Depending
on the character, it can range from 2-hit (Bao) to 102-hit (Xiangfei). Most
combos take advantage of Command Attacks, an attack that can be activated by
pressing a directional and an attack button.

The basic execution of a combo is :

  normal attack + special move

But with a feature introduced in KOF '97, the command attack, it can now be :

  normal attack + command attack + special move

Note that when you use a command attack in a combo, it loses its special
characteristics.
_______
Example :

  Xiangfei's combo is Crouch A, f + A, A Nanpa. The f + A part of the combo,
  if used individually, is an overhead. But since it is used in a combo here,
  the opponent can still block low and not get hit.

Ops, one thing I forgot to tell you--all command attack properties will
disappear except for 'Hits low' and 'Guard Break'. These two properties are
Bao's and Choi's, respectively.

Yet...with another feature that started in KOF '99, the Counter Mode, you
can now perform :

  slide attack + special move

and :

  slide attack + command attack + special move

and another one :

  normal / slide attack + special move + desperation move

yes, another one :

  normal / slide attack + command attack + special move + desperation move

Note that this feature is only in Counter Mode!

Another additional note...combos may look flashy and they take heaps if they 
connect. See that if in the previous statement? That...is a very, very big if,
especially when your opponent is good at blocking. Not that you shouldn't
learn combos, it's just that you need to be good at making sure they
connect.

There is only one purpose for combos; they are to make sure your enemy dies
before you do. You can overuse it if you want, but don't forget that your
opponent can do combos too.


-------------------------------------------------------------------------------
BLOCKED COMBOS
-------------------------------------------------------------------------------

If your combos are blocked, what do you do? Complete it, although it's blocked,
or stop right there?

From my experience, if your opponent has a stock and is near a corner, he'll
probably wait until the command attack part of the combo, then Guard Counter.

If your character's combo has a safe ending, it should be okay to finish the
combo. Well, sometimes.  I'll show you two examples.
_________
Example 1 : K'

  K's combo is: C, f + A, Iron Trigger. When this combo is blocked, people
  often Slide right after f + A connects, Therefore exposing K' to danger
  from his lagging Iron Trigger. These kinds of combos are good if your
  opponent doesn't have a stock.
_________
Example 2 : Blue Mary

  Mary's combo is: C, b + A, B Straight Slicer. When this combo is blocked,
  there's a 50% chance that your opponent won't block low. If they don't,
  they'll get hit by the Straight Slicer, and Mary can connect it with a Crab
  Clutch. If they do block, Mary will already recover from her move, and the
  opponent can't combo you back. But, characters with command throws can throw
  you at the end of the Straight Slicer so be careful.

But, this excludes characters that have unblockable moves, since they can
just do a move / DM when you do something wrong. Yet, it's generally better not
to continue the combo if you want to play safe.


-------------------------------------------------------------------------------
RULES
-------------------------------------------------------------------------------

1. THE CHARACTER SELECT--------------------------------------------------------

Here is the character select screen.

   -------------------------------------------------------------------------
  |               -------------------------------------------               |
  | -----------  |    K'    |  Maxima  | Benimaru |  Shingo  |  ----------- |
  ||           | |---------- ---------- ---------- ----------| |           ||
  ||  1P SIDE  | |  Terry   |   Andy   |    Joe   |    Mai   | |  2P SIDE  ||
  || CHARACTER | |---------- ---------- ---------- ----------| | CHARACTER ||
  ||    PIC    | |   Ryo    |  Robert  |   Yuri   |  Takuma  | |    PIC    ||
  ||           | |---------- --------------------- ----------| |           ||
  ||           | |  Kyo-1   |    ROULETTE BOX     |   Kyo-2  | |           ||
  | -----------  |---------- --------------------- ----------|  ----------- |
  |              |   Kyo    |                     |   Iori   |              |
  |CHARACTER NAME|---------- --------------------- ----------|CHARACTER NAME|
  |              |  Leona   |   Ralf   |   Clark  |   Whip   |              |
  | ----- -----  |---------- ---------- ---------- ----------|  ----- ----- |
  ||  1  |  2  | |  Athena  |  Kensou  |   Chin   |    Bao   | |  1  |  2  ||
  ||     |     | |---------- ---------- ---------- ----------| |     |     ||
  | ----- -----  |   King   |   Mary   |  Kasumi  | Xiangfei |  ----- ----- |
  ||  3  |  4  | |---------- ---------- ---------- ----------| |  3  |  4  ||
  ||     |     | |   Kim    |  Chang   |   Choi   |   Jhun   | |     |     ||
  | ----- -----   -------------------------------------------   ----- ----- |
  |                                                                         |
   -------------------------------------------------------------------------


In the King of Fighters '99, 3 people duke it out in a method of elimination to
determine a winner of a match. One more character, as Striker, can assist the
fighter in their own way.

Pick your desired character from a character select screen including 7 teams
and 4 single entries. That's 30 characters, and 2 hidden characters total.

Roulette picks a random character for each match. Sort of. In KOF '99, who you
get will be randomized for each character each day. Get that? No? I'll explain.
_______
Example :

  I pick Kyo, Mary, Clark, one Roulette. If you play that whole day on that
  machine with that team, you'll notice that the same selection of characters
  that will show up in the Roulette is the same. This can be utilized
  sometimes...


2. THE ORDER SELECT------------------------------------------------------------

Here is the Order Select Screen.

   -------------------------------------------------------------------------
  |                 __________                   ___________                |
  | ____A__________/          |                 |           \_________A____ |
  ||__________________________|    O R D E R    |__________________________||
  |                 __________                   ___________                |
  | ____B__________/          |   S E L E C T   |           \_________B____ |
  ||__________________________|                 |__________________________||
  |                ___________                   ___________                |
  | ____C_________/           |                 |           \_________C____ |
  ||__________________________|                 |__________________________||
  |                ___________      T I M E      ___________                |
  | ____D_________/           |                 |           \_________D____ |
  ||__________________________|       ---       |__________________________||
  |                                                                         |
  |                                                                         |
  |      S E L E C T                                       S E L E C T      |
  |   ? ? ?   P L A Y E R !                         ? ? ?   P L A Y E R !   |
  |  ------ ------ ------ ------               ------ ------ ------ ------  |
  | |  1   |  2   |  3   |  4   |             |   4  |   3  |   2  |   1  | |
  | |      |      |      |      |             |      |      |      |      | |
  |  ------ ------ ------ ------               ------ ------ ------ ------  |
   -------------------------------------------------------------------------


After selecting the characters, you have to determine who will fight and who
will be the striker. Press the corresponding button to select the order, the
last person will be the striker.
_______
Example :

  I pick Bao first, K' second, Blue Mary third, and Leona fourth at the
  character select screen.
  Then the order select screen appears.
  If I want to pick K' to fight first, I have to press B. If I want Leona, I
  press D, and so on.

So, A = first character, B = second character, C = third character, D = fourth
character that you want to pick.
You can see which character you've selected, like in previous installments of
KOF. To reveal them, hold START when selecting the order. Not after, okay?


3. THE MATCH-------------------------------------------------------------------

Here is the fight screen.

   -------------------------------------------------------------------------
  | ----____________________________ ----- ____________________________---- |
  ||   |____________________________|     |____________________________|   ||
  ||_____|______ _ _                 -----                 _ _ ______|_____||
  | |___|_______|_|_|                                     |_|_|_______|___| |
  |0 K'                                                           XIANGFEI 0|
  |0 BENIMARU                                                       KASUMI 0|
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |                                                                         |
  |  ----- ___ ___ ___                                   ___ ___ ___ -----  |
  | |     |   |   |   |                                 |   |   |   |     | |
  | |_____|___|___|___|                                 |___|___|___|_____| |
   -------------------------------------------------------------------------


Each match (Round 1) starts with :
>>  Timer at 60 seconds.
>>  Full energy bar for both players.
>>  Empty Super Bar for both players.
>>  3 Striker Block for both players.

Each round (Round 2 - 5) starts with :
>>  Timer at 60 seconds.
>>  Full energy bar for the defeated player.
    Restored energy bar for the winning player.
>>  Empty Super Bar for the defeated player.
    Last round's Super Bar for the winning player.
>>  + 1 Striker Block for the defeated player.
    Last round's Striker Block for the winning player.


4. DRAW GAME-------------------------------------------------------------------

A Draw Game occurs when :
>>  Both players knock each other out.
>>  Both players have the same amount of energy when the time is out.

What will happen next is :
>>  If both players still have a fighter remaining, then :
    a new round featuring their next fighters will commence.
>>  If one player has no fighters remaining, then :
    the other player (that has a fighter remaining) wins.
>>  If both players have no fighters remaining, then :
    the game will go into a Final Round.

The Draw Game Final Round starts with :
>>  Timer at 60 seconds.
>>  50% energy bar for both players.
>>  Last round's Super Bar for both players.
>>  Last round's Striker Block for both players.

When another Draw Game occur at the Final Round, both players lose their
credits and the continue screen will pop up.




===============================================================================
* CHAPTER 03 : STORY
===============================================================================

-------------------------------------------------------------------------------
THE STORY SO FAR
-------------------------------------------------------------------------------

Kyo Kusanagi, the 4-year champion of the King of Fighters tournament, managed
to defeat the dreaded god Orochi in the year 1997 with the help of his rival,
Iori Yagami. He has defeated Rugal in 1994 and 1995, and Goenitz, the Orochi
warrior in 1996. Yet, he is nowhere to be found after his "victory"...


-------------------------------------------------------------------------------
IN 1999...
-------------------------------------------------------------------------------

Invitations were sent to fighters around the world. However, there were no
media attention to be seen. A new rule for KOF was revealed : the Striker
Match. The fighters were in no doubt surprised at this...which leads to another
question begging to be answered: who is behind this year's King of Fighters
tournament?





===============================================================================
* CHAPTER 04 : THE TEAMS
===============================================================================

-------------------------------------------------------------------------------
JAPAN TEAM
-------------------------------------------------------------------------------

The Japan Team has been known to produce many hard-hitters every year (they
never changed their lineup, really...), and this year is no exception. If
you're looking for characters that can function well in almost any situation
and take a healthy chunk of energy before they go, you might be interested in
checking them out.

KOF'94 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'95 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'96 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'97 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'98 Members : Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
KOF'99 Members : K', Maxima, Benimaru Nikaido, Shingo Yabuki

KOF'94 Theme : ESAKA
KOF'95 Theme : FUNKY ESAKA
KOF'96 Theme : ESAKA?
KOF'97 Theme : ESAKA FOREVER (Kyo Kusanagi only)
KOF'98 Theme : ESAKA?, ESAKA (Kyo Kusanagi only)
KOF'99 Theme : KD-0079



K'-----------------------------------------------------------------------------
-------------------------------------------------------------------------------

"Now, the finish. Get up, fool!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : B
Usage             : B
Striker           : D
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : *****  -  A  -  Excellent
Reach              : ****   -  B  -  Far
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ****   -  B  -  High
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : ***    -  C  -  Normal
Striker            : **     -  D  -  Not Useful

Popularity         : ***    -  C  -  Average
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Sport Pile
>>  When close - b / f + C

Knee Strike
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

One Inch
>>  f + A
>>  Overhead.
    Knockdown.
    Can be cancelled into a special move.

Knee Assault
>>  f + B
>>  Overhead.
    Can be cancelled into a Minute Spike.


SPECIAL MOVES------------------------------------------------------------------

Iron Trigger
>>  qcf + P
>>  Negates 1-hit projectiles.
    Can be followed with Second Shoot or Second Shell.

/Second Shoot
>>  After Iron Trigger - f + B

/Second Shell
>>  After Iron Trigger - f + D
>>  Negates 1-hit projectiles.
    Juggles.

Crow Bite
>>  f, d, df + P
>>  Evades all normal attacks and specials (A).
    Can be followed with Crow Bite follow-up (C).

/Crow Bite follow-up
>>  After C Crow Bite - f + K
>>  Overhead.

Minute Spike
>>  qcb + K
>>  Can be done in the air.

Blackout
>>  qcf + K
>>  Half screen (B).
    Full screen (D).
    Evades normal attacks and projectiles (D).
    

DESPERATION MOVES--------------------------------------------------------------

Chain Drive
>>  qcf, hcb + P
>>  The sunglasses that K' throws can negate any 1-hit projectile.

Heat Drive
>>  qcf, qcf + P, hold P to charge move
>>  Unblockable when fully charged. (C)


STRIKER------------------------------------------------------------------------

"Narrow Spike"
>>  When enemy is on the ground, K' will do a slide kick then a taunt.
    Role #1 - Hits low.
    Role #2 - Juggles.
>>  When enemy is in the air, K' will do a A Crow Bite.
    Role #1 - Close air counter.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS >

>>  Stand A, Stand A
>>  Stand A, Stand A, f.d.df + A
>>  Stand A, Crouch A
>>  Stand A, Crouch A, f.d.df + A
>>  Stand A, Stand B
>>  Stand A, Stand B, f.d.df + A
>>  Stand A, Crouch B
>>  Stand A, Crouch B, f.d.df + A

>>  Stand A, Stand C (1), f + A
>>  Stand A, Stand C (1), f + A, qcb + K
>>  Stand A, Stand C (1), f + A, qcf x 2 + P
>>  Stand A, Stand C (2)
>>  Stand A, Stand C (2), qcb + K
>>  Stand A, Stand C (2), qcf x 2 + P

>>  Stand A, Stand A, Stand A
>>  Stand A, Stand A, Stand B
>>  Stand A, Crouch A, Stand A
>>  Stand A, Crouch A, Stand B
>>  Stand A, Stand B, Stand A
>>  Stand A, Stand B, Stand B
>>  Stand A, Crouch B, Stand A
>>  Stand A, Crouch B, Stand B


< CROUCH A COMBOS >

>>  Crouch A, Stand A
>>  Crouch A, Stand A, f.d.df + A
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, f.d.df + A
>>  Crouch A, Stand B
>>  Crouch A, Stand B, f.d.df + A
>>  Crouch A, Crouch B
>>  Crouch A, Crouch B, f.d.df + A

>>  Crouch A, Stand A, Stand A
>>  Crouch A, Stand A, Stand B
>>  Crouch A, Crouch A, Stand A
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Stand B, Stand A
>>  Crouch A, Stand B, Stand B
>>  Crouch A, Crouch B, Stand A
>>  Crouch A, Crouch B, Stand B


< STAND B COMBOS >

>>  Stand B, Stand A
>>  Stand B, Stand A, f.d.df + A
>>  Stand B, Crouch A
>>  Stand B, Crouch A, f.d.df + A
>>  Stand B, Stand B
>>  Stand B, Stand B, f.d.df + A
>>  Stand B, Crouch B
>>  Stand B, Crouch B, f.d.df + A

>>  Stand B, Stand A, Stand A
>>  Stand B, Stand A, Stand B
>>  Stand B, Crouch A, Stand A
>>  Stand B, Crouch A, Stand B
>>  Stand B, Stand B, Stand A
>>  Stand B, Stand B, Stand B
>>  Stand B, Crouch B, Stand A
>>  Stand B, Crouch B, Stand B


< CROUCH B COMBOS >

>>  Crouch B, Stand A
>>  Crouch B, Stand A, f.d.df + A
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, f.d.df + A
>>  Crouch B, Stand B
>>  Crouch B, Stand B, f.d.df + A
>>  Crouch B, Crouch B
>>  Crouch B, Crouch B, f.d.df + A

>>  Crouch B, Stand A, Stand A
>>  Crouch B, Stand A, Stand B
>>  Crouch B, Crouch A, Stand A
>>  Crouch B, Crouch A, Stand B
>>  Crouch B, Stand B, Stand A
>>  Crouch B, Stand B, Stand B
>>  Crouch B, Crouch B, Stand A
>>  Crouch B, Crouch B, Stand B


< STAND C COMBOS >

>>  Stand C (1), f + A
>>  Stand C (1), f + A, qcf + P
>>  Stand C (1), f + A, f.d.df + P
>>  Stand C (1), f + A, f.d.df + C, f + K
>>  Stand C (1), f + A, qcb + K
>>  Stand C (1), f + A, qcf x 2 + P
>>  Stand C (1), qcf + P
>>  Stand C (1), qcf + P, f + B
>>  Stand C (1), qcf + P, f + D
>>  Stand C (1), qcf + P, f + D, Jump CD
>>  Stand C (1), qcf + P, f + D, qcb + K
>>  Stand C (1), qcf + P, f + D, f.d.df + C, f + K

>>  Stand C (2), f + A
>>  Stand C (2), f + A, qcb + K
>>  Stand C (2), f + A, qcf x 2 + P
>>  Stand C (2), qcf + P, f + D
>>  Stand C (2), f.d.df + P
>>  Stand C (2), f.d.df + C, f + K
>>  Stand C (2), qcb + K
>>  Stand C (2), qcf x 2 + P


< STAND D COMBOS >

>>  Stand D, f + A
>>  Stand D, f + A, qcb + K
>>  Stand D, f + A, qcf x 2 + P
>>  Stand D, qcf + P
>>  Stand D, f.d.df + P
>>  Stand D, f.d.df + C, f + K
>>  Stand D, qcb + K
>>  Stand D, qcf x 2 + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Slide Attack, f + A, qcb + K                               
>>  Overlap D, Stand A, Stand C (1), f + A, qcb + K            
>>  Overlap D, Stand C, f + A, qcf x 2 + P
>>  Jump D, Stand C, f + A, qcf + Q, f + D, qcf x 2 + P        <   CORNER   >

>>  Striker : Andy
    Call Striker, [qcf + A, f + D], [repeat 10x], qcb + K      
                                                               <   CORNER   >
                                                               <    100%    >

>>  Striker : Robert
    Call Striker, Stand C (1), qcf + A, f + B,
    [qcf + A, f + D], [repeat], [repeat], [repeat], [repeat],  <   CORNER   >
    qcf x 2 + P                                                <    100%    >

>>  Striker : Yuri
    Call Striker, qcf + D, qcf + A (no hit), f + D,            <   CORNER   >
    qcf x 2 + P

>>  Striker : Clark
    Call Striker, qcf + A, f + D, qcf + A (no hit), f + D,     <   CORNER   >
    qcf x 2 + P

>>  Striker : King
    Call Striker, qcf x2 + P, qcf x 2 + P                      <   CORNER   >
                                                               <    100%    >

>>  Striker : Kasumi
    Jump C, Stand C (1), [qcf + A, f + D], Call Striker,       <   CORNER   >
    [repeat], [repeat], Call Striker, [repeat], [repeat],      <    100%    >
    qcf x 2 + P

>>  Striker : Iori
    Call Striker, dp + A, C Throw, D Throw                     <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ore hitori de jubun da."

Vs. Krizalid (2nd form)
>>  "Katta tsukete yaruze..."

Taunt
>>  "Namen ja ne zo temee..."

Recovery Roll
>>  "Yaruzame ga."

During Iron Trigger
>>  "Tch."

During Crow Bite
>>  "Hya!"

During Minute Spike
>>  "Shyadaaa!"

During Heat Drive
>>  "Owari ni suruze."

Win Pose B
>>  "Anta ja yakubusuku daze."

Win Pose C
>>  "Doitsuko itsumo."


INFO---------------------------------------------------------------------------

Playing As
>>  K' is extremely agile and can be extremely annoying if he hop kicks all
    the time. Making effective use of his DM and combos is a necessity: that's
    how most matches involving K' can be won.

Playing Against
>>  The lag of his attacks are K's undoing. With characters that have good
    and lengthy combos or fast DMs, K' can be easily beaten. Yet, when he does
    his Heat Drive from far away, there are only three things you can do :
    stand your ground and Slide, throw a projectile, or just small jump D / CD.

Playing Against Krizalid (2nd Form)
>>  The jumping CD is great for hitting him while he does the tornado kick
    thingy. If you've got a stock and he's doing that thing all the time, you
    can try to do the Chain Drive right when the tornado disappears. He'll
    never block it.



MAXIMA-------------------------------------------------------------------------
-------------------------------------------------------------------------------

"I read your moves like the funny papers!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : C
Speed             : D
Usage             : B
Striker           : D
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : **     -  D  -  Near
Speed              : *      -  E  -  Very Slow
Jump Height        : *      -  A  -  Low

Combos             : **     -  D  -  Low
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : *      -  E  -  Useless

Popularity         : **     -  D  -  Not Popular
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Dynamite Drop
>>  When close - b / f + C

Choking Vise
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Mongolian
>>  f + A
>>  Overhead.

M9 Type Maxima Missile (--)
>>  df + C


SPECIAL MOVES------------------------------------------------------------------

M-4 Type Vapour Cannon
>>  qcb + P
>>  Autoguard (1).

System 1 : Maxima Scramble
>>  qcf + A
>>  Can be followed with Double Bomber.

/Double Bomber
>>  After System 1 : Maxima Scramble - qcf + A
>>  Can be followed with Bulldog Press.

//Bulldog Press
>>  After Double Bomber - qcf + A

System 2 : Maxima Scramble
>>  qcf + C
>>  Can be followed with Skull Crash.

/Skull Crash
>>  After System 2 : Maxima Scramble - qcf + C
>>  Can be followed with Centon Press.

//Centon Press
>>  After Skull Crash - f + K
>>  Overhead.

M-11 Type Dangerous Arch
>>  hcf + K
>>  Command throw.


DESPERATION MOVES--------------------------------------------------------------

Bunker Buster
>>  qcf, hcb + P
>>  Half-screen (A)
    Full-screen (C).
    SDM version has autoguard.
    SDM version has 'earthquake' property.

Maxima Revenger
>>  When close - hcb, hcb + K
>>  Unblockable.


STRIKER------------------------------------------------------------------------

"Maxima Garrote"
>>  Maxima jumps near the opponent and performs a repeated Bulldog Press.
    Role #1 - Hits low airborne opponent.
    Role #2 - Combo setup.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS >

>>  Stand A, qcf + A
>>  Stand A, qcf + A, qcf + A
>>  Stand A, qcf + A, qcf + A, qcf + A
>>  Stand A, qcf + C
>>  Stand A, qcf + C, qcf + C
>>  Stand A, qcf + C, qcf + C, f + K
>>  Stand A, hcf + K
>>  Stand A, hcb x 2 + K


< CROUCH A COMBOS >

>>  Crouch A, qcf + A
>>  Crouch A, qcf + A, qcf + A
>>  Crouch A, qcf + A, qcf + A, qcf + A
>>  Crouch A, qcf + C
>>  Crouch A, qcf + C, qcf + C
>>  Crouch A, qcf + C, qcf + C, f + K
>>  Crouch A, hcf + K
>>  Crouch A, hcb x 2 + K

>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, qcf + A
>>  Crouch A, Crouch A, qcf + A, qcf + A
>>  Crouch A, Crouch A, qcf + A, qcf + A, qcf + A
>>  Crouch A, Crouch A, qcf + C
>>  Crouch A, Crouch A, qcf + C, qcf + C
>>  Crouch A, Crouch A, qcf + C, qcf + C, f + D


< STAND B COMBOS >

>>  Stand B, qcf + A
>>  Stand B, qcf + A, qcf + A
>>  Stand B, qcf + A, qcf + A, qcf + A
>>  Stand B, qcf + C
>>  Stand B, qcf + C, qcf + C
>>  Stand B, qcf + C, qcf + C, f + K
>>  Stand B, hcf + K
>>  Stand B, hcb x 2 + K


< CROUCH B COMBOS >

>>  Crouch B, qcf + A
>>  Crouch B, qcf + A, qcf + A
>>  Crouch B, qcf + A, qcf + A, qcf + A
>>  Crouch B, qcf + C
>>  Crouch B, qcf + C, qcf + C
>>  Crouch B, qcf + C, qcf + C, f + K
>>  Crouch B, hcf + K
>>  Crouch B, hcb x 2 + K

>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, qcf + A
>>  Crouch B, Crouch A, qcf + A, qcf + A
>>  Crouch B, Crouch A, qcf + A, qcf + A, qcf + A
>>  Crouch B, Crouch A, qcf + C
>>  Crouch B, Crouch A, qcf + C, qcf + C
>>  Crouch B, Crouch A, qcf + C, qcf + C, f + D


< STAND C COMBOS >

>>  Stand C (1), df + C
>>  Stand C (1), df + C, qcb + A
>>  Stand C (1), df + C, qcf + A
>>  Stand C (1), df + C, qcf + A, qcf + A
>>  Stand C (1), df + C, qcf + A, qcf + A, qcf + A
>>  Stand C (1), df + C, qcf + C
>>  Stand C (1), df + C, qcf + C, qcf + C
>>  Stand C (1), df + C, qcf + C, qcf + C, f + K
>>  Stand C (1), df + C, hcf + K
>>  Stand C (1), df + C, hcb x 2 + K

>>  Stand C (1), qcb + A
>>  Stand C (1), qcf + A
>>  Stand C (1), qcf + A, qcf + A
>>  Stand C (1), qcf + A, qcf + A, qcf + A
>>  Stand C (1), qcf + C
>>  Stand C (1), qcf + C, qcf + C
>>  Stand C (1), qcf + C, qcf + C, f + D
>>  Stand C (1), hcf + K
>>  Stand C (1), hcb x 2 + K

>>  Stand C (2), df + C
>>  Stand C (2), qcb + A
>>  Stand C (2), qcf + A
>>  Stand C (2), qcf + A, qcf + A
>>  Stand C (2), qcf + A, qcf + A, qcf + A
>>  Stand C (2), qcf + C
>>  Stand C (2), qcf + C, qcf + C
>>  Stand C (2), qcf + C, qcf + C, f + K
>>  Stand C (2), hcf + K
>>  Stand C (2), hcb x 2 + K


< CROUCH C COMBOS >

>>  Crouch C, df + C
>>  Crouch C, qcb + A
>>  Crouch C, qcf + A
>>  Crouch C, qcf + A, qcf + A
>>  Crouch C, qcf + A, qcf + A, qcf + A
>>  Crouch C, qcf + C
>>  Crouch C, qcf + C, qcf + C
>>  Crouch C, qcf + C, qcf + C, f + K
>>  Crouch C, hcf + K
>>  Crouch C, hcb x 2 + K


< STAND D COMBOS >

>>  Stand D, df + C
>>  Stand D, qcb + A
>>  Stand D, qcf + A
>>  Stand D, qcf + A, qcf + A
>>  Stand D, qcf + A, qcf + A, qcf + A
>>  Stand D, qcf + C
>>  Stand D, qcf + C, qcf + C
>>  Stand D, qcf + C, qcf + C, f + K
>>  Stand D, hcf + K
>>  Stand D, hcb x 2 + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Overlap C, Stand C (1), df + C, qcb + A
>>  Overlap C, Stand C (1), df + C, hcb x 2 + P

>>  Striker : Ralf
    Call Striker, Stand C, Stand C (1), df + C, qcb + A,       
    qcf.hcb + A                                                <   CORNER   >

>>  Striker : Iori
    Call Striker, qcf + C, qcf + P, hcb x 2 + P                <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Yoku mieruze."


INFO---------------------------------------------------------------------------

Playing As
>>

Playing Against
>>

Playing Against Krizalid (2nd Form)
>>



BENIMARU NIKAIDO---------------------------------------------------------------
-------------------------------------------------------------------------------

"Watch me now. A flower's life is short."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : B
Speed             : B
Usage             : A
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : *****  -  A  -  Very Fast
Jump Height        : *****  -  A  -  High

Combos             : **     -  D  -  Low
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : **     -  D  -  Easy
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : *      -  E  -  Useless

Popularity         : ****   -  B  -  Popular
Overall            : *****  -  A  -  Excellent


THROWS-------------------------------------------------------------------------

Catch and Shoot
>>  When close - b / f + C

Front Suplex
>>  When close - b / f + D

Spinning Knee Drop
>>  When close in the air - any dir. except u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Jackknife Kick
>>  f + B
>>  Overhead.
    Evades several low attacks.
    Can be cancelled into a special move.

Flying Drill
>>   In the air - d + D


SPECIAL MOVES------------------------------------------------------------------

Iai-geri
>>  qcf + K
>>  Can be followed with Handou Sandan Geri.

/Handou Sandan Geri
>>  After Iai-geri - d, u + K

Shinkuu Katategoma
>>  qcb + P

Raijin Ken
>>  qcf + P

Kuuchuu Raijin Ken
>>  In the air - qcf + P


DESPERATION MOVES--------------------------------------------------------------

Raikou Ken
>>  qcf, qcf + A

Gen'ei Hurricane
>>  qcf, qcf + K
>>  Evades 1-hit strong normal attack and specials.


STRIKER------------------------------------------------------------------------

"Elec-Trigger"
>>  Benimaru jumps near the opponent and performs his '97 / '98 Elec-trigger.
    Role #1 - Hits low airborne opponents.
    Role #2 - Combo setup.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ------------------------------------------------------------

>>  Stand A, qcf + K
>>  Stand A, qcf + K, d.u + K
>>  Stand A, qcf x 2 + A (DM)

>>  Stand A, Stand A
>>  Stand A, Stand A, qcf + K
>>  Stand A, Stand A, qcf x 2 + A (DM)
>>  Stand A, Crouch A
>>  Stand A, Crouch A, qcf + K
>>  Stand A, Crouch A, qcf x 2 + A (DM)
>>  Stand A, Stand B
>>  Stand A, Stand B, qcf + K
>>  Stand A, Stand B, qcf x 2 + A (DM)
>>  Stand A, Crouch B
>>  Stand A, Crouch B, qcf + K
>>  Stand A, Crouch B, qcf x 2 + A (DM)

>>  Stand A, Stand A, Stand B
>>  Stand A, Stand A, Crouch B
>>  Stand A, Stand A, Crouch B, qcf x 2 + A (DM)
>>  Stand A, Crouch A, Stand B
>>  Stand A, Crouch A, Crouch B
>>  Stand A, Crouch A, Crouch B, qcf x 2 + A (DM)
>>  Stand A, Stand B, Stand B
>>  Stand A, Stand B, Crouch B
>>  Stand A, Stand B, Crouch B, qcf x 2 + A (DM)
>>  Stand A, Crouch B, Stand A
>>  Stand A, Crouch B, Stand A, qcf x 2 + A

>>  Stand A, Stand A, Crouch B, Stand B
>>  Stand A, Crouch A, Crouch B, Stand B
>>  Stand A, Stand B, Crouch B, Stand B
>>  Stand A, Crouch B, Stand A, Stand B
>>  Stand A, Crouch B, Crouch B, Stand B


< CROUCH A COMBOS > -----------------------------------------------------------

>>  Crouch A, qcf + K
>>  Crouch A, qcf + K, d.u + K
>>  Crouch A, qcf x 2 + A (DM)

>>  Crouch A, Stand A
>>  Crouch A, Stand A, qcf + K
>>  Crouch A, Stand A, qcf x 2 + A (DM)
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, qcf + K
>>  Crouch A, Crouch A, qcf x 2 + A (DM)
>>  Crouch A, Stand B
>>  Crouch A, Stand B, qcf + K
>>  Crouch A, Stand B, qcf x 2 + A (DM)
>>  Crouch A, Crouch B
>>  Crouch A, Crouch B, qcf + K
>>  Crouch A, Crouch B, qcf x 2 + A (DM)

>>  Crouch A, Stand C
>>  Crouch A, Stand C, qcb + P (CORNER)
>>  Crouch A, Stand C, qcf x 2 + A

>>  Crouch A, Stand A, Stand B
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Stand B, Stand B
>>  Crouch A, Crouch B, Stand B


< STAND B COMBOS > ------------------------------------------------------------

>>  Stand B, qcf + K
>>  Stand B, qcf + K, d.u + K
>>  Stand B, qcf x 2 + A (DM)

>>  Stand B, Stand A
>>  Stand B, Stand A, qcf + K
>>  Stand B, Stand A, qcf x 2 + A (DM)
>>  Stand B, Crouch A
>>  Stand B, Crouch A, qcf + K
>>  Stand B, Crouch A, qcf x 2 + A (DM)
>>  Stand B, Stand B
>>  Stand B, Stand B, qcf + K
>>  Stand B, Stand B, qcf x 2 + A (DM)
>>  Stand B, Crouch B
>>  Stand B, Crouch B, qcf + K
>>  Stand B, Crouch B, qcf x 2 + A (DM)

>>  Stand B, Stand A, Stand B
>>  Stand B, Crouch A, Stand B
>>  Stand B, Stand B, Stand B
>>  Stand B, Crouch B, Stand B


< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, qcf + K
>>  Crouch B, qcf + K, d.u + K
>>  Crouch B, qcf x 2 + A (DM)

>>  Crouch B, Stand A
>>  Crouch B, Stand A, qcf + K
>>  Crouch B, Stand A, qcf x 2 + A (DM)
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, qcf + K
>>  Crouch B, Crouch A, qcf x 2 + A (DM)
>>  Crouch B, Stand B
>>  Crouch B, Stand B, qcf + K
>>  Crouch B, Stand B, qcf x 2 + A (DM)
>>  Crouch B, Crouch B
>>  Crouch B, Crouch B, qcf + K
>>  Crouch B, Crouch B, qcf x 2 + A (DM)

>>  Crouch B, Stand A, Stand B
>>  Crouch B, Stand A, Crouch B
>>  Crouch B, Stand A, Crouch B, qcf x 2 + A (DM)
>>  Crouch B, Crouch A, Crouch B
>>  Crouch B, Crouch A, Crouch B, qcf x 2 + A (DM)
>>  Crouch B, Stand B, Crouch B
>>  Crouch B, Stand B, Crouch B, qcf x 2 + A (DM)
>>  Crouch B, Crouch B, Crouch B
>>  Crouch B, Crouch B, Crouch B, qcf x 2 + A (DM)

>>  Crouch B, Stand A, Crouch B, Stand B
>>  Crouch B, Crouch A, Crouch B, Stand B
>>  Crouch B, Stand B, Crouch B, Stand B
>>  Crouch B, Crouch B, Stand A, Stand B
>>  Crouch B, Crouch B, Crouch B, Stand B


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, qcf + K
>>  Stand C, qcb + P
>>  Stand C, qcf + A
>>  Stand C, qcf x 2 + A


< CROUCH C COMBOS > -----------------------------------------------------------

>>  Crouch C, qcf + K
>>  Crouch C, qcb + P
>>  Crouch C, qcf + A
>>  Crouch C, qcf x 2 + A


< STAND D COMBOS > ------------------------------------------------------------

>>  Stand D, qcf + K
>>  Stand D, qcb + P
>>  Stand D, qcf + A
>>  Stand D, qcf x 2 + A


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K           
                                                               <   CORNER   >
>>  Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K           
                                                               <   CORNER   >

>>  Overlap D, Crouch A, Stand D, qcf + A, qcf x 2 + K         
>>  Overlap D, Crouch B, qcf + K, d.u + P
>>  Overlap D, Crouch C, qcb + C
>>  Overlap D, Crouch C, qcb + C, qcf x 2 + K                  


>>  Striker : Robert
>>  Call Striker, Crouch A, Stand D, qcf + A, jump d + K,      <   CORNER   >
    qcf x 2 + A
>>  Call Striker, Crouch A, Stand D, qcf + A, Jump d + K,      
    qcf + C, qcf x 2 + C                                       <   CORNER   >

>>  Striker : Clark
    Call Striker, qcf + C, qcf x 2 + P                         
                                                               <  CORNER 2 >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Hajimeyo ka?"

Introductory Pose B
>>  "Kakugo wa dekitakana."

Vs. Kyo Kusanagi
>>  "Jo, yarou ka?"

Taunt
>>  "Yare, yare."

Recovery Roll
>>  "Phew."

Defeat
>>  "Fuwaaaaa!!"

During Gen'ei Hurricane
>>  "Kimatta na!"

Win Pose A
>>  "Thank you."

Win Pose B
>>  "Understand?"


INFO---------------------------------------------------------------------------

Playing As
>>  Jumping a lot is a must with Benimaru. His kicks are fast and very
    annoying. Since he's extremely agile in this sense, it's only logical to
    do hit and run with him.

Playing Against
>>  It's hard to beat what you can't touch, but it is possible. Characters with
    fast recovery time, air counters and counters are the top of the list. Just
    make sure you don't try to chase Benimaru after he does a combo, because
    chances are that you'll get hit by a DM afterwards.

Playing Against Krizalid (2nd Form)
>>  Since his combos do not take much of Krizalid's energy, you'll just have to
    be extremely good at running away. Make sure you do some hurt to Krizalid,
    then run away. Repeat.



SHINGO YABUKI------------------------------------------------------------------
-------------------------------------------------------------------------------

"I just get tougher! Kyo, I'm coming for you!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : B
Usage             : B
Striker           : B
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ****   -  B  -  High
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : **     -  D  -  Easy
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ***    -  C  -  Average

Popularity         : **     -  D  -  Not Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Hatsugane
>>  When close - b / f + C

Issetsu Seoi Nage Fukanzen
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Ge Shiki : Goufu Kakkodake
>>  f + B
>>  Can be cancelled into a special move (2).


SPECIAL MOVES------------------------------------------------------------------

114 Shiki : Ara Gami Mikansei
>>  qcf + A
>>  Evades several normal attacks.

115 Shiki : Doku Gami Mikansei
>>  qcf + C
>>  Evades several normal attacks.

100 Shiki : Oni Yaki Mikansei
>>  f, d, df + P

212 Shiki : Kototsuki You Mikansei
>>  hcb + K
>>  Overhead (2).
    Evades several low attacks.

Shingo Kick
>>  hcf + K
>>  Evades 1-hit normal attack and specials.
    Evades several low attacks.

101 Shiki : Oboroguruma Mikansei
>>  b, d, db + K
>>  Press K to perform the third hit.
    Overhead (3).

Shingo Kinsei Ore Shiki : Nie Togi
>>  When close - f, d, df + K
>>  Unblockable (1).
    Juggles when opponent is standing (3).


DESPERATION MOVES--------------------------------------------------------------

Ge Shiki : Kake Hourin
>>  qcf, qcf + P, press P to hit earlier
>>  Juggles when counter.

Burning Shingo
>>  qcf, hcb + P
>>  Evades 1-hit strong normal attack and projectiles.


STRIKER------------------------------------------------------------------------

"Yacchate Kudasai!"
>>  Shingo runs in and goes for the enemy's legs, temporarily immobilizing
    them.
    Role #1 - Prevent people running in.
    Role #2 - Combo set-up.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ------------------------------------------------------------

>>  Stand A, f + B (2)
>>  Stand A, f + B (2), qcf + C
>>  Stand A, f + B (2), hcb + D
>>  Stand A, f.d.df + P
>>  Stand A, hcb + D
>>  Stand A, f.d.df + K
>>  Stand A, f.d.df + K, f.d.df + P
>>  Stand A, f.d.df + K, b.d.db + K
>>  Stand A, b.d.db + K

>>  Stand A, Stand A
>>  Stand A, Stand A, f.d.df + P
>>  Stand A, Stand A, hcb + D
>>  Stand A, Stand A, b.d.db + K
>>  Stand A, Crouch A
>>  Stand A, Crouch A, f.d.df + P
>>  Stand A, Crouch A, hcb + D
>>  Stand A, Crouch A, b.d.db + K
>>  Stand A, Stand B
>>  Stand A, Stand B, f.d.df + P
>>  Stand A, Stand B, hcb + D
>>  Stand A, Stand B, b.d.db + K
>>  Stand A, Crouch B
>>  Stand A, Crouch B, f.d.df + P
>>  Stand A, Crouch B, hcb + D
>>  Stand A, Crouch B, b.d.db + K

>>  Stand A, Stand A, Stand A
>>  Stand A, Stand A, Stand A, hcb + D
>>  Stand A, Stand A, Stand A, b.d.db + K
>>  Stand A, Stand A, Crouch B
>>  Stand A, Stand A, Crouch B, hcb + D
>>  Stand A, Stand A, Crouch B, b.d.db + K
>>  Stand A, Crouch A, Stand A
>>  Stand A, Crouch A, Stand A. hcb + D
>>  Stand A, Crouch A, Stand A, b.d.db + K
>>  Stand A, Crouch A, Stand B
>>  Stand A, Crouch A, Stand B, hcb + D
>>  Stand A, Crouch A, Stand B, b.d.db + K
>>  Stand A, Crouch A, Crouch B
>>  Stand A, Crouch A, Crouch B, hcb + D
>>  Stand A, Crouch A, Crouch B, b.d.db + K
>>  Stand A, Stand B, Stand A
>>  Stand A, Stand B, Stand A, hcb + D
>>  Stand A, Stand B, Stand A, b.d.db + K
>>  Stand A, Crouch B, Stand A
>>  Stand A, Crouch B, Stand A, hcb + D
>>  Stand A, Crouch B, Stand A, b.d.db + K


< CROUCH A COMBOS > -----------------------------------------------------------

>>  Crouch A, f + B (2)
>>  Crouch A, f + B (2), qcf + C
>>  Crouch A, f + B (2), hcb + D
>>  Crouch A, f.d.df + P
>>  Crouch A, hcb + D
>>  Crouch A, f.d.df + K
>>  Crouch A, f.d.df + K, f.d.df + P
>>  Crouch A, f.d.df + K, b.d.db + K

>>  Crouch A, Stand A
>>  Crouch A, Stand A, f.d.df + P
>>  Crouch A, Stand A, hcb + D
>>  Crouch A, Stand A, b.d.db + K
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, f.d.df + P
>>  Crouch A, Crouch A, hcb + D
>>  Crouch A, Crouch A, b.d.db + K
>>  Crouch A, Stand B
>>  Crouch A, Stand B, f.d.df + P
>>  Crouch A, Stand B, hcb + D
>>  Crouch A, Stand B, b.d.db + K
>>  Crouch A, Crouch B
>>  Crouch A, Crouch B, f.d.df + P
>>  Crouch A, Crouch B, hcb + D
>>  Crouch A, Crouch B, b.d.db + K

>>  Crouch A, Stand A, Stand A
>>  Crouch A, Stand A, Stand A, hcb + D
>>  Crouch A, Stand A, Stand A, b.d.db + K
>>  Crouch A, Stand A, Crouch B
>>  Crouch A, Stand A, Crouch B, hcb + D
>>  Crouch A, Stand A, Crouch B, b.d.db + K
>>  Crouch A, Crouch A, Stand A
>>  Crouch A, Crouch A, Stand A. hcb + D
>>  Crouch A, Crouch A, Stand A, b.d.db + K
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Crouch A, Stand B, hcb + D
>>  Crouch A, Crouch A, Stand B, b.d.db + K
>>  Crouch A, Crouch A, Crouch B
>>  Crouch A, Crouch A, Crouch B, hcb + D
>>  Crouch A, Crouch A, Crouch B, b.d.db + K
>>  Crouch A, Stand B, Stand A
>>  Crouch A, Stand B, Stand A, hcb + D
>>  Crouch A, Stand B, Stand A, b.d.db + K
>>  Crouch A, Crouch B, Stand A
>>  Crouch A, Crouch B, Stand A, hcb + D
>>  Crouch A, Crouch B, Stand A, b.d.db + K


< STAND B COMBOS > ------------------------------------------------------------

>>  Stand B, f + B (2)
>>  Stand B, f + B (2), qcf + C
>>  Stand B, f + B (2), hcb + D
>>  Stand B, f.d.df + P
>>  Stand B, hcb + D
>>  Stand B, f.d.df + K
>>  Stand B, f.d.df + K, f.d.df + P
>>  Stand B, f.d.df + K, b.d.db + K

>>  Stand B, Stand A
>>  Stand B, Stand A, f.d.df + P
>>  Stand B, Stand A, hcb + D
>>  Stand B, Stand A, b.d.db + K
>>  Stand B, Crouch A
>>  Stand B, Crouch A, f.d.df + P
>>  Stand B, Crouch A, hcb + D
>>  Stand B, Crouch A, b.d.db + K
>>  Stand B, Stand B
>>  Stand B, Stand B, f.d.df + P
>>  Stand B, Stand B, hcb + D
>>  Stand B, Stand B, b.d.db + K
>>  Stand B, Crouch B
>>  Stand B, Crouch B, f.d.df + P
>>  Stand B, Crouch B, hcb + D
>>  Stand B, Crouch B, b.d.db + K

>>  Stand B, Stand A, Stand A
>>  Stand B, Stand A, Stand A, hcb + D
>>  Stand B, Stand A, Stand A, b.d.db + K
>>  Stand B, Stand A, Crouch B
>>  Stand B, Stand A, Crouch B, hcb + D
>>  Stand B, Stand A, Crouch B, b.d.db + K
>>  Stand B, Crouch A, Stand A
>>  Stand B, Crouch A, Stand A. hcb + D
>>  Stand B, Crouch A, Stand A, b.d.db + K
>>  Stand B, Crouch A, Stand B
>>  Stand B, Crouch A, Stand B, hcb + D
>>  Stand B, Crouch A, Stand B, b.d.db + K
>>  Stand B, Crouch A, Crouch B
>>  Stand B, Crouch A, Crouch B, hcb + D
>>  Stand B, Crouch A, Crouch B, b.d.db + K
>>  Stand B, Stand B, Stand A
>>  Stand B, Stand B, Stand A, hcb + D
>>  Stand B, Stand B, Stand A, b.d.db + K
>>  Stand B, Crouch B, Stand A
>>  Stand B, Crouch B, Stand A, hcb + D
>>  Stand B, Crouch B, Stand A, b.d.db + K


< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, f + B (2)
>>  Crouch B, f + B (2), qcf + C
>>  Crouch B, f + B (2), hcb + D
>>  Crouch B, f.d.df + P
>>  Crouch B, hcb + D
>>  Crouch B, f.d.df + K
>>  Crouch B, f.d.df + K, f.d.df + P
>>  Crouch B, f.d.df + K, b.d.db + K

>>  Crouch B, Stand A
>>  Crouch B, Stand A, f.d.df + P
>>  Crouch B, Stand A, hcb + D
>>  Crouch B, Stand A, b.d.db + K
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, f.d.df + P
>>  Crouch B, Crouch A, hcb + D
>>  Crouch B, Crouch A, b.d.db + K
>>  Crouch B, Stand B
>>  Crouch B, Stand B, f.d.df + P
>>  Crouch B, Stand B, hcb + D
>>  Crouch B, Stand B, b.d.db + K
>>  Crouch B, Crouch B
>>  Crouch B, Crouch B, f.d.df + P
>>  Crouch B, Crouch B, hcb + D
>>  Crouch B, Crouch B, b.d.db + K

>>  Crouch B, Stand A, Stand A
>>  Crouch B, Stand A, Stand A, hcb + D
>>  Crouch B, Stand A, Stand A, b.d.db + K
>>  Crouch B, Stand A, Crouch B
>>  Crouch B, Stand A, Crouch B, hcb + D
>>  Crouch B, Stand A, Crouch B, b.d.db + K
>>  Crouch B, Crouch A, Stand A
>>  Crouch B, Crouch A, Stand A. hcb + D
>>  Crouch B, Crouch A, Stand A, b.d.db + K
>>  Crouch B, Crouch A, Stand B
>>  Crouch B, Crouch A, Stand B, hcb + D
>>  Crouch B, Crouch A, Stand B, b.d.db + K
>>  Crouch B, Crouch A, Crouch B
>>  Crouch B, Crouch A, Crouch B, hcb + D
>>  Crouch B, Crouch A, Crouch B, b.d.db + K
>>  Crouch B, Stand B, Stand A
>>  Crouch B, Stand B, Stand A, hcb + D
>>  Crouch B, Stand B, Stand A, b.d.db + K
>>  Crouch B, Crouch B, Stand A
>>  Crouch B, Crouch B, Stand A, hcb + D
>>  Crouch B, Crouch B, Stand A, b.d.db + K

>>  Crouch B, Stand C
>>  Crouch B, Stand C, qcf + A
>>  Crouch B, Stand C, qcf + C
>>  Crouch B, Stand C, hcb + D
>>  Crouch B, Stand C, qcf x 2 + P


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, f + B (1)
>>  Stand C, f + B (1), qcf + C
>>  Stand C, f + B (1), hcb + D
>>  Stand C, qcf + A
>>  Stand C, qcf + C
>>  Stand C, f.d.df + P
>>  Stand C, hcb + K
>>  Stand C, f.d.df + K, qcf + A
>>  Stand C, f.d.df + K, f.d.df + P
>>  Stand C, f.d.df + K, b.d.db + K
>>  Stand C, b.d.db + K
>>  Stand C, qcb.hcf + P
>>  Stand C, qcf x 2 + P


< CROUCH C COMBOS > -----------------------------------------------------------

>>  Crouch C, f + B (1)
>>  Crouch C, f + B (1), qcf + C
>>  Crouch C, f + B (1), hcb + D
>>  Crouch C, qcf + A
>>  Crouch C, qcf + C
>>  Crouch C, f.d.df + P
>>  Crouch C, hcb + K
>>  Crouch C, f.d.df + K, qcf + A
>>  Crouch C, f.d.df + K, f.d.df + P
>>  Crouch C, f.d.df + K, b.d.db + K
>>  Crouch C, b.d.db + K
>>  Crouch C, qcb.hcf + P
>>  Crouch C, qcf x 2 + P


< STAND D COMBOS > ------------------------------------------------------------

>>  Stand D, f + B (1)
>>  Stand D, f + B (1), qcf + C
>>  Stand D, f + B (1), hcb + D
>>  Stand D, qcf + A
>>  Stand D, qcf + C
>>  Stand D, f.d.df + P
>>  Stand D, hcb + K
>>  Stand D, f.d.df + K, qcf + A
>>  Stand D, f.d.df + K, f.d.df + P
>>  Stand D, f.d.df + K, b.d.db + K
>>  Stand D, b.d.db + K
>>  Stand D, qcb.hcf + P
>>  Stand D, qcf x 2 + P


< COMMAND ATTACK COMBOS > -----------------------------------------------------

>>  f + B (1), qcf + C
>>  f + B (1), hcb + D
>>  f + B (1), b.d.db + K
>>  f + B (2), qcf + C
>>  f + B (2), hcb + D
>>  f + B (2), b.d.db + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Crouch C, qcb.hcf + P
>>  Jump D, Stand C, qcf + A, qcf x 2 + P, Stand A             
                                                               <   CORNER   >
>>  Jump D, Stand C, f.d.df + K, b.d.db + K.K                  <   CORNER   >

>>  Overlap B, Crouch B, Crouch A, hcb + D
>>  Overlap B, Crouch B, Stand C, qcf + C
>>  Overlap D, Crouch B, f + B, qcf + C
>>  Overlap D, Stand C, qcf + A, qcf x 2 + P                   
>>  Overlap D, Stand C, f.d.df + K (2), qcf x 2 + P,           
    b.d.db + K                                                 <  CORNER 2  >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ichi, ni, san, shi. Shingo, ichi matte. Ikimasu!"

Introductory Pose B
>>  "Kotoshi wa editoshi wa nai ze, Shingo!"

Vs. Kasumi
>>  "???"

Vs. Kyo Kusanagi
>>  "Kusanagi-san!!!"

Taunt
>>  "Gwaah! Nakuttane anta? ...? "

Recovery Roll
>>  "Otto!"

Striker
>>  "Totsu geki! Yachatte kudasai!"

During Ara Gami
>>  "Body ga amai ze!"

During Doku Gami
>>  "Kurae!"

During Oni Yaki
>>  "Oriya!"

During Shingo Kinsei Ore Shiki Katogi
>>  "Et, at, dokkan!"

During Shingo Kick
>>  "Shiiingo Kiiiku!"

During Kake Hourin
>>  "Bakkin! Oriya!"

During Burning Shingo
>>  "Bakkin! Moerou, Shingo!"

Win Pose A
>>  "Eeto... Memo, memo! Oke!"

Win Pose B
>>  "Yosh! Yarimashita yo, Kusanagi-san!"

Win Pose C
>>  "Ore no kachi da!!"


INFO---------------------------------------------------------------------------

Playing As
>>  Shingo is basically another version of the Kyo clones; but, the difference
    lies in having no flames, quicker attacks and higher priority. His Oni Yaki
    Mikansei is one of the best at countering, and he has sufficient combos to
    be damaging. Another interesting fact is that his jumping attacks are more
    similar to Terry's. His Crouch C is better than Kyo's. His DMs are way too
    slow for individual use, but put them in combos and you'll be fine.

Playing Against
>>  Unfortunately, Shingo does have his shortcomings. Keep on presuring him and
    you'll be fine.

Playing Against Krizalid (2nd Form)
>>  Keep on doing Ara Gami Mikansei until you're out of range, then Jump D and
    combo. Repeat.





-------------------------------------------------------------------------------
Fatal Fury Team
-------------------------------------------------------------------------------

The Fatal Fury Team's damage ratio is increased considerably this year. Every
one of them has got at least one extra move added, not to mention less lag
times. Their strong attack priorities can catch anybody by surprise almost all
the time. If you rely on DMs and combos, they should be right for you.

KOF'94 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'95 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'96 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'97 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'98 Members : Terry Bogard, Andy Bogard, Joe Higashi
KOF'99 Members : Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui

KOF'94 Theme : ???
KOF'95 Theme : ???
KOF'96 Theme : ???
KOF'97 Theme : ???
KOF'98 Theme : ???
KOF'99 Theme : 176th Street



TERRY BOGARD-------------------------------------------------------------------
-------------------------------------------------------------------------------

"This's what makes a legend!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : B
Speed             : C
Usage             : B
Striker           : B
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ****   -  B  -  High
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : *      -  E  -  Very Easy
Vs. Challenge      : ****   -  B  -  Hard
Striker            : ****   -  B  -  Useful

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Grasping Upper
>>  When close - b / f + C

Buster Throw
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Overhead Tackle
>>  f + A
>>  Evades several normal attacks.
    Overhead.
    Can be cancelled into a special move.

Rising Upper
>>  df + C
>>  Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Burn Knuckle
>>  qcb + P
>>  Evades several aerial and low attacks.

Power Wave
>>  qcf + A

Round Wave
>>  qcf + C
>>  Hits low.

Rising Tackle
>>  Charge d, u + P
>>  Has autoguard (1).

Crack Shoot
>>  qcb + K
>>  Evades low attacks.

Power Charge
>>  hcf + K
>>  Can be followed with Power Dunk.

/Power Dunk
>>  After Power Charge - f, d, df + K

Power Drive
>>  f, d, df + P

Power Shoot
>>  f, d, df + K
>>  Overhead (2).


DESPERATION MOVES--------------------------------------------------------------

Power Geyser
>>  qcb, db, f + P
>>  Evades several normal attacks.

High Angle Geyser
>>  qcf, qcf + K
>>  Evades low attacks.


STRIKER------------------------------------------------------------------------

"Dunk Geyser"
>>  Runs in and performs his DM Power Geyser if the opponent is in the air.
    Role #1 - Far air counter.
    Role #2 - Juggles.
>>  Runs in and performs his DM High Angle Geyser if he hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Hits opponent on the floor.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ----------------------------------------------------------

>>  Stand A, d.u + P
>>  Stand A, qcb + B
>>  Stand A, f.d.df + P
>>  Stand A, f.d.df + K

>>  Stand A, Stand A
>>  Stand A, Stand A, df + C
>>  Stand A, Stand A, df + C, hcf + B
>>  Stand A, Stand A, df + C, hcf + B, f.d.df + K
>>  Stand A, Stand A, df + C, qcb.db.f + P
>>  Stand A, Stand A, qcb + B
>>  Stand A, Crouch A
>>  Stand A, Crouch A, df + C
>>  Stand A, Crouch A, df + C, hcf + B
>>  Stand A, Crouch A, df + C, hcf + B, f.d.df + K
>>  Stand A, Crouch A, df + C, qcb.db.f + P
>>  Stand A, Crouch A, qcb + B
>>  Stand A, Stand B
>>  Stand A, Stand B, df + C
>>  Stand A, Stand B, df + C, hcf + B
>>  Stand A, Stand B, df + C, hcf + B, f.d.df + K
>>  Stand A, Stand B, df + C, qcb.db.f + P
>>  Stand A, Crouch B
>>  Stand A, Crouch B, df + C
>>  Stand A, Crouch B, df + C, hcf + B
>>  Stand A, Crouch B, df + C, hcf + B, f.d.df + K
>>  Stand A, Crouch B, df + C, qcb.db.f + P
>>  Stand A, Crouch B, qcb + B

>>  Stand A, Stand A, Crouch A
>>  Stand A, Crouch A, Stand B
>>  Stand A, Crouch B, Stand A
>>  Stand A, Crouch B, Crouch A
>>  Stand A, Crouch B, Stand B
>>  Stand A, Crouch B, Crouch B

>>  Stand A, Crouch B, Stand A, Stand B
>>  Stand A, Crouch B, Crouch A, Stand B
>>  Stand A, Crouch B, Stand B
>>  Stand A, Crouch B, Crouch B


< CROUCH A COMBOS > ---------------------------------------------------------

>>  Crouch A, df + C, qcf + A
>>  Crouch A, df + C, qcb + A
>>  Crouch A, df + C, qcb + B
>>  Crouch A, df + C, hcf + B, f.d.df + K
>>  Crouch A, df + C, qcb.db.f + P
>>  Crouch A, df + C, qcf x 2 + K

>>  Crouch A, d.u + P
>>  Crouch A, f.d.df + P
>>  Crouch A, f.d.df + K


< CROUCH B COMBOS > ---------------------------------------------------------

>>  Crouch B, Crouch A, df + C
>>  Crouch B, Crouch A, df + C, hcf + B
>>  Crouch B, Crouch A, df + C, hcf + B, f.d.df + K
>>  Crouch B, Crouch A, df + C, qcb.db.f + P
>>  Crouch B, Crouch A, d.u + P
>>  Crouch B, Crouch A, f.d.df + P
>>  Crouch B, Crouch A, f.d.df + K


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C (1), f + A
>>  Stand C (1), f + A, hcf + K
>>  Stand C (1), f + A, hcf + K, f.d.df + K
>>  Stand C (1), f + A, qcb.db.f + P
>>  Stand C (1), f + A, qcf x 2 + K

>>  Stand C (1), df + C
>>  Stand C (1), df + C, qcb + A
>>  Stand C (1), df + C, hcf + K
>>  Stand C (1), df + C, hcf + K, f.d.df + K
>>  Stand C (1), df + C, qcb.db.f + P

>>  Stand C (1), qcb + A
>>  Stand C (1), qcf + A
>>  Stand C (1), d.u + P
>>  Stand C (1), qcb + K
>>  Stand C (1), hcf + K
>>  Stand C (1), hcf + K, f.d.df + K
>>  Stand C (1), qcb.db.f + P
>>  Stand C (1), qcf x 2 + K

>>  Stand C (2), f + A
>>  Stand C (2), f + A, hcf + K
>>  Stand C (2), f + A, hcf + K, f.d.df + K
>>  Stand C (2), f + A, qcb.db.f + P

>>  Stand C (2), df + C
>>  Stand C (2), df + C, hcf + K
>>  Stand C (2), df + C, hcf + K, f.d.df + K
>>  Stand C (2), df + C, qcb.db.f + P

>>  Stand C (2), qcb + A
>>  Stand C (2), qcf + A
>>  Stand C (2), qcb + K
>>  Stand C (2), hcf + K
>>  Stand C (2), hcf + K, f.d.df + K
>>  Stand C (2), qcb.db.f + P
>>  Stand C (2), qcf x 2 + K


< STAND D COMBOS > ----------------------------------------------------------

>>  Stand D, f + A
>>  Stand D, f + A, qcb + A
>>  Stand D, f + A, qcb + K
>>  Stand D, f + A, hcf + K
>>  Stand D, f + A, hcf + K, f.d.df + K
>>  Stand D, f + A, qcb.db.f + P

>>  Stand D, df + C
>>  Stand D, df + C, qcb + A
>>  Stand D, df + C, hcf + K
>>  Stand D, df + C, hcf + K, f.d.df + K
>>  Stand D, df + C, qcb.db.f + P

>>  Stand D, qcb + A
>>  Stand D, qcf + A
>>  Stand D, qcb + B
>>  Stand D, hcf + K
>>  Stand D, hcf + K, f.d.df + K
>>  Stand D, f.d.df + P
>>  Stand D, f.d.df + K
>>  Stand D, qcb.db.f + P
>>  Stand D, qcf x 2 + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump C, Stand D, df + C, hcf + K, d.u + C                  <   CORNER   >
>>  Jump CD, hcf + K, d.u + C                                  <  COUNTER!  >
                                                               <   CORNER   >

>>  Overlap D, Crouch B, Crouch B, Crouch B, df + C, hcf + K,
    f.d.df + K
>>  Overlap D, Stand C (2), f + A, qcb + A

>>  Overlap D, Crouch B, Crouch A, f.d.df + P (1),             
    qcf x 2 + K                                                <  CORNER 2  >

>>  Striker : Robert
    Call Striker, Stand C, qcb + B, Stand D, df + C, qcf + A,  
    qcf x 2 + K                                                <   CORNER   >

>>  Striker : Ralf
    Call Striker, Stand C, Jump D, Stand C, f + A,             <   CORNER   >
    qcb.db.f + P

>>  Striker : King
    Call Striker, Crouch C, hcf + K, Armor Mode,               <   CORNER   >
    [Slide Attack], [repeat x 7], d.u + C                      <    100%    >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Ha!"

Vs. Andy Bogard, Joe Higashi
>>  "Get ready!"

Recovery Roll
>>  "Fu!"

During High Angle Geyser
>>  "Oh my shit! Geyser!

Win Pose A
>>  "All right!"

Win Pose B
>>  "Good luck!"


INFO---------------------------------------------------------------------------

Playing As
>>  Terry's jump attacks have a lot of priority, which then allows you to pull
    out combos. Just remember to charge up for the Rising Tackle after you've
    pulled out a combo, in preparation for the enemy's attack. His CD is pretty
    useful in the way that he's invulnerable to low attacks, so try to
    psych-out with it.

Playing Against
>>  Whatever you do, evade aerial confrontations. Because, when he knows you're
    gonna jump he can just do a Power Geyser. Try not to Slide a lot, and
    jumping when you're very close to him is a no-no. Counters can discourage
    his attacks.

Playing Against Krizalid (2nd Form)
>>  



ANDY BOGARD--------------------------------------------------------------------
-------------------------------------------------------------------------------

"You're tough, but I transcend tough!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : B
Usage             : C
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : ****   -  B  -  Fast
Jump Height        : ***    -  C  -  Normal

Combos             : ****   -  B  -  High
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ***    -  C  -  Average

Popularity         : ***    -  C  -  Average
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Gourin Kai
>>  When close - b / f + C

Kakaekomi Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Uwa Agito
>>  f + B
>>  Overhead.
    Can be cancelled into a Gen'ei Shiranui.

Age Omote
>>  df + A
>>  Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Zan Ei Ken
>>  db, f + P
>>  Can be followed with Gadan Kou.

/Shippuu Ou Ken
>>  After Zan Ei Ken - f + P

Hishou Ken
>>  qcb + A

Geki Hishou Ken
>>  qcb + C

Shouryuu Dan
>>  f, d, df + P
>>  Knockdown.

Kuuha Dan
>>  hcf + K
>>  Evades several aerial and low attacks.

Gen'ei Shiranui
>>  In the air - qcf + K
>>  Can be followed with Gen'ei Shiranui Shimo Agito or Gen'ei Shiranui Uwa
    Agito.

/Gen'ei Shiranui Shimo Agito
>>  After Gen'ei Shiranui - P

/Gen'ei Shiranui Uwa Agito
>>  After Gen'ei Shiranui - K
>>  Overhead.

Gekiheki Haisui Shou
>>  When close - hcf + P
>>  Unblockable.
    Juggles.


DESPERATION MOVES--------------------------------------------------------------

Zan Ei Ryuusei Ken
>>  qcb, hcf + P
>>  Evades several low attacks.

Chou Reppa Dan
>>  qcb, hcf + K
>>  Evades several aerial and low attacks.


STRIKER------------------------------------------------------------------------

"Shippuu Zan Ei Ken"
>>  Andy performs a Zan'ei Ken and taunts if the opponent is hit.
    Role #1 - Prevent people running in / Far air counter.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, df + A, qcb + A

>>  Stand C (2), hcf + P, df + A, Jump C, qcf + K (air), P / K
>>  Stand C (2), hcf + P, df + A, Jump D
>>  Stand C (2), hcf + P, hcf + B

>>  Crouch C, qcb.db.f + P


ADVANCED COMBOS----------------------------------------------------------------

>>  CD Counter, qcb.hcf + K                                    <   CORNER   >

>>  Jump D, Stand C (1), hcf + C (2), qcb.hcf + P              
                                                               <   CORNER   >
>>  Jump D, Stand C (1), hcf + C, df + A (1), qcb.hcf + K      <   CORNER   >

>>  Overlap A, Crouch A, Stand C, db.f + C, f + P
>>  Overlap A, Crouch B, Crouch A, df + A (1), db.f + P,       
    qcb.hcf + P
>>  Overlap C, Crouch B, Crouch A, df + A (1), qcb.hcf + P

>>  Striker : Robert
    Call Striker, Crouch C, db.f + C, Stand C (1), qcb + C,    
    qcb.hcf + P                                                <   CORNER   >

>>  Striker : Mai
    Jump D, Stand C (1), hcf + C, Call Striker, f.d.df + C     <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Hmph."

During Hishou Ryuusei Ken
>>  "Haa...retsu!"

Win Pose A
>>  "Yosh!"

Win Pose C
>>  "Haa..."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



JOE HIGASHI--------------------------------------------------------------------
-------------------------------------------------------------------------------

"A song comes to mind. Heard of the 'loser blues'?"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > ----------------------------------------------------

Attack Power      : C
Reach             : B
Speed             : B
Usage             : C
Striker           : C
Overall           : D

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : **     -  D  -  Easy
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ***    -  C  -  Average

Popularity         : **     -  D  -  Not Popular
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Hiza Jigoku
>>  When close - b / f + C, tap P repeatedly

Leg Throw
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Low Kick
>>  f + B
>>  Hits low.
    Can be cancelled into a special move.

Sliding
>>  df + B
>>  Hits low.


SPECIAL MOVES------------------------------------------------------------------

Hurricane Upper
>>  hcf + P
>>  A version has one projectile, C version has two projectiles.

Slash Kick
>>  hcf + K
>>  Evades several low attacks.

Tiger Kick
>>  f, d, df + K

Ougon no Kakato
>>  qcb + K
>>  Evades several low attacks.

Bakuretsu Ken
>>  Tap P repeatedly
>>  Can be followed with Bakuretsu Ken Finish.

/Bakuretsu Finish
>>  After Bakuretsu Ken - hcf + P
>>  Overhead (A).


DESPERATION MOVES--------------------------------------------------------------

Screw Upper
>>  qcf, qcf + P

Shijou Saikyou no Low Kick
>>  qcf, qcf + K, hold K to delay
>>  Hits low.

Bakuretsu Hurricane Tiger Kakato
>>  qcf, hcb + P
>>  Evades 1-hit normal attack.


STRIKER------------------------------------------------------------------------

"Ora Ora Bakuretsu Ken"
>>  Joe jumps in and performs a Bakuretsu Ken, then taunts.
    Role #1 - Prevent people running in.
    Role #2 - Combo set-up.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, Tap A repeatedly, hcf + C
>>  Crouch B, Crouch A, f.d.df + K

>>  Stand C, f + B, hcf + K
>>  Stand C, f + B, qcb + B
>>  Stand C, f + B, qcf.hcf + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Stand C, f + B, qcb + B                            <   CORNER   >
>>  Jump D, Crouch A, Tap P repeatedly, hcf + C, Stand A       <   CORNER   >

>>  Overlap D, Crouch B, Crouch B, Crouch A, qcf x 2 + P
>>  Overlap D, Crouch B, Crouch B, Crouch A, qcf.hcb + P

>>  Striker : Robert
    Call Striker, Stand C, f + B, hcf + A, qcf x 2 + K         <   CORNER   >

>>  Striker : King
    Call Striker, qcb + D, qcb + D, f.d.df + D                 <   CORNER   >


QUOTES-------------------------------------------------------------------------

Recovery Roll
>>  "Otto!"

During Bakuretsu Finish
>>  "Kurae!"

During Ougon no Kakato
>>  "Ora ora!"

During Screw Upper (SDM)
>>  "Ototoi...kiagare!"

During Bakuretsu Hurricane Tiger Kakato
>>  "Ora ora! Oshaa!"

Win Pose A
>>  "Yoshaa!"

Win Pose B
>>  "Mou ikkai yattemiru ka?"

Win Pose C
>>  "Yosha! Ahahahahaha!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



MAI SHIRANUI-------------------------------------------------------------------
-------------------------------------------------------------------------------

"Were you too easy, you ask? You were too weak to be 'easy'!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : B
Usage             : B
Striker           : C
Overall           : A

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : ****   -  B  -  Fast
Jump Height        : *****  -  A  -  High

Combos             : ****   -  B  -  High
Mastery Challenge  : *****  -  A  -  Very Hard
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ****   -  B  -  Hard
Striker            : ***    -  D  -  Low

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Shiranui Gourin
>>  When close - b / f + C

Fuusha Kuzushi
>>  When close - b / f + D

Yume Zakura
>>  When close in the air - any direction except u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Koukaku no Mai
>>  df + B
>>  Can be cancelled into a special move (1).

Kokuen no Mai
>>  f + B
>>  Overhead.
    Evades several low attacks.
    Can be cancelled into a special move.

Tairin Fuusha Otoshi
>>  In the air - d + A

Ukihane
>>  In the air - d + B
    After Musasabi no Mai (Chijou) - d + K

Yusuraume
>>  In the air - d + P
    After Musasabi no Mai (Chijou) - d + P


SPECIAL MOVES------------------------------------------------------------------

Kachou Sen
>>  qcf + P

Sachi Yodori
>>  qcb + K

Ryuu Enbu
>>  qcb + P
>>  Evades several normal attacks.

Hissatsu Shinobi Bachi
>>  hcf + K
>>  Evades several aerial and low attacks.

Musasabi no Mai (Kuuchuu)
>>  In the air - qcb + P
    After Musasabi no Mai (Chijou) - qcb + P

Musasabi no Mai (Chijou)
>>  Charge d, u + P
>>  Can be followed with Ukihane, Yusuraume, Musasabi no Mai (Kuuchuu), or
    Tohana Kitsubute

Tohana Kitsubute
>>  After Musasabi no Mai (Chijou) - qcb + K


DESPERATION MOVES--------------------------------------------------------------

Chou Hissatsu Shinobi Bachi
>>  qcb, hcf + P
>>  Evades several normal attacks.

Mizutori no Mai
>>  qcf, qcf + P

Houou no Mai
>>  qcb, qcb + P


STRIKER------------------------------------------------------------------------

"Sakura Fubuki"
>>  Mai runs in and taunts if she doesn't hit the opponent, filling the Super
    Bar.
    Role #1 - Increase Super Bar.
>>  Mai runs in and performs her Real Bout DM if she hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  f + B, Crouch C, qcf + C
>>  f + B, Crouch C, qcb + P
>>  f + B, Crouch C, hcf + B
>>  f + B, Crouch C, qcb.hcf + K

>>  Crouch C, df + B (1), qcf + C
>>  Crouch C, df + B (1), qcb + P
>>  Crouch C, df + B (1), qcb + K, qcb + P


ADVANCED COMBOS----------------------------------------------------------------

>>  f + B, Stand C, df + B (1), qcf x 2 + P                    <   CORNER   >

>>  Jump D, Stand C, df + B (1), qcb + B, qcb + C
>>  Jump D, Stand C, df + B (1), qcb + C, qcb.hcf + P          
                                                               <   CORNER   >

>>  Overlap D, Crouch B, Stand B, df + B (1), qcb.hcf + K

>>  Striker : Robert
    Call Striker, Crouch C, df + B (1), qcb + C, qcb x 2 + P,  
    qcb + P, qcb.hcf + K                                       <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Shiranui Mai, mairimasu!"

Introductory Pose B
>>  "Kakattekinasai!"

Vs. Andy Bogard
>>  "Papa... Papa... Ohohohohoho!"

Taunt
>>  "Hora, ganbatte!"

Striker (when not hit)
>>  "Hora, ganbatte!"

Striker (when hit)
>>  "Choooo!"

Defeat
>>  "Andy!"

During Sachi Yodori
>>  "Hai!"

During Mizutori No Mai
>>  "Hitotsu, futatsu, mittsu!"

Win Pose A
>>  "Yo, Nippon ichi!"

Win Pose B
>>  "Yo, Nippon ichi!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  





-------------------------------------------------------------------------------
KYOKUGENRYUU TEAM
-------------------------------------------------------------------------------

The Kyokugenryuu Team has been retouched, not into a stronger team, but into a
more balanced team. The priority and strength of their normal moves are
devastating. When you need raw power, this is the team to go.

KOF'94 Theme : ???
KOF'95 Theme : RYUUKO TO KEN
KOF'96 Theme : ???
KOF'97 Theme : None.
KOF'98 Theme : Art Of Fight
KOF'99 Theme : RYU-KO

KOF'94 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'95 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'96 Members : Ryo Sakazaki, Robert Garcia, Takuma Sakazaki
KOF'97 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki
KOF'98 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki
KOF'99 Members : Ryo Sakazaki, Robert Garcia, Yuri Sakazaki, Takuma Sakazaki


RYO SAKAZAKI-------------------------------------------------------------------
-------------------------------------------------------------------------------

"Dis Kyokugenryuu, will you? Now savor the pain it brings!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : D
Speed             : C
Usage             : B
Striker           : D
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : *****  -  A  -  Excellent
SP Power           : *****  -  A  -  Excellent
Reach              : *      -  E  -  Very Near
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : *      -  E  -  Very Easy
Vs. Challenge      : *****  -  C  -  Normal
Striker            : ****   -  B  -  Useful

Popularity         : ***    -  C  -  Average
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Tani Otoshi
>>  When close - b / f + C

Tomoe Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Hyouchuu Wari
>>  f + A
>>  Overhead.

Joudan Uke
>>  f + B
>>  Does no damage.
    'Parries' several high attacks.

Gedan Uke
>>  df + B
>>  Does no damage.
    'Parries' several low attacks.


SPECIAL MOVES------------------------------------------------------------------

Ko Ou Ken
>>  qcf + P

Ko Hou
>>  f, d, df + P

Hien Shippuu Kyaku
>>  hcb + K
>>  Evades several normal attacks.

Zan Retsu Ken
>>  f, b, f + P
>>  Has autoguard (1).

Mouko Raijin Setsu
>>  qcf + K
>>  Evades several low attacks.
    Overhead.
    Knockdown.

Ko Hou Shippuu Ken
>>  qcb + P
    Has autoguard (1).


DESPERATION MOVES--------------------------------------------------------------

Haou Shou Kou Ken
>>  f, hcf + P

Ryuuko Ranbu
>>  qcf, hcb + P
>>  Evades several normal attacks.
    Evades 1-hit normal attack when SDM.

Tenchi Haou Ken
>>  qcf, qcf + P
>>  Evades several normal attacks.
    Evades 1-hit normal attack, specials, and projectiles (SDM).
    Negates 1-hit projectiles.
    Takes half energy when counter (DM).
    Takes full energy when counter (SDM).


STRIKER------------------------------------------------------------------------

"Kuuchuu Ko Ou Ken"
>>  Ryo jumps in and performs a mid-air Ko Ou Ken.
    Role #1 - Prevent people jumping.
    Role #2 - Combo setup.
>>  Hits opponent on the ground.
    When it hits the opponent on the ground, you can follow it up with a throw
    or command throw.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f.d.df + A
>>  Crouch B, Crouch A, hcb + B
>>  Crouch B, Crouch C, qcf + A
>>  Crouch B, Crouch C, hcb + K
>>  Crouch B, Crouch C, qcf x 2 + P

>>  Stand C, qcf + P
>>  Stand C, hcb + D
>>  Stand C, f.b.f + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Slide Attack, Stand A, hcb + B

>>  qcb + P, qcf x 2 + P                                       
                                                               <   CORNER   >

>>  Overlap D, Crouch B, Crouch B, Crouch C, hcb + D
>>  Overlap D, Crouch B, Crouch B, Crouch B, Stand A, hcb + B
>>  Overlap D, Crouch C, dp + A, qcf x 2 + P                   

>>  Striker : Robert
    Call Striker, Jump C, Stand C, f.hcf + P

>>  Striker : King
    Call Striker, Crouch C, df + B, Armor Mode,                <   CORNER   >
    [Slide Attack], [repeat x 9], hcb + D


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Ora, ora!"

Vs. Robert Garcia
>>  "Ora, ora!"

Vs. Yuri Sakazaki
>>  "Osh!"

Taunt
>>  "Ora, ora!"

Defeat
>>  "Kuso..."

During Ko Hou
>>  "Oriya!"

During Ko Hou Senpuu Ken
>>  "Oriya!"

During Ryuuko Ranbu
>>  "Kyokugenryuu Ougi! Ora, ora, ora! Morata!"

During Tenchi Haou Ken
>>  "Ichigeki...hissatsu!"

Win Pose A
>>  "Ho!"

Win Pose B
>>  "Haa..."

Win Pose C
>>  "Yosh!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



ROBERT GARCIA------------------------------------------------------------------
-------------------------------------------------------------------------------

"If they love winners, I am freakin' irresistable!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : B
Speed             : C
Usage             : D
Striker           : C
Overall           : D

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ****   -  B  -  Far
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : **     -  D  -  Easy
Striker            : ***    -  C  -  Average

Popularity         : *      -  E  -  Very Unpopular
Overall            : **     -  D  -  Bad


THROWS-------------------------------------------------------------------------

Ryuuchou Kyaku
>>  When close - b / f + C

Kubikiri Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Hien Ryuujin Kyaku
>>  In the air - df + K

Kouryuu Koukyaku Geri
>>  b / f + A
>>  Overhead.
    Evades several low attacks.

Ryuu Hanshuu
>>  b / f + B
>>  Can be cancelled into a special move.

Nidan Sokotou Geri
>>  df + B
>>  Hits low.


SPECIAL MOVES------------------------------------------------------------------

Ryuugeki Ken
>>  Charge b, f + P

Hien Senpuu Kyaku
>>  Charge b, f + K
>>  Evades several low attacks.

Sen'en Renbu Kyaku
>>  Charge d, u + P
>>  Evades several normal attacks.

Ryuuzan Shou
>>  Charge d, u + K


DESPERATION MOVES--------------------------------------------------------------

Haou Shou Kou Ken
>>  f, hcf + P

Ryuuko Ranbu
>>  qcf, hcb + P
>>  Evades several normal attacks.

Hien Shippuu Juudan Kyaku
>>  qcb, hcf + K
>>  Evades several normal attacks.


STRIKER------------------------------------------------------------------------

"Ryuu Renmou Shou"
>>  Robert runs in and performs a short version of Ryuuko Ranbu.
    Role #1 - Combo setup.
    Role #2 - Juggles.
>>  The last hit juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, d.u + P, Stand CD
>>  Crouch B, Crouch A, d.u + P, Jump CD
>>  Crouch B, Crouch A, d.u + P, b + B, b.f + B
>>  Crouch B, Crouch A, d.u + P, d.u + K
>>  Crouch B, Crouch A, d.u + K
>>  Crouch B, Crouch A, b.f + B

>>  Stand C, b + B, b.f + B
>>  Stand C, qcb.hcf + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Stand C, b + B, b.f + D                            <   CORNER   >
>>  Jump D, Crouch C, d.u + C (2), qcf.hcb + P                 
                                                               <   CORNER   >
>>  Jump D, Crouch C, qcb.hcf + K                              <   CORNER   >

>>  f + A, Crouch B, Crouch A, d.u + C, d.u + D

>>  Overlap B, Crouch B, Crouch A, d.u + C, d.u + D
>>  Overlap B, Crouch B, Crouch A, d.u + C, qcb.hcf + K        
>>  Overlap D, Crouch B, Crouch A, b.f + B

>>  Striker : King
    Call Striker, f.hcf + C, qcb.hcf + K                       <    100%    >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Hona, ikimase!"

Vs. Ryo Sakazaki
>>  "Hona, ikimase!"

Taunt
>>  "Donai shitan ya?"

Defeat
>>  "Kusottare!"

During Ryuuzan Chen
>>  "Sorya!"

During Ryuuko Ranbu
>>  "Kyokugenryu ougi! Sorya, sorya, sorya! Dona ya?"

Win Pose C
>>  "Dona ya?"


INFO---------------------------------------------------------------------------

Playing As
>>  Unfortunately, Robert is not extremely great as a character. But, with the
    way people underestimate him, it'll be pretty easy to make them come in and
    try to attack. His Crouch C, Stand Close D, and Stand CD are pretty good
    for countering people that attack. But, his DMs are pretty useless except
    for people that are in the air and for Striker Combos. You can also play
    high-low games with his Crouch D and f + A.

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



YURI SAKAZAKI------------------------------------------------------------------
-------------------------------------------------------------------------------

"Skill over power, spirit over skill!  The secret to victory!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : B
Speed             : A
Usage             : C
Striker           : B
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : *****  -  A  -  Excellent
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : ****   -  B  -  Fast
Jump Height        : ***    -  C  -  Normal

Combos             : **     -  D  -  Low
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : *****  -  A  -  Very Useful

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Oni Harite
>>  When close - b / f + C

Silent Nage
>>  When close - b / f + D

Tsubame Otoshi
>>  When close in the air - any direction but u + C / D


COMMAND ATTACKS----------------------------------------------------------------

En Yoku
>>  f + A
>>  Overhead.

Senkai Kyaku
>>  f + B, B
>>  Overhead (1).


SPECIAL MOVES------------------------------------------------------------------

Ko Ou Ken
>>  qcf + P

Haou Shou Kou Ken
>>  qcf + P, hold P

Rai Ou Ken
>>  qcf + K

Hien Shippuu Ken (Yuri Chou Knuckle)
>>  qcb + P, hold P to charge move.
>>  Has autoguard.
    Juggles (3).

Hien Senpuu Kyaku (Yuri Chou Mawashi Geri)
>>  qcb + K
>>  Evades several low attacks.

Kuuga (Yuri Chou Upper)
>>  f, d, df + P
>>  Evades several normal attacks.
    Can be followed with Ura Kuuga.

/Ura Kuuga (Double Yuri Chou Upper)
>>  After C Kuuga - f, d, df + P

Hyakuretsu Binta
>>  hcb, f + K
>>  Unblockable.
    Evades low attacks.


DESPERATION MOVES--------------------------------------------------------------

Hien Houou Kyaku
>>  qcf, hcb + K
>>  Evades several normal attacks.

Shin! Chou Upper
>>  qcf, qcf + P
>>  Evades weak attacks and special moves.
    Stuns opponent when hit (1).

Hien Rekkou
>>  qcf, qcf + K
>>  Evades strong attacks and special moves.


STRIKER------------------------------------------------------------------------

"Hien Rekkou"
>>  Yuri runs in and taunts if she doesn't hit the opponent, filling the Super
    Bar.
    Role #1 - Increase Super Bar.
>>  Yuri runs in and performs a DM Hien Rekkou if she hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Stand A, qcb + B
>>  Crouch B, Stand A, f.d.df + C, f.d.df + P
>>  Crouch B, Stand B, qcf x 2 + P

>>  Crouch B, Crouch A, qcb + B
>>  Crouch B, Crouch A, f.d.df + C, f.d.df + P
>>  Crouch B, Crouch A, qcf x 2 + P

>>  Crouch B, Stand B, qcb + B
>>  Crouch B, Stand B, f.d.df + C, f.d.df + P
>>  Crouch B, Stand B, qcf x 2 + P

>>  Crouch B, Crouch B, f.d.df + C, f.d.df + P

>>  Crouch B, Crouch C, qcf.hcb + K

>>  Stand C, qcb + K
>>  Stand C, f.d.df + C, f.d.df + P

>>  Stand D, qcb + K
>>  Stand D, f.d.df + C, f.d.df + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Crouch B, Crouch A, qcf x 2 + P                    <   CORNER   >

>>  Overlap D, Crouch A, dp + C, qcf x 2 + K                   
>>  Overlap D, Crouch B, Crouch A, dp + C, dp +P
>>  Overlap D, Crouch B, Crouch B, Crouch B, Crouch A,
    qcb + K
>>  Overlap D, Crouch B, Crouch C, qcf.hcb + K                 <   CORNER   >

>>  Striker : Ryo
    Jump CD, Call Striker, hcb.f + K                           <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Babbito yattsukechauzo!"

Taunt
>>  "Kochi, kochi!"

During Hyakuretsu Binta
>>  "Kono...to!"

Striker (if not hit)
>>  "Ei! Ei! Wo! Wo! Jump! V! V!"

Striker (when hit)
>>  "Kono!"

During Hien Rekkou
>>  "Chou reppa! Chou reppa! Chou reppa!"

Win Pose A
>>  "Chou yoyutchi!"

Win Pose B
>>  "Osh!"

Win Pose C
>>  "Iai!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



TAKUMA SAKAZAKI----------------------------------------------------------------
-------------------------------------------------------------------------------

"Kyokugenryu Karate is the true way of battle!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : C
Usage             : B
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : *****  -  A  -  Excellent
Reach              : ****   -  B  -  Far
Speed              : **     -  D  -  Slow
Jump Height        : *      -  C  -  Low

Combos             : ***    -  C  -  Average
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : **     -  B  -  Easy
Vs. Challenge      : ****   -  B  -  Hard
Striker            : *      -  E  -  Useless

Popularity         : ****   -  B  -  Popular
Overall            : *****  -  A  -  Excellent


THROWS-------------------------------------------------------------------------

Ippon Zeoi
>>  When close - b / f + C

Oosotogari
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Oni Guruma
>>  f + A
>>  Knockdown.
    Can be cancelled into a special move.

Hisha Otoshi
>>  b + A
>>  Overhead.

Kawara Wari
>>  f + B
>>  Overhead.

Keima Uchi
>>  df + B
>>  Hits low.
    Knockdown.
    Hits opponents on the ground.


SPECIAL MOVES------------------------------------------------------------------

Ko Ou Ken
>>  qcf + P

Hien Shippuu Kyaku
>>  Charge db, f + K
>>  Juggles (D) (2).

Shouran Kyaku
>>  hcb + K
>>  Unblockable.
    Evades low attacks.

Mouko Burai Gan
>>  qcb + P
>>  Has autoguard (1).

Zanretsu Ken
>>  f, b, f + P

Sanchin no Kata
>>  d, d + P, hold P to charge move
>>  Increases Super Bar.


DESPERATION MOVES--------------------------------------------------------------

Haou Shikou Ken
>>  f, hcf + P, hold P to charge / delay move

Ryuuko Ranbu
>>  qcf, hcb + P
>>  Evades several normal attacks.
    Evades 1-hit normal attack, special moves and projectiles when SDM.

Shin Kishin Geki
>>  When close - qcf, qcf + P
>>  Unblockable.


STRIKER------------------------------------------------------------------------

Chou Hissatsu Tengu Shikou Ken
>>  Takuma jumps in and performs his SDM Haou Shi Kou Ken (with his Mr. Karate
    mask...).
    Role #1 - Annoy people.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Stand A, f + A, qcf.hcb + P

>>  Crouch A, f + A, qcf.hcb + P

>>  Stand B, f + A, qcf.hcb + P

>>  Crouch B, f + A, qcf.hcb + P

>>  Crouch B, Stand A, f + A, qcf + C

>>  Crouch B, Crouch A, f + A, qcf + C
>>  Crouch B, Crouch A, f + A, qcf.hcb + P, df + B (SDM)

>>  Crouch B, Stand B, f + A, qcf + C

>>  Crouch B, Crouch B, f + A, qcf + C

>>  Crouch B, Crouch B, Crouch A, f + A, qcf + C

>>  Stand C, f + A, qcf + C
>>  Stand C, f + A, qcf.hcb + P, df + B (SDM / CORNER)
>>  Stand C, qcf + C
>>  Stand C, f.b.f + C, df + B

>>  Crouch C, db.f + D, f.b.f + P, df + B


ADVANCED COMBOS----------------------------------------------------------------

>>  [Slide Attack], [repeat x 9], f + A, df + C                < ARMOR MODE >
                                                               <   CORNER   >

>>  Jump D, Crouch C, db.f + D, f.b.f + C, df + C

>>  Overlap D, Stand A, Stand C, f + A, qcf.hcb + P, df + C    <  CORNER 2  >
>>  Overlap D, [Crouch B], [repeat x 4], Crouch A, f + A,      <   CORNER   >
    df + C
>>  Overlap D, Stand B, Crouch A, f + A, qcf.hcb + P
>>  Overlap D, Stand C, f + A, qcf + C, qcf.hcb + P            

>>  Striker : Ryo
    Jump D, Stand C, f + A, qcf.hcb + P, Call Striker, hcb + K <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Osh. Osh."

Taunt
>>  "Kakattekuna ka?"

During Mouko Burai Gan
>>  "Mikitta wa!"

During DM Shin Kishin Geki
>>  "Kishin geki!"

During SDM Shin Kishin Geki
>>  "Kishin Geki! Soujat?!"

During Ryuuko Ranbu
>>  "Kyokugenryu Ougi! Todome ga!"

Win Pose B
>>  "Hya!"

Win Pose C
>>  "Mada mada gen'eki deikeruwai!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  





-------------------------------------------------------------------------------
IKARI TEAM
-------------------------------------------------------------------------------

The Ikari Team have long been a pain to go against every KOF. They've returned
once again this year with the same priority in their moves and enhanced special
moves. Each of them are strong on their own, and they can inflict an incredible
amount of damage, not unlike the Kyokugenryuu team.

KOF'94 Members : Heidern, Ralf Jones, Clark Steel
KOF'95 Members : Heidern, Ralf Jones, Clark Steel
KOF'96 Members : Leona, Ralf Jones, Clark Steel
KOF'97 Members : Leona, Ralf Jones, Clark Steel
KOF'98 Members : Leona, Ralf Jones, Clark Steel
KOF'99 Members : Leona, Ralf Jones, Clark Steel, Whip

KOF'94 Theme : ???
KOF'95 Theme : DESERT REQUIEM
KOF'96 Theme : ???
KOF'97 Theme : None.
KOF'98 Theme : Rumbling on the City
KOF'99 Theme : W.W.III



LEONA--------------------------------------------------------------------------
-------------------------------------------------------------------------------

"Why did you do it? You never had a chance."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : C
Usage             : C
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : ****   -  B  -  Far
Speed              : ****   -  B  -  Fast
Jump Height        : *****  -  A  -  High

Combos             : ***    -  C  -  Average
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ***    -  C  -  Average

Popularity         : **     -  D  -  Not Popular
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Leona Crush
>>  When close - b / f + C

Ooderu Bakkura (?)
>>  When close - b / f + D

Heidern Inferno
>>  When close in the air - any direction but u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Strike Arch
>>  f + B
>>  Overhead.
    Knockdown.
    Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Moon Slasher
>>  Charge d, u + P

Baltic Launcher
>>  Charge b, f + P

Ground Saber
>>  Charge b, f + K
>>  Evades several high attacks.
    Can be followed with Gliding Buster (D).

/Gliding Buster
>>  After D Ground Saber - f + D

X-Caliber
>>  In the air - qcb + P

Earring Bakudan 1
>>  qcb + K

Earring Bakudan 2 (Heart Attack)
>>  b, d, db + K
>>  Stuns opponent when hit.
    Repeat the move to detonate.


DESPERATION MOVES--------------------------------------------------------------

V-Slasher
>>  In the air - qcf, hcb + P

Rebel Spark
>>  qcb, hcf + K
>>  Evades several normal attacks.

Grateful Dead
>>  qcf, qcf + P, tap P repeatedly to increase damage


STRIKER------------------------------------------------------------------------

"Killer Touch"
>>  Leona runs in and plants a bomb if she hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ----------------------------------------------------------

>>  Stand A, Stand A
>>  Stand A, Stand A, d.u + P
>>  Stand A, Crouch A
>>  Stand A, Crouch A, d.u + P
>>  Stand A, Stand B
>>  Stand A, Crouch B

>>  Stand A, Stand A, Stand A
>>  Stand A, Stand A, Crouch A
>>  Stand A, Stand A, Crouch A, d.u + C
>>  Stand A, Stand A, Stand B
>>  Stand A, Stand A, Crouch B
>>  Stand A, Crouch A, Stand A
>>  Stand A, Crouch A, Crouch A
>>  Stand A, Crouch A, Crouch A, d.u + C
>>  Stand A, Crouch A, Stand B
>>  Stand A, Crouch A, Crouch B
>>  Stand A, Stand B, Stand A
>>  Stand A, Stand B, Crouch A
>>  Stand A, Stand B, Crouch A, d.u + C
>>  Stand A, Stand B, Stand B
>>  Stand A, Stand B, Crouch B
>>  Stand A, Crouch B, Stand A
>>  Stand A, Crouch B, Crouch A
>>  Stand A, Crouch B, Crouch A, d.u + C
>>  Stand A, Crouch B, Stand B
>>  Stand A, Crouch B, Crouch B


< CROUCH A COMBOS > ---------------------------------------------------------

>>  Crouch A, Stand A
>>  Crouch A, Stand A, d.u + P
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, d.u + P
>>  Crouch A, Stand B
>>  Crouch A, Crouch B

>>  Crouch A, Stand A, Stand A
>>  Crouch A, Stand A, Crouch A
>>  Crouch A, Stand A, Crouch A, d.u + C
>>  Crouch A, Stand A, Stand B
>>  Crouch A, Stand A, Crouch B
>>  Crouch A, Crouch A, Stand A
>>  Crouch A, Crouch A, Crouch A
>>  Crouch A, Crouch A, Crouch A, d.u + C
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Crouch A, Crouch B
>>  Crouch A, Stand B, Stand A
>>  Crouch A, Stand B, Crouch A
>>  Crouch A, Stand B, Crouch A, d.u + C
>>  Crouch A, Stand B, Stand B
>>  Crouch A, Stand B, Crouch B
>>  Crouch A, Crouch B, Stand A
>>  Crouch A, Crouch B, Crouch A
>>  Crouch A, Crouch B, Crouch A, d.u + C
>>  Crouch A, Crouch B, Stand B
>>  Crouch A, Crouch B, Crouch B


< STAND A COMBOS > ----------------------------------------------------------

>>  Stand B, Stand A
>>  Stand B, Stand A, d.u + P
>>  Stand B, Crouch A
>>  Stand B, Crouch A, d.u + P
>>  Stand B, Stand B
>>  Stand B, Crouch B

>>  Stand B, Stand A, Stand A
>>  Stand B, Stand A, Crouch A
>>  Stand B, Stand A, Crouch A, d.u + C
>>  Stand B, Stand A, Stand B
>>  Stand B, Stand A, Crouch B
>>  Stand B, Crouch A, Stand A
>>  Stand B, Crouch A, Crouch A
>>  Stand B, Crouch A, Crouch A, d.u + C
>>  Stand B, Crouch A, Stand B
>>  Stand B, Crouch A, Crouch B
>>  Stand B, Stand B, Stand A
>>  Stand B, Stand B, Crouch A
>>  Stand B, Stand B, Crouch A, d.u + C
>>  Stand B, Stand B, Stand B
>>  Stand B, Stand B, Crouch B
>>  Stand B, Crouch B, Stand A
>>  Stand B, Crouch B, Crouch A
>>  Stand B, Crouch B, Crouch A, d.u + C
>>  Stand B, Crouch B, Stand B
>>  Stand B, Crouch B, Crouch B


< CROUCH A COMBOS > ---------------------------------------------------------

>>  Crouch B, Stand A
>>  Crouch B, Stand A, d.u + P
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, d.u + P
>>  Crouch B, Stand B
>>  Crouch B, Crouch B

>>  Crouch B, Stand A, Stand A
>>  Crouch B, Stand A, Crouch A
>>  Crouch B, Stand A, Crouch A, d.u + C
>>  Crouch B, Stand A, Stand B
>>  Crouch B, Stand A, Crouch B
>>  Crouch B, Crouch A, Stand A
>>  Crouch B, Crouch A, Crouch A
>>  Crouch B, Crouch A, Crouch A, d.u + C
>>  Crouch B, Crouch A, Stand B
>>  Crouch B, Crouch A, Crouch B
>>  Crouch B, Stand B, Stand A
>>  Crouch B, Stand B, Crouch A
>>  Crouch B, Stand B, Crouch A, d.u + C
>>  Crouch B, Stand B, Stand B
>>  Crouch B, Stand B, Crouch B
>>  Crouch B, Crouch B, Stand A
>>  Crouch B, Crouch B, Crouch A
>>  Crouch B, Crouch B, Crouch A, d.u + C
>>  Crouch B, Crouch B, Stand B
>>  Crouch B, Crouch B, Crouch B


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C (1), f + B
>>  Stand C (1), f + B, qcb + A (CORNER)
>>  Stand C (1), f + B, qcf.hcb + C
>>  Stand C (2), f + B
>>  Stand C (2), f + B, qcb + A (CORNER)
>>  Stand C (2), f + B, qcf.hcb + C (CORNER)


< CROUCH C COMBOS > ---------------------------------------------------------

>>  Crouch C, f + B
>>  Crouch C, f + B, qcb + A (CORNER)
>>  Crouch C, f + B, qcf.hcb + C
>>  Crouch C, d.u + P


< STAND D COMBOS > ----------------------------------------------------------

>>  Stand D (1), f + B
>>  Stand D (1), f + B, qcb + A 
>>  Stand D (1), f + B, qcf.hcb + C
>>  Stand D (1), b.d.db + K
>>  Stand D (1), b.d.db + K, Any Standing / Crouching Combos
>>  Stand D (1), b.d.db + K, Any Standing / Crouching Combos, b.d.db + K
>>  Stand D (2), f + B
>>  Stand D (2), f + B, qcb + A (CORNER)
>>  Stand D (2), f + B, qcf.hcb + C


< OTHER COMBOS > ------------------------------------------------------------

>>  b.f + P, qcb.hcf + K
>>  b.f + P, qcf x 2 + P
>>  qcb + K, b.f + D
>>  qcb + K, b.f + D, f + D
>>  b.d.db + K, Any Standing / Crouching Combos
>>  b.d.db + K, Any Standing / Crouching Combos, b.d.db + K


ADVANCED COMBOS----------------------------------------------------------------

>>  qcb + B, b.f + D, qcf x 2 + P.tap P repeatedly             
                                                               <   CORNER   >

>>  Jump D, [Crouch A], [repeat x 2], d.u + P                  <   CORNER   >
>>  Jump D, Jump D, qcf.hcb + P
>>  Jump D, Stand D (1), f + B, qcf.hcb + P
>>  Jump D, Stand D (1), b.d.db + K, Crouch C, d.u + P,
    b.d.db + K
>>  Jump D, Stand D (1), b.d.db + K, Stand D, f + B, qcb + P,  
    qcf.hcb + P                                                <   CORNER   >
>>  Jump D, Stand D (1), qcf x 2 + P.tap P repeatedly          <   CORNER   >

>>  Striker : Robert
    Call Striker, Crouch C, b.f + C, Jump, qcb + P,            
    qcf.hcb + P                                                <   CORNER   >

>>  Striker : Ralf
    qcb + B, Call Striker, b.f + D, f + D, qcf.hcb + P         
                                                               <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ninmu seikou shimasu."

Vs. Whip
>>  "Omadase."

Taunt
>>  "Nigeru no yo..."

Striker
>>  "Hatadaku."

Striker (when not blocked)
>>  "Makete owari."

During Moon Slasher
>>  "Kill!"

During Earring Bakudan 2 (Heart Attack)
>>  "Hatadaku."

During Detonate Bomb
>>  "Makete owari."
 
During Rebel Spark
>>  "Sayonara."

Win Pose A
>>  "Chikara wa seigou de kirukedo, sore ni tayourutsu morimanai.

Win Pose B
>>  "Anata dewa katenai."

Win Pose C
>>  "Ninmu...kanryou."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



RALF JONES---------------------------------------------------------------------
-------------------------------------------------------------------------------

"I can survive anything--even nukes!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : C
Usage             : A
Striker           : B
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : *****  -  A  -  Excellent
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : **     -  D  -  Slow
Jump Height        : *      -  E  -  Low

Combos             : **     -  D  -  Low
Mastery Challenge  : *      -  E  -  Very Easy
Usage Challenge    : **     -  B  -  Easy
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : ***    -  C  -  Average

Popularity         : *****  -  A  -  Very Popular
Overall            : *****  -  A  -  Excellent


THROWS-------------------------------------------------------------------------

Dynamite Headbomb
>>  When close - b / f + C

Northern Light Bomb
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

None.


SPECIAL MOVES------------------------------------------------------------------

Gatling Attack
>>  Charge b, f + P

Super Argentine Backbreaker
>>  When close - hcf + K
>>  Unblockable.

Ralf Kick
>>  Charge K for 3 sec., release
>>  The longer you charge, the more damage you inflict.

Kyuukouka Bakudan Punch (Chijou)
>>  Charge d, u + P

Kyuukouka Bakudan Punch (Kuuchuu)
>>  In the air - qcf + P

Vulcan Punch
>>  Tap P repeatedly

Ralf Tackle
>>  hcb + K
>>  Has autoguard.


DESPERATION MOVES--------------------------------------------------------------

Galactica Phantom
>>  qcf, qcf + P
>>  Has autoguard (SDM).

Baribari Vulcan punch
>>  qcf, hcb + P
>>  Evades low attacks.

Umanori Vulcan Punch
>>  qcb, hcf + K


STRIKER------------------------------------------------------------------------

"Galactica Phantom"
>>  Ralf comes in with his Kuuchuu Kyuukouka Bakudan Punch and then performs a
    quick Galactica Phantom.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

< CROUCH A COMBOS > ---------------------------------------------------------

>>  Crouch A, hcf + K
>>  Crouch A, b.f + C

>>  Crouch A, Stand A
>>  Crouch A, Stand A, hcf + K
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, b.f + C
>>  Crouch A, Stand B
>>  Crouch A, Crouch B

>>  Crouch A, Crouch A, Stand A
>>  Crouch A, Crouch A, Crouch A
>>  Crouch A, Crouch A, Crouch A, b.f + C
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Crouch A, Crouch B


< STAND B COMBOS > ----------------------------------------------------------

>>  Stand B, hcf + K


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C, hcf + K
>>  Stand C, b.f + P
>>  Stand C, hcb + B
>>  Stand C, qcf.hcb + P
>>  Stand C, qcb.hcf + K


< CROUCH C COMBOS > ---------------------------------------------------------

>>  Crouch C, hcf + K
>>  Crouch C, b.f + P
>>  Crouch C, hcb + B
>>  Crouch C, qcf.hcb + P
>>  Crouch C, qcb.hcf + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Slide Attack, Crouch D

>>  Jump C, Crouch A, b.f + A (2), qcf.hcb + P                 
                                                               <   CORNER   >

>>  Overlap D, [Crouch A], [repeat x 3], b.f + A

>>  Striker : Shingo
    Call Striker, Crouch C, hcb + B (1), qcf.hcb + P           
                                                               <   CORNER   >

>>  Striker : Ryo
    Call Striker, Jump C, Crouch C, qcb.hcf + K, Call Striker, <   CORNER   >
    hcf + D                                                    <    100%    >

>>  Striker : Robert
    Call Striker, Crouch A, Crouch C, qcf x 2 + P

>>  Striker : King
    Call Striker, charge K 3 sec. release, qcb.hcf + K         <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Owaah! Totto to kakatte kori!"

Vs. Clark
>>  "Kakattekina, Clark!"

Taunt
>>  "Yosh, todome iku ka?"

During Ralf Tackle
>>  "Yarou ka!?"

During Galactica Phantom (DM)
>>  "Galactica Phantom...dokkan!"

During Galactica Phantom (SDM)
>>  "Galactica Phantom...otoko ii pass da, kurae!"

During Baribari Vulcan Punch
>>  "Hakairyoukuu!"

During Umanori Vulcan Punch (DM)
>>  "Totte oki daze! Moitchou!"

During Umanori Vulcan Punch (SDM)
>>  "Taimanguhatara! Kachi da!

Win Pose A
>>  "Yay!"

Win Pose B
>>  "Ketanga chigaroze!"

Win Pose C
>>  "Owaah!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



CLARK STEEL--------------------------------------------------------------------
-------------------------------------------------------------------------------

"I had fun. For about 5 seconds. A new low."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : C
Usage             : A
Striker           : A
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : **     -  D  -  Near
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Normal
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : **     -  D  -  Easy
Vs. Challenge      : ***    -  C  -  Normal
Striker            : *****  -  A  -  Very Useful

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Nageppanashi German
>>  When close - b / f + C

Fisherman Buster
>>  When close - b / f + D

Death Lake Drive
>>  When close in the air - any direction but u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Stomping
>>  f + B
>>  Hits low.
    Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Gatling Attack
>>  Charge b, f + P
>>  Can be followed with Napalm Stretch.

Super Argentine Backbreaker
>>  When close - hcf + K
>>  Unblockable.
    Can be followed with Flashing Elbow.

Mount Tackle
>>  hcf + P
>>  Can be followed with Clark Lift, Super Lift, or Rolling Cradle.

/Clark Lift
>>  After Mount Tackle - d, d + A

/Rolling Cradle
>>  After Mount Tackle - d, d + K

/Super Lift (DDT)
>>  After Mount Tackle - d, d + C
>>  Can be followed with Flashing Elbow.

Napalm Stretch
>>  f, d, df + P
>>  Can be followed with Flashing Elbow.

Frankensteiner
>>  When close - f, d, df + K
>>  Unblockable.
    Evades normal attacks.
    Can be followed with Flashing Elbow.

/Flashing Elbow
>>  After Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, or
    Super Lift - qcf + P


DESPERATION MOVES--------------------------------------------------------------

Ultra Argentine Backbreaker
>>  When close - hcb, hcb + P
>>  Unblockable.

Running Three
>>  hcf, hcf + K
>>  Unblockable.
    Evades low attacks.
    Evades 1-hit strong normal attack, specials, and projectiles.


STRIKER------------------------------------------------------------------------

"Flashing Launcher"
>>  Clark jumps in with a CD, performs a grab and throws the opponent to the
    other side of the screen.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

< CROUCH A COMBOS > ---------------------------------------------------------

>>  Crouch A, b.f + P
>>  Crouch A, b.f + P, f.d.df + P
>>  Crouch A, b.f + P, f.d.df + P, qcf + P
>>  Crouch A, hcf + P
>>  Crouch A, hcf + P, d.d + P
>>  Crouch A, hcf + P, d.d + C, qcf + P
>>  Crouch A, hcf + P, d.d + K
>>  Crouch A, hcf + K
>>  Crouch A, hcf + K, qcf + P
>>  Crouch A, hcb x 2 + P


< STAND B COMBOS > ----------------------------------------------------------

>>  Stand B, b.f + P
>>  Stand B, b.f + P, f.d.df + P
>>  Stand B, b.f + P, f.d.df + P, qcf + P
>>  Stand B, hcf + P
>>  Stand B, hcf + P, d.d + P
>>  Stand B, hcf + P, d.d + C, qcf + P
>>  Stand B, hcf + P, d.d + K
>>  Stand B, hcf + K
>>  Stand B, hcf + K, qcf + P
>>  Stand B, hcb x 2 + P


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C (1), b.f + P
>>  Stand C (1), b.f + P, f.d.df + P
>>  Stand C (1), b.f + P, f.d.df + P, qcf + P
>>  Stand C (1), hcf + P
>>  Stand C (1), hcf + P, d.d + P
>>  Stand C (1), hcf + P, d.d + C, qcf + P
>>  Stand C (1), hcf + P, d.d + K
>>  Stand C (1), hcf + K
>>  Stand C (1), hcf + K, qcf + P
>>  Stand C (1), hcb x 2 + P


ADVANCED COMBOS----------------------------------------------------------------

>>  CD Counter, b.f + C, f.d.df + C, qcf + C

>>  Jump D, Stand C (1), b.f + C, f.d.df + C, qcf + C
>>  Jump D, Stand C (1), hcf + P, d.d + C, qcf + P
>>  Jump D, Stand C (1), hcb x 2 + P

>>  Striker : Yuri
    Call Striker, b.f + C, b.f + C, f.d.df + C, qcf + C

>>  Striker : Iori
    Call Striker, b.f + C, hcf x 2 + K                         <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose B
>>  "Anta senaka ga susuketeruze."

Vs. Ralf
>>  "Okay, Ralf!"

Taunt
>>  "Hey, c'mon!"

Striker (when not hit)
>>  "Hey, c'mon!"

Striker (when hit)
>>  "Hey, pass!"

During Running Three
>>  "Running Three ya!"

Win Pose A
>>  "Hey!"

Win Pose B
>>  "Otakushibui ne."

Win Pose C
>>  "Ninmu kanryou!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



WHIP---------------------------------------------------------------------------
-------------------------------------------------------------------------------

"All show. No substance!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : A
Speed             : D
Usage             : D
Striker           : D
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : **     -  B  -  Good
SP Power           : ***    -  C  -  Average
Reach              : *****  -  A  -  Very Far
Speed              : **     -  D  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : ****   -  B  -  Hard
Striker            : **     -  D  -  Low

Popularity         : ***    -  C  -  Average
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Alpha
>>  When close - b / f + C
>>  Can be followed with Gun Shot.

Tsuetto (?)
>>  When close - b / f + D
>>  Can be followed with Gun Shot.


COMMAND ATTACKS----------------------------------------------------------------

Whip Shot
>>  f + A
>>  Can be done up to 5 times.


SPECIAL MOVES------------------------------------------------------------------

Boomerang Shoot "Code : SC"
>>  hcf + P

Assassin Strike "Code : BB"
>>  f, d, df + P/K

Hook Shot "Code : Kaze"
>>  In the air - qcb + P

Strength Shot Type A "Code : Yuuetsu"
>>  hcb + A, hold A to delay
>>  Overhead (2).

Strength Shot Type B "Code : Chikara"
>>  hcb + B, hold B to delay

Strength Shot Type C "Code : Shuuri"
>>  hcb + C, hold C to delay
>>  Hits low (2).

Strength Shot Type D "Code : Ame"
>>  While delaying any Strength Shot - Press D

Desert Eagle
>>  b, d, db + P, tap P to fire repeatedly
>>  Hits low.
    Hits opponents on the ground.
    After the sixth shot, Whip will reload the gun.
    (I thought the Desert Eagle has a max. ammo count of 15?)


DESPERATION MOVES--------------------------------------------------------------

Sonic Slaughter "Code : KW"
>>  qcf, hcb + P
>>  Evades 1-hit when SDM.


STRIKER------------------------------------------------------------------------

"Valkyrie Shot"
>>  Whip jumps in and performs a one-hit Boomerang Shoot "SC" when the opponent
    is in the air.
    Role #1 - Hits opponents jumping low.
    Role #2 - Air counter.
    Role #3 - Juggles.
>>  Whip jumps in and performs 5 very quick Whip Shots.
    Role #1 - Hits opponents jumping low.
    Role #2 - Prevent opponents approaching.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ----------------------------------------------------------

>>  Stand A, hcf + C
>>  Stand A, qcb.hcf + P

>>  Stand A, Stand A
>>  Stand A, Stand A, hcf + C
>>  Stand A, Stand A, qcb.hcf + P
>>  Stand A, Stand B
>>  Stand A, Stand B, hcf + C
>>  Stand A, Stand B, qcb.hcf + P
>>  Stand A, Crouch B
>>  Stand A, Crouch B, hcf + C
>>  Stand A, Crouch B, qcb.hcf + P

>>  Stand A, Stand A, Crouch B
>>  Stand A, Stand A, Crouch B, hcf + C
>>  Stand A, Stand A, Crouch B, qcb.hcf + P
>>  Stand A, Stand B, Stand B
>>  Stand A, Stand B, Stand B, hcf + C
>>  Stand A, Stand B, Stand B, qcb.hcf + P
>>  Stand A, Stand B, Crouch B
>>  Stand A, Stand B, Crouch B, hcf + C
>>  Stand A, Stand B, Crouch B, qcb.hcf + P


< STAND B COMBOS > ----------------------------------------------------------

>>  Stand B, hcf + C
>>  Stand B, qcb.hcf + P

>>  Stand B, Stand A
>>  Stand B, Stand A, hcf + C
>>  Stand B, Stand A, qcb.hcf + C
>>  Stand B, Stand B
>>  Stand B, Stand B, hcf + C
>>  Stand B, Stand B, qcb.hcf + C
>>  Stand B, Crouch B
>>  Stand B, Crouch B, hcf + C
>>  Stand B, Crouch B, qcb.hcf + P

>>  Stand B, Stand A, Crouch B
>>  Stand B, Stand A, Crouch B, hcf + C
>>  Stand B, Stand A, Crouch B, qcb.hcf + P
>>  Stand B, Stand B, Stand A
>>  Stand B, Stand B, Stand A, hcf + C
>>  Stand B, Stand B, Stand A, qcb.hcf + P
>>  Stand B, Stand B, Stand B
>>  Stand B, Stand B, Stand B, hcf + C
>>  Stand B, Stand B, Stand B, qcb.hcf + P
>>  Stand B, Stand B, Crouch B
>>  Stand B, Stand B, Crouch B, hcf + C
>>  Stand B, Stand B, Crouch B, qcb.hcf + P

>>  Stand B, Stand B, Stand A, Crouch B
>>  Stand B, Stand B, Stand A, Crouch B, hcf + C
>>  Stand B, Stand B, Stand A, Crouch B, qcb.hcf + P


< CROUCH B COMBOS > ---------------------------------------------------------

>>  Crouch B, hcf + C
>>  Crouch B, qcb.hcf + P


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C, hcf + P
>>  Stand C, qcb.hcf + P


< CROUCH C COMBOS > ---------------------------------------------------------

>>  Crouch C (1), hcf + P
>>  Crouch C (1), qcb.hcf + P


< STAND D COMBOS > ----------------------------------------------------------

>>  Stand D, hcf + P
>>  Stand D, qcb.hcf + P


< OTHER COMBOS > ------------------------------------------------------------

>>  Jump D (1), qcb + A

>>  Slide Attack, Crouch B
>>  Slide Attack, Crouch B, hcf + C
>>  Slide Attack, Crouch B, qcb.hcf + P

>>  hcb + A (1), Crouch A
>>  hcb + A (1), b.d.db + A
>>  hcb + C (1), Crouch A
>>  hcb + C (1), b.d.db + A
>>  qcb.hcf + P, Crouch A (CORNER)
>>  qcb.hcf + P, b.d.db + A (CORNER)


ADVANCED COMBOS----------------------------------------------------------------

>>  Slide Attack, Crouch B, qcb.hcf + P, Crouch A

>>  hcb + B (1), qcb.hcf + P, Crouch A                         

>>  Jump C, [Stand B], [repeat x 2], Crouch B, hcf + C         <   CORNER   >
>>  Jump C, Jump D, Stand B, Stand B, Crouch B, qcb.hcf + P,   <   CORNER   >
    Crouch A
>>  Jump qcb + P, hcf + A, qcb.hcf + P, Crouch A               
                                                               <   CORNER   >

>>  Overlap C, [Stand B], [repeat x 3], Stand A, Crouch B,     <  CORNER 2  >
    qcb.hcf + P, Crouch A
>>  Overlap D, Stand B, Stand B, Crouch B, hcf + C (1),        
    qcb.hcf + P, Crouch A                                      <  CORNER 2  >

>>  Striker : Shingo
    Jump D, Jump D (1), qcb + P                                <   CORNER   >

>>  Striker : Ryo
    [Slide Attack], [repeat x 9], Call Striker, D Throw,       < ARMOR MODE >
    Crouch A                                                   <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Koko ga anata no deadline."

Vs. Krizalid
>>  "Honto no koto omada shiranai no ne."

Recovery Roll
>>  "Makenai!"

During Whip Shot
>>  "Tsukete, minasai! Surreno! Hojio! Hora!"

During Boomerang Shot "SC"
>>  "Boomerang!"

During Strength Shot Type D "Code : Ame"
>>  "Yame!"

During DM Sonic Slaughter "Code : KW"
>>  "Shadadadadadada! Shall we dance?"

During SDM Sonic Slaughter "Code : KW"
>>  "Anata gotoki...wakenai koto da wa!"

During missed / blocked Sonic Slaughter "Code : KW"
>>  "Makenai wa..."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  Just do jumping CDs repeatedly.





-------------------------------------------------------------------------------
PSYCHO SOLDIER TEAM
-------------------------------------------------------------------------------

...

KOF'94 Members : Athena Asamiya, Sie Kensou, Chin Gentsai
KOF'95 Members : Athena Asamiya, Sie Kensou, Chin Gentsai
KOF'96 Members : Athena Asamiya, Sie Kensou, Chin Gentsai
KOF'97 Members : Athena Asamiya, Sie Kensou, Chin Gentsai
KOF'98 Members : Athena Asamiya, Sie Kensou, Chin Gentsai
KOF'99 Members : Athena Asamiya, Sie Kensou, Chin Gentsai, Bao

KOF'94 Theme : ???
KOF'95 Theme : ...... no Draw
KOF'96 Theme : Psycho Soldier REMIX '96
KOF'97 Theme : Psycho Soldier REMIX '97 (Athena Asamiya only)
KOF'98 Theme : ...! ...... no Draw
KOF'99 Theme : Psycho Sonic Trip ~Dance At The Paddy Field~



ATHENA ASAMIYA-----------------------------------------------------------------
-------------------------------------------------------------------------------

"Everybody is getting stronger! I gotta train harder!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : D
Reach             : C
Speed             : A
Usage             : C
Striker           : B
Overall           : D

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : ****   -  A  -  Far
Speed              : ****   -  B  -  Fast
Jump Height        : *****  -  A  -  High

Combos             : **     -  D  -  Low
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : **     -  D  -  Low

Popularity         : ***    -  C  -  Average
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Bit Throw
>>  When close - b / f + C

Psychic Throw
>>  When close - b / f + D

Psychic Shoot
>>  When close in the air - any dir. but u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Renkan Tai
>>  f + B
>>  Overhead.
    Can be cancelled into a special move.

Phoenix Bomb
>>  In the air - d + B
>>  Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Psycho Ball Attack
>>  qcb + P

Phoenix Arrow
>>  In the air - qcb + K

Psychic Teleport
>>  qcf + K
>>  Half screen (B)
    Full screen (D).

Psycho Reflector
>>  hcb + B
>>  Reflects projectiles.

"Nu" Psycho Reflector
>>  hcb + D
>>  Reflects projectiles.

Psycho Sword
>>  f, d, df + P
>>  Can be done in the air.

Psycho Shoot
>>  qcf + P
>>  Knockdown.
    Juggles.


DESPERATION MOVES--------------------------------------------------------------

Shining Crystal Bit
>>  hcb, hcb + P
>>  Can be done in the air.
    Tap ABCD to stop.
    Negates projectiles.
    Can be followed with Crystal Shoot.

/Crystal Shoot
>>  After Shining Crystal Bit - qcb + P, Hold P to delay
>>  Can be done in the air.

Phoenix Fang Arrow
>>  In the air - qcf, qcf + P


STRIKER------------------------------------------------------------------------

"Psycho Healing"
>>  Athena jumps in and performs a quick SDM Shining Crystal Bit, and restores
    a little energy.
    Role #1 - Prevent opponent approaching.
    Role #2 - Increase Life Bar.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Stand A, f + B, f.d.df + P
>>  Crouch A, f + B, f.d.df + P
>>  Stand B, f + B, f.d.df + P
>>  Crouch B, f + B, f.d.df + P

>>  Crouch B, Crouch A, f.d.df + P

>>  Stand C, f + B, f.d.df + P
>>  Stand C, f.d.df + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Jump A, qcb + B (1), qcf x 2 + K                   
                                                               <   CORNER   >
>>  Jump D, Crouch B, Crouch A, f.d.df + C

>>  Striker : Shingo
    Call Striker, Jump D, Crouch B, f + B, hcb x 2 + P         <   CORNER   >

>>  Striker : Robert
    Call Striker, Stand C, qcb + C, qcf + A, hcb + D (3),      
    hcb x 2 + P                                                <   CORNER   >

>>  Striker : King
    Call Striker, qcf + A, qcf + A, qcf + A, f.d.df + C        <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Asamiya Athena, ikimasu!"

Introductory Pose B
>>  "Ganbarimasu!"

Vs. Kensou
>>  "Ganbarimasu! Eh? Nani?"

Vs. Bao
>>  "Ganbatte ne!"

Taunt
>>  "Atchi! Gomenasai!"

During Psychic Teleport
>>  "Teleport!"

During Shining Crystal Bit
>>  "Haa..."

During Crystal Shoot
>>  "Ikeee!"

During Phoenix Fang Arrow
>>  "Faaang... Arrow!"

Win Pose A
>>  "Yatta, good!"

Win Pose B
>>  "Ganba, ganba."

Win Pose C
>>  "Athena no omadase!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



SIE KENSOU---------------------------------------------------------------------
-------------------------------------------------------------------------------

"I'm not a psychic but I am a psycho!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : B
Speed             : C
Usage             : A
Striker           : D
Overall           : A

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : ***    -  C  -  Average
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : **     -  D  -  Easy
Striker            : **     -  D  -  Low

Popularity         : ***    -  C  -  Average
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Sunda
>>  When close - b / f + C

Tomoe Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Ko Bokushu
>>  f + A
>>  Overhead.
    Can be cancelled into a special move.

Gousen Tai
>>  f + B
>>  Evades several low attacks.
    Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Ryuu Renga : Chiryuu
>>  hcf + A
>>  Has autoguard (1).
    Evades several low attacks.

Ryuu Renga : Tenryuu
>>  hcf + C
>>  Has autoguard (1).
    Evades several normal attacks.

Ryuu Gakusai
>>  b, d, db + K
>>  Evades several normal attacks.

Ryuu Renda
>>  f, d, df + P, tap P repeatedly
>>  Juggles.

Sen Shippo
>>  qcb + P
>>  Neutralizes footsweeps when close.
    Knockdown (2).
    Evades several normal attacks.

Senkyuu Tai
>>  qcf + K
>>  Has autoguard (1).
    Juggles (2).

Ryuu Sougeki
>>  In the air - qcb + P


DESPERATION MOVES--------------------------------------------------------------

Shinryuu Seiou Rekkyaku
>>  qcf, hcb + B
>>  Evades several normal attacks.

Shinryuu Tenbu Kyaku
>>  qcf, hcb + D
>>  Evades several normal attacks.

Chouryuu Rekken
>>  qcf, qcf + P


STRIKER------------------------------------------------------------------------

"Nikuman 4 U"
>>  Kensou goes in with his Ryuu Sougeki then gives a meat bun to you if you're
    close.
    Role #1 - Prevent opponent approaching.
    Role #2 - Increase Life Bar.
>>  Kensou goes in with his Ryuu Sougeki then eats his meat bun if you're far
    away.
    Role #1 - ???


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, qcb + A

>>  Stand C, hcf + P
>>  Stand C, f.d.df + P, hcf + C
>>  Stand C, qcf x 2 + P
>>  Stand C, qcf.hcb + B


ADVANCED COMBOS----------------------------------------------------------------

>>  qcf + B, [qcf + B (1)], [repeat as many times as you like] <   CORNER   >
                                                               <  INFINITE  >

>>  Jump D, Stand A, qcb + A (1), qcf.hcb + B
>>  Jump D, Stand D, hcf + A

>>  Overlap B, [Crouch A], [repeat x 2], qcb + A
>>  Overlap B, Crouch A, Crouch A, hcf + A
>>  Overlap B, Crouch A, b.d.db + B (1), qcf.hcb + D           
                                                               <  CORNER 2  >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ka! Shinukato omotta!"

Vs. Athena
>>  "Wai wa Athena no naito wa sakai."

Vs. Bao
>>  "Hitatsu. Homoro no Chugoku no Kenpo...oshietaru ka?"

Defeat
>>  "Hona, sayonara..."

During Ryuu Renga
>>  "Hup, hap, hyat!"

During Ryuu Renda
>>  "Younai, younai!"

During Ryuu Gakusai
>>  "Ryuu Gakusai-ya!"

During Senryuu Seiou Rekkyaku
>>  "Dona ya?! Hyaa!"

During Senryuu Seiou Tenbu Kyaku
>>  "Dona ya?! Hyaa!"

Win Pose A
>>  "Mada ya... Mada toudoukai!"

Win Pose B
>>  "Ore kachi ana."

Win Pose C
>>  "Hup! Yattade!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  


CHIN GENTSAI-------------------------------------------------------------------
-------------------------------------------------------------------------------

"How 'bout that, kid? I still got the stuff!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK > ------------------------------------------------------------

Attack Power      : B
Reach             : D
Speed             : D
Usage             : C
Striker           : C
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : **     -  D  -  Near
Speed              : **     -  D  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : *      -  E  -  Very Low
Mastery Challenge  : **     -  B  -  Easy
Usage Challenge    : **     -  B  -  Easy
Vs. Challenge      : ***    -  C  -  Average
Striker            : ***    -  C  -  Average

Popularity         : *      -  E  -  Very Unpopular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Gou Inshu
>>  When close - b / f + C

Sakaashi Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Sui Hohyuu Tanshuu
>>  f + A
>>  Overhead.


SPECIAL MOVES------------------------------------------------------------------

Hyoutan Geki
>>  qcb + P

Ryuurin Hourai
>>  f, d, df + P
>>  Has autoguard.

Kaiten Teki Kuutotsu Ken
>>  hcf + K

Suikan Kan Ou
>>  d, d + P
>>  Can be followed with Chou Shuurikugyou

/Chou Shuurikugyou
>>  After Suikan Kan Ou - f + P

Bougetsu Sui
>>  d, d + K
>>  Evades high attacks.

/Rouja Hanhou
>>  After Bougetsu Sui - u + B

/Rigyou Hanhou
>>  After Bougetsu Sui - u + D

Sui Haikou
>>  qcf + P

/Fun'en Kou
>>  After Sui Haikou - qcf + P

/Gouen Shuurai : Kai
>>  After Sui Haikou - f, d, df + P


DESPERATION MOVES--------------------------------------------------------------

Gouran Enpou
>>  qcf, qcf + P

Gouen Shuurai
>>  qcf, hcb + P
>>  Evades 1-hit strong normal attack and specials.


STRIKER------------------------------------------------------------------------

"Hourai Rakuen"
>>  Chin comes and attacks when the opponent approaches him with his Ryuurin
    Hourai.
    Role #1 - Prevent opponent approaching.
    Role #2 - Combo breaker.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f.d.df + A

>>  Stand C, qcb + A
>>  Stand C, f.d.df + A


ADVANCED COMBOS----------------------------------------------------------------


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Soro soro, hajimerukanou?"



INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



BAO----------------------------------------------------------------------------
-------------------------------------------------------------------------------

"Oh yes! I am victorious! And as happy as an oyster!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > ----------------------------------------------------

Attack Power      : D
Reach             : E
Speed             : B
Usage             : B
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Average
Reach              : *****  -  A  -  Very Far
Speed              : *****  -  A  -  Very Fast
Jump Height        : *****  -  A  -  High

Combos             : *      -  E  -  Very Low
Mastery Challenge  : *      -  E  -  Very Easy
Usage Challenge    : *      -  E  -  Very Easy
Vs. Challenge      : ****   -  B  -  Hard
Striker            : **     -  D  -  Low

Popularity         : ***    -  C  -  Average
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Gen'ei Tougi
>>  When close - b / f + C, tap P repeatedly

Critical Throw
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Kawasaki
>>  f + A
>>  Overhead.
    Negates several projectiles.
    Can be cancelled into a special move.

Senheki Shuu
>>  f + B
>>  Overhead.

Senshou Shuu
>>  df + B

Rikatsu Shuu
>>  df + D
>>  Hits low.

Soushou
>>  In the air - d + A
>>  Knocks down airborne opponents.

Hikida
>>  In the air - d + B
>>  Knockdown.


SPECIAL MOVES------------------------------------------------------------------

Psycho Ball Attack - Front
>>  qcb + A
>>  Can be done in the air.

Psycho Ball Attack - Rise
>>  qcf + A

Psycho Ball Attack - Reflect
>>  qcb + B
>>  Reflects projectiles.

Psycho Ball Attack - Bound
>>  qcf + B
>>  Can be done in the air.

Psycho Ball Crash - Front
>>  qcb + C
>>  Can be done in the air.

Psycho Ball Crash - Rise
>>  qcf + C

Psycho Ball Crash - Reflect
>>  qcb + D
>>  Reflects projectiles.

Psycho Ball Crash - Bound
>>  qcf + D
>>  Can be done in the air.


DESPERATION MOVES--------------------------------------------------------------

Psycho Ball Attack - MAX
>>  qcb, qcb + P

Psycho Ball Attack - DX
>>  qcf, qcf + K

Psycho Ball Crash - SP
>>  qcb, qcb + K
>>  Evades several normal attacks.


STRIKER------------------------------------------------------------------------

"Psycho Ball Attack - MAX"
>>  Bao runs in and performs his DM Psycho Ball Attack - MAX


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Stand C, f + A
>>  Stand C, df + D
>>  Stand C, qcb + C
>>  Stand C, f + A, qcb + C                                    <   CORNER   >


ADVANCED COMBOS----------------------------------------------------------------



QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Yoroshiku onegaishimasu!"

Vs. Boys
>>  "Oteya wa rakanai!"

Vs. Girls
>>  "Iroiro, oshiete kudasai ne..."

Vs. Athena, Kensou, Chin
>>  "Ganbarimasu!"

Taunt
>>  "Sumanai!"

During Psycho Ball Attack - Rise
>>  "Ikeee!"

During Psycho Ball Crash - Rise
>>  "Ikeee!"

During Psycho Ball Attack - MAX
>>  "Guru guru... Kyaaa!"

During Psycho Ball Attack - DX
>>  "Ikuyo...atate!"

Win Pose A
>>  "Teleport shimasu! Ehh...yappari muika..."

Win Pose B
>>  "Are? Tate no?"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  





-------------------------------------------------------------------------------
'99 WOMEN'S TEAM
-------------------------------------------------------------------------------

...

KOF'94 Members : Yuri Sakazaki, Mai Shiranui, King
KOF'95 Members : Yuri Sakazaki, Mai Shiranui, King
KOF'96 Members : Kasumi Todo, Mai Shiranui, King
KOF'97 Members : Chizuru Kagura, Mai Shiranui, King
KOF'98 Members : Chizuru Kagura, Mai Shiranui, King
KOF'99 Members : King, Blue Mary, Kasumi Todo, Li Xiangfei

KOF'94 Theme : ???
KOF'95 Theme : ... wo ...u Pass
KOF'96 Theme : Get'n Up
KOF'97 Theme : None.
KOF'98 Theme : Fairy
KOF'99 Theme : SHA.LA.LA



KING---------------------------------------------------------------------------
-------------------------------------------------------------------------------

"I said don't mess with me. Now get lost, limpy!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : B
Usage             : B
Striker           : C
Overall           : A

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : ***    -  C  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : ***    -  C  -  Average

Popularity         : ****   -  B  -  Popular
Overall            : *****  -  A  -  Excellent


THROWS-------------------------------------------------------------------------

Hold Rush
>>  When close - b / f + C

Hook Buster
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Trap Kick
>>  f + B
>>  Evades several low attacks.
    Overhead.

Slide Kick
>>  df + D
>>  Hits low.


SPECIAL MOVES------------------------------------------------------------------

Venom Strike
>>  qcf + B

Double Strike
>>  qcf + D

Surprise Rose
>>  f, d, df + P

Trap Shot
>>  f, d, df + K
>>  Evades several normal attacks.

Mirage Dance
>>  When close - hcf + P
>>  Unblockable.

Mirage Kick
>>  hcb + P

Tornado Kick '95
>>  hcb + B
>>  Evades low attacks.

Tornado Kick
>>  hcb + D


DESPERATION MOVES--------------------------------------------------------------

Illusion Dance
>>  qcf, hcb + K
>>  Evades several normal attacks.

Silent Flash
>>  qcb, qcb + K
>>  Evades several normal attacks.


STRIKER------------------------------------------------------------------------

"Trap Rush"
>>  King will come in with a slide kick, then kick the opponent upwards if she
    hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f.d.df + K

>>  Stand D (1), f.d.df + P
>>  Stand D (1), f.d.df + K
>>  Stand D (1), hcf + P
>>  Stand D (1), hcb + P
>>  Stand D (1), hcb + B
>>  Stand D (1), hcb + D

>>  Stand D (2), f.d.df + P
>>  Stand D (2), f.d.df + K
>>  Stand D (1), hcf + P
>>  Stand D (1), hcb + P
>>  Stand D (2), hcb + B
>>  Stand D (2), hcb + D


ADVANCED COMBOS----------------------------------------------------------------

>>  Slide Attack, hcf + P (2), qcb x 2 + K                     

>>  Jump D, Stand D (1), qcb x 2 + K
>>  Jump D, Stand D, qcf + D, qcb x 2 + K                      
                                                               <   CORNER   >
>>  Jump D, Stand D, hcb + P (3), qcb x 2 + K                  

>>  Overlap C, Crouch B, Stand A, Stand C
>>  Overlap C, Crouch B, Crouch B, Crouch A, hcb + B

>>  Striker : Shingo
    Call Striker, Stand D (1), f.d.df + C, hcb + D             <   CORNER   >

>>  Striker : Robert
    Call Striker, Stand D, qcf + D, qcf + D (1), qcf.hcb + K   
                                                               <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Aite ni naruwa."

Vs. Ryo Sakazaki
>>  "Kizasshi buri ni...tanoshiimusou ne."

Recovery Roll
>>  "Mada mada!"

Taunt
>>  "Come on, baby!"

Win Pose A
>>  "Hmph! Nasakenai!"

Win Pose B
>>  "Tanoshikatta wa, mataoide."

Win Pose C
>>  "Phew."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



BLUE MARY----------------------------------------------------------------------
-------------------------------------------------------------------------------

"A first-rate warrior wins without lifting a finger."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : A
Usage             : B
Striker           : D
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : **     -  D  -  Slow
Jump Height        : *      -  E  -  Low

Combos             : ***    -  D  -  Low
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ****   -  B  -  Hard
Striker            : ***    -  C  -  Average

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Victor Nage
>>  When close - b / f + C

Head Throw
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Hammer Arch
>>  b / f + A
>>  Overhead.
    Evades several low attacks.
    Can be cancelled into a special move.

Double Rolling
>>  b / f + B
>>  Hits low (2)

Climbing Arrow
>>  df + B
>>  Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Spin Fall
>>  qcf + P
>>  Can be followed with M. Spider if not blocked.

/M. Spider
>>  After Spin Fall - qcf + P

Straight Slicer
>>  Hold b for 1 sec., f + K
>>  Can be followed with Crab Clutch if not blocked.

/Crab Clutch
>>  After Straight Slicer - qcf + K
>>  Unblockable if Straight Slicer hits opponent's Striker.

Real Counter
>>  qcb + P
>>  Evades normal attacks.
    Can be followed with Backdrop Real or Reverse Headlock.

/Backdrop Real
>>  After Real Counter - hcf + P
>>  Unblockable.

/Reverse Headlock
>>  After Real Counter - hcf + K
>>  Unblockable.

M. Reverse Facelock
>>  qcb + B
>>  Counters high attacks.

M. Head Buster
>>  qcb + D
>>  Counters low attacks.
    Juggles.

Vertical Arrow
>>  f, d, df + K
>>  Can be followed with M. Snatcher if not blocked.

/M. Snatcher
>>  After Vertical Arrow - f, d, df + K


DESPERATION MOVES--------------------------------------------------------------

M. Splash Rose
>>  qcf, hcb + P
>>  Evades 1-hit strong normal attack and specials when SDM.

M. Dynamite Swing
>>  qcf, qcf + K
>>  Evades 1-hit strong normal attack and specials.

M. Typhoon
>>  hcb, hcb + K
>>  Unblockable.


STRIKER------------------------------------------------------------------------

"Rapid Spider"
>>  Mary will perform a Straight Slicer, then an M. Spider. If the opponent
    gets hit by the M. Spider, they can be juggled.
    Role #1 - Prevent people running in.
    Role #2 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f.d.df + K

>>  Crouch B, Crouch B, Crouch B, Stand B

>>  qcb + D, f.d.df + K, qcf + K
>>  qcb + D, qcf.hcb + P
>>  qcb + D, qcf x 2 + K

>>  Stand C (1), b + A, b.f + B, qcf + K
>>  Stand C (1), f + A, f.d.df + K, qcf + K
>>  Stand C (1), f + A, hcb x 2 + K
>>  Stand C (1), f + B

>>  Stand D (2), hcb x 2 + K


ADVANCED COMBOS----------------------------------------------------------------

>>  Stand C, b + A, b.f + B, hcb x 2 + K                       

>>  Stand CD, qcf + C, hcb x 2 + K                             <  COUNTER!  >
                                                               <   CORNER   >

>>  qcb + D, b.f + D, hcb x 2 + K                              <  CORNER 2  >

>>  Jump D, Stand B, f.d.df + B (1), qcf.hcb + P               
                                                               <   CORNER   >

>>  Overlap D, Crouch A, qcb + A, hcf + P
>>  Overlap D, Stand B, Stand B, Stand C, b + A, b.f + B,
    qcf + K
>>  Overlap D, Stand B, Stand C, b + A, b.f + B, hcb x 2 + K   
>>  Overlap D, Crouch B, Crouch A, hcb x 2 + K

>>  Striker : Robert
    Call Striker, Stand C, b.f + B, Stand B, Stand C, f + A,   
    f.d.df + B (1), qcf x 2 + K, hcb x 2 + K                   <   CORNER   >


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Anton!"

Introductory Pose B
>>  "Are you ready?"

Vs. Terry Bogard
>>  "Let's fight, Terry!"

Taunt
>>  "Hey!"

During M. Spider
>>  "Spider!"

During Backdrop Real
>>  "Goodnight!"

During Reverse Headlock
>>  "Goodnight!"

During Crab Clutch
>>  "Clutch!"

During M. Snatcher
>>  "Snatch!"

During M. Splash Rose
>>  "Hey! Hey! Hey! Finish!"

During M. Dynamite Swing
>>  "Mary's... Dynamite Swing!"

During M. Typhoon (DM)
>>  "Mary's Typhoon!"

During M. Typhoon (SDM)
>>  "Mary's.... Typhoon! Phew..."

Win Pose A
>>  "Phew... I did. Oh!"

Win Pose B
>>  "Bakyuun!"

Win Pose C
>>  "I did."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



KASUMI TODO--------------------------------------------------------------------
-------------------------------------------------------------------------------

"The way of Todoh prevails! The martial arts! They kick!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : C
Speed             : C
Usage             : B
Striker           : B
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : ***    -  C  -  Average
Speed              : **     -  D  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : *****  -  A  -  very Hard
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ****   -  B  -  Useful

Popularity         : **     -  D  -  Not Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Maki Age
>>  When close - b / f + C

Aiki Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Hiji Ate
>>  f + A
>>  Overhead (2).
    Can be cancelled into a special move.


SPECIAL MOVES------------------------------------------------------------------

Kasane Ate
>>  qcf + P
>>  Can be done in the air.

Hakuzantou
>>  qcb + K
>>  Has autoguard (1).

Messhin Mutou
>>  hcf + B
>>  Counters aerial attacks.

Sasshoin Shou
>>  hcf + D
>>  Counters ground attacks.

Tatsumakisouda
>>  When close - hcb + P
>>  Unblockable.
    Juggles.

Senkou Sagashi
>>  qcb + P
>>  Can be done up to three times.


DESPERATION MOVES--------------------------------------------------------------

Chou Kasane Ate
>>  qcf, qcf + P

Shingan Kuzu Otoshi
>>  qcf, hcb + P
>>  Counters anything except throws and projectiles.


STRIKER------------------------------------------------------------------------

"Katsu"
>>  Kasumi will jump in and taunt if she doesn't hit the opponent, decreasing
    their super bar.
    Role #1 - Prevent people running in.
    Role #2 - Prevent opponents approaching.
    Role #3 - Decrease Super Bar.
>>  Kasumi will jump in and counter if she hits the opponent.
    Role #1 - Prevent people running in.
    Role #2 - Counters opponents touching her.
    Role #3 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Stand A, hcb + A, Jump CD
>>  Stand A, hcb + C, Stand D

>>  Stand C, f + A (1), hcb + A, Jump CD
>>  Stand C, f + A (1), hcb + A, qcf x 2 + A
>>  Stand C, f + A (1), hcb + C, Stand D
>>  Stand C, f + A (1), hcb + C, qcf x 2 + A
>>  Stand C, f + A (1), qcb + P x 3


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Crouch B, Crouch A, hcb + C, qcb + B               <   CORNER   >
>>  Jump D, Stand C, f + A, [qcb + C], [repeat x 2]            <   CORNER   >
>>  Jump D, Stand C, f + A, qcf x 2 + A

>>  Overlap D, Stand C, f + A, hcb + C, qcf x 2 + A

>>  Striker : Ryo
    hcf + B, Stand C, f + A, hcb + C, Call Striker, C Throw    
                                                               <  CORNER 2  >

>>  Striker : King
    Call Striker, qcf x 2 + A, qcf x 2 + A


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ikimasu!"

Introductory Pose B
>>  "Onegaishimasu!"

Vs. Shingo
>>  "Techouna keminuna!"

Vs. Kyokugenryuu Team
>>  "Kyokugenryuu...kakugo shita moraimasu!"

Taunt
>>  "Honki dekita kudasai!"

Win Pose B
>>  "Phew."

Win Pose C
>>  "Mata kachimashita."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



LI XIANGFEI--------------------------------------------------------------------
-------------------------------------------------------------------------------

"Since I win, you buy dinner! First some dim sum, then..."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : B
Speed             : B
Usage             : D
Striker           : E
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : **     -  D  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : *      -  E  -  Very Low
Mastery Challenge  : **     -  D  -  Easy
Usage Challenge    : *      -  E  -  Very Easy
Vs. Challenge      : ***    -  C  -  Normal
Striker            : *      -  E  -  Very Low

Popularity         : ***    -  C  -  Average
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Kadoma
>>  When close - b / f + C

Ryuukuchi Kouen
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Sou Shouda
>>  f + A
>>  Overhead.
    Can be cancelled into a special move.

Kyuuho : Kousentai
>>  f + B
>>  Hits low.

Fukuho : Kousentai
>>  df + D


SPECIAL MOVES------------------------------------------------------------------

Tenpou Zan
>>  f, d, df + K

Nanpa
>>  qcf + P

Sen Richuou
>>  qcf + B
>>  Unblockable.
    Can be followed with Kankuu.

/Kankuu
>>  After Sen Richouou - qcf + B

Sen Richuou Shin Saiha
>>  qcf + D

Esaka
>>  qcb + P
>>  Counter high and low attacks.

Banbaku Kouen
>>  hcb, f + P
>>  Unblockable.
    Does no damage.
    Switches sides with the opponent.


DESPERATION MOVES--------------------------------------------------------------

Daitetsujin
>>  qcf, hcb + K

Chou Pairon
>>  qcf, qcf + P

/Chouhatsu
>>  After Chou Pairon - press B / D repeatedly

Majinga
>>  hcb, hcb + P
>>  Unblockable.


STRIKER------------------------------------------------------------------------

"Daikotsu Chou"
>>  Xiangfei will taunt, decreasing the opponent's super bar.
    Role #1 - Decrease Super Bar.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch A, f + A, qcf + A

>>  Crouch A, Crouch A, f + A, qcf + A

>>  Crouch C, qcf + A
>>  Crouch C, qcf x 2 + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Stand CD, qcf + C, f.d.df + K                              
                                                               <   CORNER   >

>>  Overlap B, Crouch A, Crouch A, Stand A, hcb x 2 + P
>>  Overlap B, [Crouch A], [repeat x 2], f + A, qcf + A,       
    qcf.hcb + K                                                <  <  CORNER 2  >
>>  Overlap B, [Crouch A], [repeat x 2], Stand A,  f + A,
    qcf + A
>>  Overlap B, Crouch C, qcf + C, Stand B                      <  CORNER 2  >
>>  Overlap B, Crouch C, qcf + C, qcf x 2 + P                  

>>  Striker : Terry
    Overlap B, Call Striker, qcf + A, qcf.hcb + K

>>  Striker : Robert
    Call Striker, Stand D, Stand D, f + A, qcf + A, qcf + A,   
    qcf.hcb + K                                                <   CORNER   >

>>  Striker : King
    Call Striker, [qcf + A], [repeat x 3], qcf.hcb + K         
                                                               <   CORNER   >

>>  Striker : Iori
    Call Striker, qcf + B, qcf + B, hcb.f + P, Call Striker,   <   CORNER   >
    Crouch A, Stand A, hcb x 2 + P


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Unghhh! Chotto Matte!"

Vs. Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui
>>  "Makenaizo!"

Vs. Sie Kensou
>>  "Onaka heta na..."

During Sen Richuou
>>  "Nigeru no yo?!"

During Majinga
>>  "Dou da?!"


INFO----------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  





-------------------------------------------------------------------------------
KOREA TEAM
-------------------------------------------------------------------------------

...

KOF'94 Members : Kim Kaphwan, Chang Koehan, Choi Bounge
KOF'95 Members : Kim Kaphwan, Chang Koehan, Choi Bounge
KOF'96 Members : Kim Kaphwan, Chang Koehan, Choi Bounge
KOF'97 Members : Kim Kaphwan, Chang Koehan, Choi Bounge
KOF'98 Members : Kim Kaphwan, Chang Koehan, Choi Bounge
KOF'99 Members : Kim Kaphwan, Chang Koehan, Choi Bounge, Jhun Hoon

KOF'94 Theme : ???
KOF'95 Theme : ???
KOF'96 Theme : ???
KOF'97 Theme : none
KOF'98 Theme : Soul Town
KOF'99 Theme : The way to rebirth



KIM KAPHWAN--------------------------------------------------------------------
-------------------------------------------------------------------------------

"What a boring opponent! Too overconfident..."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : B
Speed             : B
Usage             : C
Striker           : A
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ***    -  C  -  Normal
Reach              : ***    -  C  -  Average
Speed              : ****   -  B  -  Fast
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  B  -  High
Mastery Challenge  : *****  -  A  -  Very Hard
Usage Challenge    : *****  -  A  -  Very Hard
Vs. Challenge      : ****   -  B  -  Hard
Striker            : ****   -  B  -  High

Popularity         : *****  -  A  -  Very Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Kubi Kime Otoshi
>>  When close - b / f + C

Sakkyaku Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Kuuren Geki
>>  f + A
>>  Can be cancelled into a special move (1).

Neni Chagi
>>  f + B
>>  Overhead (2).


SPECIAL MOVES------------------------------------------------------------------

Hangetsu Zan
>>  qcb + K

Hiei Zan
>>  Charge d, u + K
>>  Can be followed with Tensou Zan.

/Tensou Zan
>>  After Hien Zan - d + D
>>  Overhead.

Ryuusei Raku
>>  Charge b, f + K
>>  Hits low (1).
    Overhead (2).

Hishou Kyaku
>>  In the air - qcf + K

Haki Kyaku
>>  d, d + K
>>  Negates several projectiles.


DESPERATION MOVES--------------------------------------------------------------

Houou Kyaku
>>  qcb, db, f + K

Houou Hiten Kyaku
>>  qcf, qcf + K


STRIKER------------------------------------------------------------------------

"Hishou Kyaku"
>>  Kim arrives with a Hishou Kyaku, then kicks the opponent up for juggles.
    Role #1 - Prevent people running in.
    Role #2 - Far air counter.
    Role #3 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f + A (1), qcf + K (air), Stand A
>>  Crouch B, Crouch A, f + A (1), qcb.db.f + K
>>  Crouch B, Crouch A, d.u + B
>>  Crouch B, Crouch A, d.u + D, d + D

>>  Stand C (1), f + A (1), qcf + K (air), Stand A
>>  Stand C (1), f + A (1), qcb.db.f + K
>>  Stand C (1), d.d + K, qcb.db.f + K


ADVANCED COMBOS----------------------------------------------------------------

>>  d.d + K, Stand C (1), d.d + K                              <   CORNER   >

>>  Jump D, Crouch B, Crouch A, f + A (1), qcf + B, Stand A

>>  Overlap A, Crouch A, Stand C (1), d.u + D, d + D
>>  Overlap A, Stand C (1), d.d + K, qcb.db.f + K
>>  Overlap qcf + K (3), Crouch A, Stand C (1), qcf x 2 + K

>>  Striker : Ryo
    Jump D, Stand C (1), qcb + D (2), qcb.db.f + K,            
    Call Striker, C Throw

>>  Striker : Ryo
    Overlap qcf + K (4), Stand C (1), d.d + K, Stand C (1),    <  CORNER 2  >
    f + A (1), qcf + K, Crouch A, f + A, qcb.db.f + K,
    Call Striker, D Throw

>>  Striker : Mary
    Overlap A, Stand C (1), d.d + K, Call Striker,             <   CORNER   >
    Jump qcf + K, qcb + B, d.u + B


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Ikuzo!"

During Houou Hiten Kyaku
>>  "Mikitta! Neni Chagi!"

Win Pose B
>>  "Naka naka no utimai."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



CHANG KOEHAN-------------------------------------------------------------------
-------------------------------------------------------------------------------

"You're potential energy. I'm irresistible force."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : A
Speed             : E
Usage             : A
Striker           : B
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : *****  -  A  -  Excellent
SP Power           : *****  -  A  -  Excellent
Reach              : ****   -  B  -  Far
Speed              : *      -  E  -  Very Slow
Jump Height        : *      -  E  -  Low

Combos             : **     -  D  -  Low
Mastery Challenge  : ***    -  A  -  Very Hard
Usage Challenge    : *****  -  A  -  Very Hard
Vs. Challenge      : ***    -  C  -  Normal
Striker            : ***    -  C  -  Average

Popularity         : *      -  E  -  Very Unpopular
Overall            : **     -  D  -  Bad


THROWS-------------------------------------------------------------------------

Hagan Geki
>>  When close - b / f + C, tap P repeatedly

Kusari Jime
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Hiki Nige
>>  df + P
>>  Hits low.
    Evades several high attacks.


SPECIAL MOVES------------------------------------------------------------------

Tekkyuu Dai Kaiten
>>  Tap P repeatedly, move b/f
>>  Tap ABCD to stop.

Tekkyuu Tai Kouchi
>>  hcf + K

Tekkyuu Funsai Geki
>>  Charge b, f + P
>>  Has autoguard.

Dai Hakai Nage
>>  When close - hcb, f + P
>>  Unblockable.


DESPERATION MOVES--------------------------------------------------------------

Tekkyuu Dai Bousou
>>  qcf, hcb + P

Tekkyuu Dai Assatsu
>>  qcf, qcf + P

Tekkyuu Dai Bokusatsu
>>  qcf, qcf + K
>>  Negates several projectiles.
    Hits opponents on the floor.


STRIKER------------------------------------------------------------------------

"Tekkyuu Dai Kourin"
>>  Chang goes in like the last frames if his Tekkyuu Dai Assatsu.
    Role #1 - Prevent people running in.
    Role #2 - Air counter.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Stand B, hcb.f + P


ADVANCED COMBOS----------------------------------------------------------------


QUOTES-------------------------------------------------------------------------

During Tekkyuu Dai Bousou
>>  "I--kuzo!"

Durong Tekkyuu Dai Bokusatsu
>>  "Okyawarikuzo!"

???
>>  "Super kachirike!"

INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



CHOI BOUNGE--------------------------------------------------------------------
-------------------------------------------------------------------------------

"I'm a little monster who kicks big butt!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK > -----------------------------------------------------------

Attack Power      : B
Reach             : E
Speed             : B
Usage             : C
Striker           : D
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : **     -  D  -  Bad
SP Power           : ****   -  B  -  Good
Reach              : *      -  E  -  Very Near
Speed              : *****  -  A  -  Very High
Jump Height        : *****  -  A  -  High

Combos             : ***    -  C  -  Average
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : **     -  D  -  Low

Popularity         : **     -  D  -  Not Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Zujou Sashi
>>  When close - b / f + C, tap P repeatedly

Geketsu Tsuki
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Mukuro Tsuki
>>  b / f + A
>>  Breaks opponent's guard.
    Can be cancelled into a special move.

Toorima Geri
>>  b / f + B
>>  Overhead.


SPECIAL MOVES------------------------------------------------------------------

Kaiten Hien Zan
>>  qcb + P
>>  Can be followed with Kishuu Hien Tsuki.

/Kishuu Hien Tsuki
>>  After Kaiten Hien Zan - press P

Hishou Kyaku
>>  In the air - qcf + K

Senpuu Hien Hitotsu
>>  Charge b, f + P

Tatsumaki Shippuu Zan
>>  Charge d, u + P

Hishou Kuuretsu Zan
>>  Charge d, u + K, hold K to attack

Houou Tenkan
>>  After Hishou Kuuretsu Zan - any direction + P/K
>>  Can be performed 3 times.


DESPERATION MOVES--------------------------------------------------------------

Shin! Chouretsu Tatsumaki Shinkuu Zan
>>  hcb, hcb + P, move b/f

Houou Kyaku
>>  qcf, hcb + K

Shin! Chouzetsu Rinkaiten Toppa
>>  In the air - qcf x 2 + P


STRIKER------------------------------------------------------------------------

"Chouhatsu Zanmai"
>>  Choi jumps in and perform a C Tatsumaki Shippuu Zan if the opponent is
    close.
>>  Choi jumps in and performs a taunt if the opponent is far.


EFFECTIVE COMBOS---------------------------------------------------------------

>>  Crouch B, Crouch A, f + A, qcf.hcb + K (DM)(unblockable)
>>  Crouch B, Crouch A, f + B, qcf.hcb + K (DM)

>>  Crouch B, Crouch A, d.u + A


ADVANCED COMBOS----------------------------------------------------------------


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Aku wa yurusan de yansu! Bububububu!"

Taunt
>>  "Mukumukumuku!"

Defeat
>>  "Kai--kaan..."

During Houou Kyaku
>>  "Shinu de yansu!"

Win Pose A
>>  "Kachi de yansu!"

Win Pose B
>>  "Moetaru de yansu!"


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  



JHUN FUUN----------------------------------------------------------------------
-------------------------------------------------------------------------------

"You really are weak. Throw in the towel!"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : B
Usage             : D
Striker           : D
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : *****  -  A  -  Excellent
SP Power           : ***    -  C  -  Average
Reach              : ***    -  C  -  Average
Speed              : ****   -  B  -  Fast
Jump Height        : ***    -  C  -  Normal

Combos             : ***    -  C  -  Average
Mastery Challenge  : *****  -  A  -  Very Hard
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : **     -  D  -  Low

Popularity         : ****   -  B  -  Popular
Overall            : ****   -  B  -  Good


THROWS-------------------------------------------------------------------------

Handou Geki
>>  When close - b / f + C

Kai Senpuu
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Ryuuko Geki
>>  f + B
>>  Can be followed with Rakko Jin.

Ryuurou Shuu
>>  In the air - d + B


SPECIAL MOVES------------------------------------------------------------------

Haiki Geki
>>  qcb + P
>>  Can be followed with Soshuu Jin (A).

Mangetsu Zan
>>  qcb + K
>>  Can be followed with Rakko Jin (B).

Kuu Sa Jin
>>  Charge d, u + P
>>  Can be followed with Soshuu Jin (A).

Soshuu Jin
>>  d, d + A, hold A
    While in Rakko Jin - hold A and release B
    After A Haiki Geki - hold A
    After A Kuu Sa Jin - hold A
>>  You can perform these moves while holding A.

/Shuusou Kyaku : Joudan
>>  While in Soshuu Jin - press u + C

/Shuusou Kyaku : Chuudan
>>  While in Soshuu Jin - press C

/Shuusou Kyaku : Gedan
>>  While in Soshuu Jin - press d + C

/Taikyokuha
>>  While in Soshuu Jin - press D
>>  Negates several projectiles.

Ryuuko Jin
>>  d, d + B, hold B
    While in Soshuu Jin - hold B and release A
    After Ryuuko Geki - hold B
    After B Hangetsu Zan - hold B
>>  You can perform these moves while holding B.

/?
>>  While in Rakko Jin - b / f + A
>>  Has autoguard.

/Hiko Geki : Ue
>>  While in Rakko Jin - u + C
>>  Evades several low attacks.
    Overhead.

/Mouko Geki : Naka
>>  While in Rakko Jin - C
>>  Juggles.

/Shuuko Geki : Shimo
>>  While in Rakko Jin - d + C
>>  Evades several high attacks and projectiles.

/Taikyokuhi
>>  While in Rakko Jin - D
>>  Evades normal attacks and special moves.


DESPERATION MOVES--------------------------------------------------------------

Houou Resso Kyaku
>>  qcf, qcf + K

Houou Tenbu Kyaku
>>  In the air - qcf, qcf + K


STRIKER------------------------------------------------------------------------

"Fukkoshuu Geki"
>>  Jhun runs in and performs a C Kuu Sa Jin if he hits the opponent.
    Role #1 - Prevent opponent running in / Far air counter
    Role #2 - Juggles.
>>  Jhun runs in and performs a Hiko Geki : Ue if he doesn't hit the opponent.
    Role #1 - Overhead.


EFFECTIVE COMBOS---------------------------------------------------------------

< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, Crouch A, f + B
>>  Crouch B, Crouch A, d.u + P
>>  Crouch B, Crouch B, Crouch B, Crouch B, Crouch B


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, qcb + K
>>  Stand C, qcf x 2 + K


< CROUCH C COMBOS > -----------------------------------------------------------

>>  Crouch C, qcf x 2 + K


< OTHER COMBOS > --------------------------------------------------------------

>>  d.d + A (hold A), d + C, C, D
>>  d.d + B (hold B), C, u + C


ADVANCED COMBOS----------------------------------------------------------------


QUOTES-------------------------------------------------------------------------

Introductory Pose A
>>  "Saa, hajimemasho ka?"

Introductory Pose B
>>  "Sore dewa, hajimemasho?"

Vs. Kim
>>  "Watashi ni kateruka ne, Kim-kun?"

Vs. Choi
>>  "Kimi no watashi ni fuitekuruka ne, Choi-kun?"

Taunt
>>  "Kimi no tokui wa dekinasai!"

Slide
>>  "Muda desu yo."

Call Striker
>>  "Deban desu."

Striker
>>  "Koko wa watashi ga."

Defeat
>>  "Watashi tachi ta koto ga...!"

During Hiko Geki : Ue
>>  "Asoko da!"

During Hiko Geki : Naka
>>  "Hai!"

During Taikyokuhi
>>  "Muda desu yo."

Win Pose A
>>  "Wasaka midarata hide yo?"

Win Pose B
>>  "Doyoku wa mito memasu yo."

Win Pose C
>>  "Tatakau kara ni wa...katanakuwa ne."


INFO---------------------------------------------------------------------------

Playing As
>>  

Playing Against
>>  

Playing Against Krizalid (2nd Form)
>>  





===============================================================================
THE KYO CLONES
===============================================================================

KOF'99 Theme : ESAKA?



-------------------------------------------------------------------------------
KYO-1
-------------------------------------------------------------------------------

"Victory is mine... Was there any doubt?"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : C
Speed             : C
Usage             : D
Striker           : D
Overall           : D

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ****   -  B  -  Good
Reach              : ***    -  D  -  Average
Speed              : ***    -  C  -  Normal
Jump Height        : ***    -  C  -  Normal

Combos             : ****   -  B  -  High
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : **     -  D  -  Low

Popularity         : **     -  D  -  Not Popular
Overall            : ***    -  C  -  Average


THROWS-------------------------------------------------------------------------

Hatsugane
>>  When close - b / f + C

Issetsu Seoi Nage
>>  When close - b / f + D


COMMAND ATTACKS----------------------------------------------------------------

Kuro Gami
>>  f + A
>>  Can be cancelled into a special move.

Honofuri
>>  f + B
>>  Overhead.
    Evades several normal attacks and projectiles.
    Can be cancelled into a special move.

Migiri Udachi
>>  df + C
>>  Stuns opponent when hit.
    Hits opponents on the ground.


SPECIAL MOVES------------------------------------------------------------------

Yami Barai
>>  qcf + P
>>  Evades several normal attacks.
    Hits opponents on the ground.

Oboroguruma
>>  f, d, df + K
>>  Knockdown (D) (3).

75 Shiki : Kai
>>  qcf + K, K
>>  Juggles (2).

Aoki
>>  qcb + P


DESPERATION MOVES--------------------------------------------------------------

Orochi Nagi
>>  qcb, hcf + P, hold P to delay move
>>  Evades low attacks (A) (DM).
    Evades high attacks and projectiles (C) (DM).
    The flame negates projectiles (C) (SDM).
    Causes damage when touched (SDM).


STRIKER------------------------------------------------------------------------

"75 Shiki : Kai"
>>  Kyo-1 comes in with a R.E.D. Kick then taunts if he hits the opponent.
    Role #1 - Close air counter.
    Role #2 - Decrease Super Bar.
>>  Kyo-1 comes in with a R.E.D. Kick then does a Kai if he doesn't hit the
    opponent during the R.E.D. Kick.
    Role #1 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ------------------------------------------------------------

>>  Stand A, df + C
>>  Stand A, f.d.df + K
>>  Stand A, f.d.df + K, df + C                                  <  CORNER  >
>>  Stand A, f.d.df + K, qcf + C                                 <  CORNER  >
>>  Stand A, qcb + A
>>  Stand A, qcb + A, df + C
>>  Stand A, qcb + A, qcf + C

>>  Stand A, Stand A
>>  Stand A, Stand A, df + C
>>  Stand A, Stand A, f.d.df + K
>>  Stand A, Stand A, f.d.df + K, df + C                         <  CORNER  >
>>  Stand A, Stand A, f.d.df + K, qcf + C                        <  CORNER  >
>>  Stand A, Crouch A
>>  Stand A, Crouch A, df + C
>>  Stand A, Crouch A, f.d.df + K
>>  Stand A, Crouch A, f.d.df + K, df + C                        <  CORNER  >
>>  Stand A, Crouch A, f.d.df + K, qcf + C                       <  CORNER  >
>>  Stand A, Stand B
>>  Stand A, Stand B, df + C
>>  Stand A, Stand B, f.d.df + K
>>  Stand A, Stand B, f.d.df + K, df + C                         <  CORNER  >
>>  Stand A, Stand B, f.d.df + K, qcf + C                        <  CORNER  >
>>  Stand A, Crouch B

>>  Stand A, Stand A, Stand B
>>  Stand A, Stand A, Stand B, f.d.df + K
>>  Stand A, Stand A, Stand B, f.d.df + K, df + C                <  CORNER  >
>>  Stand A, Stand A, Stand B, f.d.df + K, qcf + C               <  CORNER  >
>>  Stand A, Crouch A, Stand B
>>  Stand A, Crouch A, Stand B, f.d.df + K
>>  Stand A, Crouch A, Stand B, f.d.df + K, df + C               <  CORNER  >
>>  Stand A, Crouch A, Stand B, f.d.df + K, qcf + C              <  CORNER  >
>>  Stand A, Crouch B, Stand B
>>  Stand A, Crouch B, Crouch B


< CROUCH A COMBOS > -----------------------------------------------------------

>>  Crouch A, df + C
>>  Crouch A, f.d.df + K
>>  Crouch A, f.d.df + K, df + C                                 <  CORNER  >
>>  Crouch A, f.d.df + K, qcf + C                                <  CORNER  >
>>  Crouch A, qcb + A
>>  Crouch A, qcb + A, df + C
>>  Crouch A, qcb + A, qcf + C

>>  Crouch A, Stand A
>>  Crouch A, Stand A, df + C
>>  Crouch A, Stand A, f.d.df + K
>>  Crouch A, Stand A, f.d.df + K, df + C                        <  CORNER  >
>>  Crouch A, Stand A, f.d.df + K, qcf + C                       <  CORNER  >
>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, df + C
>>  Crouch A, Crouch A, f.d.df + K
>>  Crouch A, Crouch A, f.d.df + K, df + C                       <  CORNER  >
>>  Crouch A, Crouch A, f.d.df + K, qcf + C                      <  CORNER  >
>>  Crouch A, Stand B
>>  Crouch A, Stand B, df + C
>>  Crouch A, Stand B, f.d.df + K
>>  Crouch A, Stand B, f.d.df + K, df + C                        <  CORNER  >
>>  Crouch A, Stand B, f.d.df + K, qcf + C                       <  CORNER  >
>>  Crouch A, Crouch B

>>  Crouch A, Stand A, Stand B
>>  Crouch A, Stand A, Stand B, f.d.df + K
>>  Crouch A, Stand A, Stand B, f.d.df + K, df + C               <  CORNER  >
>>  Crouch A, Stand A, Stand B, f.d.df + K, qcf + C              <  CORNER  >
>>  Crouch A, Crouch A, Stand B
>>  Crouch A, Crouch A, Stand B, f.d.df + K
>>  Crouch A, Crouch A, Stand B, f.d.df + K, df + C              <  CORNER  >
>>  Crouch A, Crouch A, Stand B, f.d.df + K, qcf + C             <  CORNER  >
>>  Crouch A, Crouch B, Stand B
>>  Crouch A, Crouch B, Crouch B


< STAND B COMBOS > ------------------------------------------------------------

>>  Stand B, df + C
>>  Stand B, f.d.df + K
>>  Stand B, f.d.df + K, df + C                                  <  CORNER  >
>>  Stand B, f.d.df + K, qcf + C                                 <  CORNER  >
>>  Stand B, qcb + A
>>  Stand B, qcb + A, df + C
>>  Stand B, qcb + A, qcf + C


< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, Stand A
>>  Crouch B, Stand A, df + C
>>  Crouch B, Stand A, f.d.df + D
>>  Crouch B, Stand A, f.d.df + D, df + C                        <  CORNER  >
>>  Crouch B, Stand A, f.d.df + D, qcf + C                       <  CORNER  >
>>  Crouch B, Stand A, qcb + A                                   <  CORNER  >
>>  Crouch B, Stand A, qcb + A, df + C                           <  CORNER  >
>>  Crouch B, Stand A, qcb + A, qcf + A                          <  CORNER  >
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, df + C
>>  Crouch B, Crouch A, qcb + A                                  <  CORNER  >
>>  Crouch B, Crouch A, qcb + A, df + C                          <  CORNER  >
>>  Crouch B, Crouch A, qcb + A, qcf + P                         <  CORNER  >
>>  Crouch B, Stand B
>>  Crouch B, Stand B, df + C
>>  Crouch B, Stand B, f.d.df + K
>>  Crouch B, Stand B, f.d.df + D, df + C                        <  CORNER  >
>>  Crouch B, Stand B, f.d.df + D, qcf + C                       <  CORNER  >
>>  Crouch B, Stand B, qcb + A                                   <  CORNER  >
>>  Crouch B, Stand B, qcb + A, df + C                           <  CORNER  >
>>  Crouch B, Stand B, qcb + A, qcf + A                          <  CORNER  >

>>  Crouch B, Stand A, Stand B
>>  Crouch B, Stand A, Crouch B
>>  Crouch B, Crouch A, Stand B
>>  Crouch B, Crouch A, Stand B, f.d.df + K
>>  Crouch B, Crouch A, Stand B, f.d.df + D, df + C              <  CORNER  >
>>  Crouch B, Crouch A, Stand B, f.d.df + D, qcf + A             <  CORNER  >
>>  Crouch B, Crouch A, Crouch B
>>  Crouch B, Crouch B, Crouch A
>>  Crouch B, Crouch B, Crouch A, f.d.df + K
>>  Crouch B, Crouch B, Crouch A, f.d.df + D, df + C             <  CORNER  >
>>  Crouch B, Crouch B, Crouch A, f.d.df + D, qcf + C            <  CORNER  >
>>  Crouch B, Crouch B, Stand B
>>  Crouch B, Crouch B, Stand B, f.d.df + K
>>  Crouch B, Crouch B, Stand B, f.d.df + D, df + C              <  CORNER  >
>>  Crouch B, Crouch B, Stand B, f.d.df + D, qcf + A             <  CORNER  >


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, f + A
>>  Stand C, f + A, f.d.df + K
>>  Stand C, f + A, f.d.df + D, df + C                           <  CORNER  >
>>  Stand C, f + A, f.d.df + D, qcf + C                          <  CORNER  >
>>  Stand C, df + C
>>  Stand C, qcf + C
>>  Stand C, qcf + D.D
>>  Stand C, qcf + D.D, Jump CD
>>  Stand C, qcf + D.D, f + A
>>  Stand C, qcf + D.D, f + A, qcf + C
>>  Stand C, qcf + D.D, df + C
>>  Stand C, qcf + D.D, qcf + P
>>  Stand C, qcf + D.D, f.d.df + K
>>  Stand C, qcf + D.D, f.d.df + D, df + C                       <  CORNER  >
>>  Stand C, qcf + D.D, f.d.df + D, qcf + C                      <  CORNER  >
>>  Stand C, qcf + D.D, qcb + A
>>  Stand C, qcf + D.D, qcb + A, df + C
>>  Stand C, qcf + D.D, qcb + A, qcf + C
>>  Stand C, qcb + C, df + C
>>  Stand C, qcb + C, qcf + P


< COMMAND ATTACK COMBOS > -----------------------------------------------------

>>  f + A, qcf + D.D
>>  f + A, qcf + D.D, f.d.df + K
>>  f + A, qcf + D.D, f.d.df + K, df + C                         <  CORNER  >
>>  f + A, qcf + D.D, f.d.df + K, qcf + C                        <  CORNER  >
>>  f + A, qcf + D.D, qcb + A
>>  f + A, qcf + D.D, qcb + A, df + C
>>  f + A, qcf + D.D, qcb + A, qcf + C
>>  f + A, f.d.df + K
>>  f + A, f.d.df + K, df + C                                    <  CORNER  >
>>  f + A, f.d.df + K, qcf + C                                   <  CORNER  >
>>  f + A, qcf + C
>>  f + A, qcb + C, df + C
>>  f + A, qcb + C, qcf + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump C, Crouch B, Stand A, qcb + A, qcf + C, C Throw       <   CORNER   >
>>  Jump D, Stand C, f + A, qcf + D.D, qcb.hcf + A, qcf + C,   <   CORNER   >
    C Throw
>>  Jump D, Stand C, f + A, f.d.df + D, df + C                 <   CORNER   >
>>  Jump D, Stand C, qcf + D.D, qcb.hcf + A, qcf + C           
                                                               <   CORNER   >

>>  Overlap B, Stand C, f + A, qcf + D.D, f.d.df + D, df + C   <  CORNER 2  >

>>  Striker : Mai
    Jump C, Stand C, qcf + D.D, Call Striker, f.d.df + D       <   CORNER   >

>>  Striker : Kasumi
    Jump C, Stand C, qcf + D.D, [Call Striker, qcf + D.D],     <   CORNER   >
    [repeat x 3], f.d.df + D, qcf + C                          <    100%    >


QUOTES-------------------------------------------------------------------------

Taunt
>>  "Mou oyasumikai?"

During Yami Barai
>>  "Kurae!"

During Aoki
>>  "Oriya!"

During Orochi Nagi
>>  "Haa...kurai yagare!"

Recovery Roll
>>  "Otto."

Win Pose A
>>  "Ore no...kachi da!"

Win Pose B
>>  "Anta ja moene na..."


INFO---------------------------------------------------------------------------

Playing As
>>  Kyo-1 inherits Kyo's agility, if not his power. Long strings of juggling
    combos he has...but the opportunity to perform such are quite few. You'll
    end up relying more on throwing and normal moves than his Special Moves,
    and to rely on his SDM Orochi Nagi. Suffice to say, his Stand C and Crouch
    C are good for Air Counters, and his Jumping D is also to start combos.
    Whatever you do, don't perform his Special Moves (except for the 75 Shiki)
    when you think they will not connect--you'll regret it.

Playing Against
>>  Even though he doesn't have that much power compared to the other two
    Kyos, try not to get hit by his Stand C or Jump D. If you do, you can say
    goodbye to most of your energy. His combos are devastating; and annoyingly
    easy. Just don't underestimate.

Playing Against Krizalid (2nd Form)
>>  Combos are key. Krizalid takes half damage from them, but repeat Kyo-1's
    combo 4-5 times and he's dead. The problem is how to make them connect.
    Jump only with a D from far away; and if it hits and he is too far, don't
    try to continue. Just wait for an opening and attack. 



-------------------------------------------------------------------------------
KYO-2
-------------------------------------------------------------------------------

"Victory is mine... Was there any doubt?"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : C
Reach             : C
Speed             : B
Usage             : C
Striker           : D
Overall           : C

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ****   -  B  -  Good
Reach              : **     -  D  -  Near
Speed              : **     -  D  -  Slow
Jump Height        : ***    -  C  -  Normal

Combos             : **     -  D  -  Low
Mastery Challenge  : ***    -  C  -  Normal
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : ***    -  C  -  Normal
Striker            : **     -  D  -  Low

Popularity         : **     -  D  -  Not Popular
Overall            : ***    -  C  -  Average


COMMAND ATTACKS----------------------------------------------------------------

Ge Shiki : Goufu You
>>  f + B
>>  Overhead (2).
    Can be cancelled into a special move (2).

Ge Shiki : Naraku Otoshi
>>  In the air - d + C
>>  Knocks down airborne opponent.


SPECIAL MOVES------------------------------------------------------------------

Ara Gami
>>  qcf + A
>>  Evades several normal attacks and specials.
    Has autoguard.
    Negates 1-hit projectiles.
    Can be followed with Kuu no Kizu or Ya no Sabi.

/Kuu no Kizu
>>  After Ara Gami - qcf + P
>>  Can be followed with Migiri Udachi or Nana Se.

/Ya no Sabi
>>  After Ara Gami or Kuu no Kizu - hcb + P
>>  Overhead.
    Can be followed with Migiri Udachi or Nana Se.

//Migiri Udachi
>>  After Ara Gami + Ya no Sabi - press P
>>  Hits low.

//Nue Tsumi
>>  After Ara Gami + Ya no Sabi - press K
>>  Juggles.

//Nana Se
>>  After Ara Gami + Kuu no Kizu - press K

Doku Gami
>>  qcf + C
>>  Evades several normal attacks and specials.
    Has autoguard.
    Negates 1-hit projectiles.
    Can be followed with Tsumi Yomi.

/Tsumi Yomi
>>  After Doku Gami - hcb + P
>>  Can be followed with Batsu Yomi.

//Batsu Yomi
>>  After Tsumi Yomi - f + P

Oni Yaki
>>  f, d, df + P
>>  Has autoguard.

R.E.D. Kick
>>  b, d, db + K
>>  Knocks down airborne opponents.

Kototsuki
>>  hcb + K
>>  Evades several low attacks.


DESPERATION MOVES--------------------------------------------------------------

Mu Shiki
>>  qcf, qcf + P
>>  Negates several projectiles.
    Evades 1-hit normal attack and specials when SDM.


STRIKER------------------------------------------------------------------------

"75 Shiki : Kai"
>>  Kyo-2 comes in with a R.E.D. Kick then taunts if he hits the opponent.
    Role #1 - Close air counter.
    Role #2 - Decrease Super Bar.
>>  Kyo-2 comes in with a R.E.D. Kick then does a Kai if he doesn't hit the
    opponent during the R.E.D. Kick.
    Role #1 - Juggles.


EFFECTIVE COMBOS---------------------------------------------------------------

< CROUCH A COMBOS > -----------------------------------------------------------

>>  Crouch A, f + B, qcf + C
>>  Crouch A, f + B, qcf + C, hcb + P


< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, Crouch A, f.d.df + A
>>  Crouch B, Crouch A, f + B, qcf + C


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, f + B (2), qcf + C
>>  Stand C, qcf + A
>>  Stand C, qcf + A, qcf + P
>>  Stand C, qcf + A, qcf + P, K
>>  Stand C, qcf + C
>>  Stand C, qcf + C, hcb + P
>>  Stand C, qcf + C, hcb + P, f + P
>>  Stand C, f.d.df + A
>>  Stand C, f.d.df + C                                        <   CORNER   >
>>  Stand C, hcb + K
>>  Stand C, qcf x 2 + P


< CROUCH C COMBOS > -----------------------------------------------------------

>>  Crouch C, f + B (2), qcf + C
>>  Crouch C, qcf + A
>>  Crouch C, qcf + A, qcf + P
>>  Crouch C, qcf + A, qcf + P, K
>>  Crouch C, qcf + C
>>  Crouch C, qcf + C, hcb + P
>>  Crouch C, qcf + C, hcb + P, f + P
>>  Crouch C, f.d.df + A
>>  Crouch C, f.d.df + C                                       <   CORNER   >
>>  Crouch C, qcf x 2 + P


< STAND D COMBOS > ------------------------------------------------------------

>>  Stand D, f + B (2), qcf + C
>>  Stand D, qcf + A
>>  Stand D, qcf + A, qcf + P
>>  Stand D, qcf + A, qcf + P, K
>>  Stand D, qcf + C
>>  Stand D, qcf + C, hcb + P
>>  Stand D, qcf + C, hcb + P, f + P
>>  Stand D, f.d.df + A
>>  Stand D, f.d.df + C                                        <   CORNER   >
>>  Stand D, f.d.df + A
>>  Stand D, hcb + K
>>  Stand D, qcf x 2 + P


< CROUCH D COMBOS > -----------------------------------------------------------

>>  Crouch D (1), qcf + A
>>  Crouch D (1), qcf + A, qcf + P
>>  Crouch D (1), qcf + A, qcf + P, K
>>  Crouch D (1), qcf + C
>>  Crouch D (1), qcf + C, hcb + P
>>  Crouch D (1), qcf + C, hcb + P, f + P
>>  Crouch D (1), f.d.df + P
>>  Crouch D (1), hcb + K
>>  Crouch D (1), qcf x 2 + P


< COMMAND ATTACK COMBOS > -----------------------------------------------------

>>  f + B (1), qcf + A
>>  f + B (1), qcf + A, qcf + P
>>  f + B (1), qcf + A, qcf + P, K
>>  f + B (1), qcf + C
>>  f + B (1), qcf + C, hcb + P
>>  f + B (1), qcf + C, hcb + P, f + P
>>  f + B (1), f.d.df + P
>>  f + B (1), hcb + K
>>  f + B (1), qcf x 2 + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump CD, Stand D, b.d.db + D                               <  COUNTER!  >

>>  Jump B, d + C, Stand C, f + B, b.d.db + B                  <   CORNER   >

>>  Overlap B, d + C, Backstep d + C, Jump d + C               <   CORNER   >
>>  Overlap D, Crouch B, Crouch A, f + B, qcf + C, hcb + P,    <  CORNER 2  >
    f + P
>>  Overlap D, Crouch B, Crouch A, f.d.df + A (1), qcf x 2 + P 
>>  Overlap D, Stand C, hcb + B (1), qcf x 2 + P               

>>  Striker : Terry
    Overlap B, d + C, Call Striker, qcf + C, f.d.df + A



QUOTES-------------------------------------------------------------------------

Taunt
>>  "Mou oyasumikai?"

During Oni Yaki
>>  "Oriya!"

During Ara Gami
>>  "Body ga amai ze."

During Kuu no Kizu
>>  "Orosu da ze!"

During Ya no Sabi
>>  "Garaaki da ze!"

During Doku Gami
>>  "Kurae!"

During Kototsuki
>>  "Tch...moerou!"

During Mu Shiki
>>  "Misete aru...Kusanagi no koushou!"

Win Pose A
>>  "Ore no...kachi da!"

Win Pose B
>>  "Anta ja moene na..."


INFO---------------------------------------------------------------------------

Playing As
>>  Although Kyo-2's damage ratio equals (maybe even exceeds) the real Kusanagi
    Kyo, you'll have a hard time actually hitting your opponent. That's because
    of the lag times. The only thing I can suggest is to use most of his moves
    in combos exclusively--unless you think that it will connect. Since his
    Autoguard timing is different from the real Kyo, you'll have a hard time.
    But, the satisfaction more than makes up for it! His Oni Yaki is good only
    when you know your opponent is going to jump. Knowing which combos to use
    in different situations are crucial.

Playing Against
>>  It's not very hard facing Kyo-2 in combat. The problem is when you get hit,
    that hit will take a lot...especially if it's a Counter!. He has a lot of
    lag time before and after his moves, and so that makes him vulnerable. It's
    simple really; just block and attack, block and attack, repeat...

Playing Against Krizalid (2nd Form)
>>  For some reason, Krizalid tries to block Kyo-2's jumping D with his face.
    This is an ideal combo starter, so just go in there and start the frenzy.
    However, don't forget to jump high, and never try to perform a Mu Shiki
    when he does his tornado kick thingy or DM or whatever.





===============================================================================
KYO KUSANAGI
===============================================================================

KOF'97 Theme : ESAKA FOREVER
KOF'98 Theme : ESAKA (Vs. Iori Yagami)
KOF'99 Theme : Tears

-------------------------------------------------------------------------------

"Huh, don't tell me. Think I was a clone?"

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : A
Reach             : C
Speed             : B
Usage             : B
Striker           : B
Overall           : A

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ****   -  B  -  Good
SP Power           : ****   -  B  -  Good
Reach              : **     -  D  -  Near
Speed              : ****   -  B  -  Fast
Jump Height        : ***    -  C  -  Normal

Combos             : *****  -  A  -  Very High
Mastery Challenge  : *****  -  A  -  Very Hard
Usage Challenge    : ****   -  B  -  Hard
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : ****   -  B  -  Above Average

Popularity         : *****  -  A  -  Very Popular
Overall            : *****  -  A  -  Excellent


COMMAND ATTACKS----------------------------------------------------------------

Ge Shiki : Goufu You
>>  f + B
>>  Overhead (2).
    Can be cancelled into a special move (2).

88 Shiki
>>  df + D

Ge Shiki : Naraku Otoshi
>>  In the air - d + C
>>  Knocks down airborne opponents.


SPECIAL MOVES------------------------------------------------------------------

114 Shiki : Ara Gami
>>  qcf + A
>>  Evades several normal attacks and specials.
    Has autoguard.
    Negates 1-hit projectiles.
    Can be followed with Kuu Kizu or Ya Sabi.

/128 Shiki : Kuu no Kizu
>>  After Ara Gami - qcf + P
>>  Can be followed with Migiri Udachi or Nana Se.

/127 Shiki : Ya no Sabi
>>  After Ara Gami or Kuu no Kizu - hcb + P
>>  Overhead.
    Can be followed with Migiri Udachi or Nana Se.

//Ge Shiki : Migiri Udachi
>>  After Ara Gami + Ya no Sabi - press P

//125 Shiki : Nana Se
>>  After Kuu no Kizu or Ya no Sabi - press K

115 Shiki : Doku Gami
>>  qcf + C
>>  Evades several normal attacks and specials.
    Has autoguard.
    Negates 1-hit projectiles.
    Can be followed with Tsumi Yomi.

/401 Shiki : Tsumi Yomi
>>  After Doku Gami - hcb + P
>>  Can be followed with Batsu Yomi.

//402 Shiki : Batsu Yomi
>>  After Tsumi Yomi - f + P

410 Shiki : Nue Tsumi
>>  qcb + P
>>  Counters several normal attacks.

/Ge Shiki : Tora Fuse
>>  Use Nue Tsumi to counter high attacks

/Ge Shiki : Ryuu Iri
>>  Use Nue Tsumi to counter low attacks

75 Shiki : Kai
>>  qcf + K, K
>>  Evades several normal attacks.
    Juggles (2).

100 Shiki : Oni Yaki
>>  f, d, df + P
>>  Has autoguard (1).

R.E.D. Kick
>>  b, d, db + K
>>  Knocks down airborne opponents.

427 Shiki : Hikigane
>>  hcb + K
>>  Has autoguard (1).
    Stuns opponent when hit (1).


DESPERATION MOVES--------------------------------------------------------------

Ura 108 Shiki : Orochi Nagi
>>  qcb, hcf + P, hold P to delay move
>>  Evades low attacks (A) (DM).
    Evades high attacks and projectiles (C) (DM).
    The flame on Kyo's body negates projectiles (C) (SDM).
    Causes damage when touched (SDM).

182 Shiki
>>  qcf, qcf + P, hold P to charge move.
>>  Evades several normal attacks and specials.
    When charged to its full strength, this move is unblockable.


STRIKER------------------------------------------------------------------------

"Ura 108 Shiki : Orochi Nagi"
>>  Kyo jumps in and performs an SDM Orochi Nagi.
    Role #1 - Pressure move.


EFFECTIVE COMBOS---------------------------------------------------------------

< STAND A COMBOS > ------------------------------------------------------------

>>  Stand A, df + D
>>  Stand A, f.d.df + P
>>  Stand A, hcb + B

>>  Stand A, Stand A
>>  Stand A, Stand A, df + D
>>  Stand A, Stand A, f.d.df + A
>>  Stand A, Stand A, hcb + B

>>  Stand A, Crouch A
>>  Stand A, Crouch A, df + D
>>  Stand A, Crouch A, f.d.df + A
>>  Stand A, Crouch A, hcb + B
>>  Stand A, Crouch B

>>  Stand A, Stand A, Stand A
>>  Stand A, Crouch A, Stand A
>>  Stand A, Crouch B, Stand A


< CROUCH A COMBOS > -----------------------------------------------------------

>>  Crouch A, df + D
>>  Crouch A, f.d.df + P
>>  Crouch A, hcb + B

>>  Crouch A, Stand A
>>  Crouch A, Stand A, df + D
>>  Crouch A, Stand A, f.d.df + A
>>  Crouch A, Stand A, hcb + B

>>  Crouch A, Crouch A
>>  Crouch A, Crouch A, df + D
>>  Crouch A, Crouch A, f.d.df + A
>>  Crouch A, Crouch A, hcb + B

>>  Crouch A, Crouch B

>>  Crouch A, Crouch A, Stand A
>>  Crouch A, Crouch B, Stand A
>>  Crouch A, Crouch B, Crouch A
>>  Crouch A, Crouch B, Crouch B


< STAND B COMBOS > ------------------------------------------------------------

>>  Stand B, df + D
>>  Stand B, f.d.df + P
>>  Stand B, hcb + B

>>  Stand B, Stand A
>>  Stand B, Stand A, df + D
>>  Stand B, Stand A, f.d.df + P
>>  Stand B, Stand A, hcb + B

>>  Stand B, Crouch A
>>  Stand B, Crouch A, df + D
>>  Stand B, Crouch A, f.d.df + P
>>  Stand B, Crouch A, hcb + B

>>  Stand B, Stand B
>>  Stand B, Stand B, df + D
>>  Stand B, Stand B, f.d.df + P
>>  Stand B, Stand B, hcb + B

>>  Stand B, Crouch B

>>  Stand B, Stand A, Stand A
>>  Stand B, Stand A, Stand A, hcb + B
>>  Stand B, Stand A, Crouch A
>>  Stand B, Stand A, Crouch B

>>  Stand B, Crouch A, Stand A
>>  Stand B, Crouch A, Crouch A
>>  Stand B, Crouch A, Crouch B

>>  Stand B, Stand B, Stand A
>>  Stand B, Stand B, Stand A, hcb + B
>>  Stand B, Stand B, Stand B
>>  Stand B, Stand B, Crouch B

>>  Stand B, Crouch B, Stand A
>>  Stand B, Crouch B, Stand A, df + D
>>  Stand B, Crouch B, Stand A, f.d.df + A
>>  Stand B, Crouch B, Stand A, hcb + B
>>  Stand B, Crouch B, Crouch A
>>  Stand B, Crouch B, Crouch A, hcb + B
>>  Stand B, Crouch B, Crouch B

>>  Stand B, Stand B, Crouch B, Stand B


< CROUCH B COMBOS > -----------------------------------------------------------

>>  Crouch B, Stand A
>>  Crouch B, Stand A, df + D
>>  Crouch B, Stand A, f.d.df + A
>>  Crouch B, Stand A, hcb + B
>>  Crouch B, Crouch A
>>  Crouch B, Crouch A, df + D
>>  Crouch B, Crouch A, f.d.df + A
>>  Crouch B, Crouch A, hcb + B
>>  Crouch B, Stand B
>>  Crouch B, Stand B, df + D
>>  Crouch B, Stand B, f.d.df + A
>>  Crouch B, Stand B, hcb + B
>>  Crouch B, Crouch B

>>  Crouch B, Stand A, Stand A
>>  Crouch B, Stand A, Stand A, hcb + B
>>  Crouch B, Stand A, Crouch A
>>  Crouch B, Crouch A, Stand A
>>  Crouch B, Stand B, Stand B
>>  Crouch B, Crouch B, Stand A
>>  Crouch B, Crouch B, Stand A, hcb + B
>>  Crouch B, Crouch B, Crouch A
>>  Crouch B, Crouch B, Crouch A, hcb + B
>>  Crouch B, Crouch B, Stand B
>>  Crouch B, Crouch B, Crouch B

>>  Crouch B, Stand A, Crouch B, Stand B
>>  Crouch B, Crouch A, Crouch B, Stand B
>>  Crouch B, Stand B, Crouch B, Stand B
>>  Crouch B, Crouch B, Crouch B, Stand B

>>  Crouch B, Stand C, df + D
>>  Crouch B, Stand C, qcf + A
>>  Crouch B, Stand C, qcf + C
>>  Crouch B, Stand C, qcf + C, hcb + P
>>  Crouch B, Stand C, qcf + C, hcb + P, f + P
>>  Crouch B, Stand C, qcf x 2 + A


< STAND C COMBOS > ------------------------------------------------------------

>>  Stand C, qcf + A
>>  Stand C, qcf + A, qcf + P
>>  Stand C, qcf + A, qcf + P, K                                 <  CORNER  >
>>  Stand C, qcf + A, qcf + P, K, Stand C                        <  CORNER  >

>>  Stand C, qcf + C
>>  Stand C, qcf + C, hcb + P
>>  Stand C, qcf + C, hcb + P, f + P

>>  Stand C, qcf + B.B                                           <  CORNER  >
>>  Stand C, qcf + B.B, f.d.df + C                               <  CORNER  >
>>  Stand C, qcf + B.B, b.d.db + B                               <  CORNER  >
>>  Stand C, qcf + B.D                                           <  CORNER  >
>>  Stand C, qcf + B.D, f.d.df + C                               <  CORNER  >
>>  Stand C, qcf + B.D, b.d.db + B                               <  CORNER  >

>>  Stand C, qcf + D.B
>>  Stand C, qcf + D.B, qcf + A
>>  Stand C, qcf + D.B, qcf + A, qcf + P                         <  CORNER  >
>>  Stand C, qcf + D.B, qcf + A, hcb + P                         <  CORNER  >
>>  Stand C, qcf + D.B, qcf + A, hcb + P, P                      <  CORNER  >
>>  Stand C, qcf + D.B, qcf + C
>>  Stand C, qcf + D.B, qcf + B.B, f.d.df + C
>>  Stand C, qcf + D.B, qcf + B.D, f.d.df + C
>>  Stand C, qcf + D.B, f.d.df + P
>>  Stand C, qcf + D.B, b.d.db + B
>>  Stand C, qcf + D.B, hcb + B
>>  Stand C, qcf + D.D, qcf x 2 + A
>>  Stand C, qcf + D.D
>>  Stand C, qcf + D.D, qcf + A
>>  Stand C, qcf + D.D, qcf + A, qcf + P                         <  CORNER  >
>>  Stand C, qcf + D.D, qcf + A, hcb + P                         <  CORNER  >
>>  Stand C, qcf + D.D, qcf + A, hcb + P, P                      <  CORNER  >
>>  Stand C, qcf + D.D, qcf + C
>>  Stand C, qcf + D.D, qcf + B.B, f.d.df + C
>>  Stand C, qcf + D.D, qcf + B.D, f.d.df + C
>>  Stand C, qcf + D.D, f.d.df + P
>>  Stand C, qcf + D.D, b.d.db + B
>>  Stand C, qcf + D.D, hcb + B
>>  Stand C, qcf + D.D, qcf x 2 + A

>>  Stand C, f.d.df + P
>>  Stand C, hcb + B
>>  Stand C, qcf x 2 + A


< CROUCH C COMBOS > -----------------------------------------------------------

>>  Crouch C, qcf + A
>>  Crouch C, qcf + A, qcf + P
>>  Crouch C, qcf + A, qcf + P, K                                 <  CORNER  >
>>  Crouch C, qcf + A, qcf + P, K, Stand C                        <  CORNER  >

>>  Crouch C, qcf + C
>>  Crouch C, qcf + C, hcb + P
>>  Crouch C, qcf + C, hcb + P, f + P

>>  Crouch C, qcf + B.B                                           <  CORNER  >
>>  Crouch C, qcf + B.B, f.d.df + C                               <  CORNER  >
>>  Crouch C, qcf + B.B, b.d.db + B                               <  CORNER  >
>>  Crouch C, qcf + B.D                                           <  CORNER  >
>>  Crouch C, qcf + B.D, f.d.df + C                               <  CORNER  >
>>  Crouch C, qcf + B.D, b.d.db + B                               <  CORNER  >

>>  Crouch C, qcf + D.B
>>  Crouch C, qcf + D.B, qcf + A
>>  Crouch C, qcf + D.B, qcf + A, qcf + P                         <  CORNER  >
>>  Crouch C, qcf + D.B, qcf + A, hcb + P                         <  CORNER  >
>>  Crouch C, qcf + D.B, qcf + A, hcb + P, P                      <  CORNER  >
>>  Crouch C, qcf + D.B, qcf + C
>>  Crouch C, qcf + D.B, qcf + B.B, f.d.df + C
>>  Crouch C, qcf + D.B, qcf + B.D, f.d.df + C
>>  Crouch C, qcf + D.B, f.d.df + P
>>  Crouch C, qcf + D.B, b.d.db + B
>>  Crouch C, qcf + D.B, hcb + B
>>  Crouch C, qcf + D.D, qcf x 2 + A
>>  Crouch C, qcf + D.D
>>  Crouch C, qcf + D.D, qcf + A
>>  Crouch C, qcf + D.D, qcf + A, qcf + P                         <  CORNER  >
>>  Crouch C, qcf + D.D, qcf + A, hcb + P                         <  CORNER  >
>>  Crouch C, qcf + D.D, qcf + A, hcb + P, P                      <  CORNER  >
>>  Crouch C, qcf + D.D, qcf + C
>>  Crouch C, qcf + D.D, qcf + B.B, f.d.df + C
>>  Crouch C, qcf + D.D, qcf + B.D, f.d.df + C
>>  Crouch C, qcf + D.D, f.d.df + P
>>  Crouch C, qcf + D.D, b.d.db + B
>>  Crouch C, qcf + D.D, hcb + B
>>  Crouch C, qcf + D.D, qcf x 2 + A

>>  Crouch C, f.d.df + P
>>  Crouch C, hcb + B
>>  Crouch C, qcf x 2 + A


< STAND D COMBOS >

>>  Stand D, qcf + A
>>  Stand D, qcf + A, qcf + P
>>  Stand D, qcf + A, qcf + P, K                                 <  CORNER  >
>>  Stand D, qcf + A, qcf + P, K, Stand C                        <  CORNER  >

>>  Stand D, qcf + C
>>  Stand D, qcf + C, hcb + P
>>  Stand D, qcf + C, hcb + P, f + P

>>  Stand D, qcf + B.B                                           <  CORNER  >
>>  Stand D, qcf + B.B, f.d.df + C                               <  CORNER  >
>>  Stand D, qcf + B.B, b.d.db + B                               <  CORNER  >
>>  Stand D, qcf + B.D                                           <  CORNER  >
>>  Stand D, qcf + B.D, f.d.df + C                               <  CORNER  >
>>  Stand D, qcf + B.D, b.d.db + B                               <  CORNER  >

>>  Stand D, qcf + D.B
>>  Stand D, qcf + D.B, qcf + A
>>  Stand D, qcf + D.B, qcf + A, qcf + P                         <  CORNER  >
>>  Stand D, qcf + D.B, qcf + A, hcb + P                         <  CORNER  >
>>  Stand D, qcf + D.B, qcf + A, hcb + P, P                      <  CORNER  >
>>  Stand D, qcf + D.B, qcf + C
>>  Stand D, qcf + D.B, qcf + B.B, f.d.df + C
>>  Stand D, qcf + D.B, qcf + B.D, f.d.df + C
>>  Stand D, qcf + D.B, f.d.df + P
>>  Stand D, qcf + D.B, b.d.db + B
>>  Stand D, qcf + D.B, hcb + B
>>  Stand D, qcf + D.B, qcf x 2 + A
>>  Stand D, qcf + D.D
>>  Stand D, qcf + D.D, qcf + A
>>  Stand D, qcf + D.D, qcf + A, qcf + P                         <  CORNER  >
>>  Stand D, qcf + D.D, qcf + A, hcb + P                         <  CORNER  >
>>  Stand D, qcf + D.D, qcf + A, hcb + P, P                      <  CORNER  >
>>  Stand D, qcf + D.D, qcf + C
>>  Stand D, qcf + D.D, qcf + B.B, f.d.df + C
>>  Stand D, qcf + D.D, qcf + B.D, f.d.df + C
>>  Stand D, qcf + D.D, f.d.df + P
>>  Stand D, qcf + D.D, b.d.db + B
>>  Stand D, qcf + D.D, hcb + B
>>  Stand D, qcf + D.D, qcf x 2 + A

>>  Stand D, f.d.df + P
>>  Stand D, hcb + B
>>  Stand D, qcf x 2 + A


ADVANCED COMBOS----------------------------------------------------------------

>>  Jump D, Stand C, qcf + A, qcf + P, K, Stand C              <   CORNER   >
>>  Jump D, Stand C, qcf + A, qcf + A, qcf + P, K, qcf x 2 + P 
                                                               <   CORNER   >

>>  Overlap d + C, Crouch B, Crouch A, hcb + B (1),            
    qcf x 2 + P
>>  Overlap d + C, Stand B, Crouch B, Stand C, qcf + C,        <   CORNER   >
    hcb + P, f + P
>>  Overlap d + C, Backstep d + C, Stand C, qcf + C, hcb + P,  
    f + P                                                      <   CORNER   >
>>  Overlap D, Stand C, hcb + B (1), qcf x 2 + P               

>>  Striker : Shingo
    Call Striker, Stand C, hcb + D, qcb.hcf + A                
                                                               <   CORNER   >

>>  Striker : Robert
    Call Striker, Stand C, f + B, qcb.hcf + A (2), qcf + A,    <   CORNER   >
    hcb + P, P

>>  Striker : Clark
    Call Striker, Counter Mode, hcb + D, qcb.hcf + A           

>>  Striker : Kasumi
    Jump D, Stand C, qcf + D.D, Call Striker, hcb + D,         
    qcb.hcf + P                                                <   CORNER   >

>>  Striker : Kasumi
    Jump D, Stand C, qcf + D.D, Call Striker, hcb + D,         
    Stand C, qcf + D.D, Call Striker, hcb + D, Stand C,        <   CORNER   >
    qcf + C, hcb + P, f + P                                    <    100%    >


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Ikuze."

Vs. Iori Yagami
>>  "Teme no tsubo de ikicheiineyo."

Recovery Roll
>>  "Otto."

Striker
>>  "Haa...kurai yagare!"

During Ara Gami
>>  "Body ga...amai!"

During Kuu no Kizu
>>  "Amai ze!"

During Ya no Sabi
>>  "Garaaki daze!" 

During Doku Gami
>>  "Kurae!"

During Nue Tsumi
>>  "Namen da!"

During C Hikigane
>>  "Chi...moerou!"

During R.E.D. Kick
>>  "Kochi daze."

During Orochi Nagi
>>  "Haa...kurai yagare!"

During 182 Shiki
>>  "Ukero...kono buro!"

Win Pose A
>>  "Fuhehe...moetarou?"

Win Pose B
>>  "Anta ja moene na."

Win Pose C
>>  "Ore no...kachi da."


INFO---------------------------------------------------------------------------

Playing As
>>  Kyo can do anything. Counter, combos, powerful DMs...you name it, he's got
    it. However, playing on the offensive seems to work well with him. Stand C
    and Crouch C is good as Air Counter to a point, and his Jumping D, when
    used from far away, is nearly invincible. His new 182 Shiki is great either
    for mind games or for countering, since it evades strong attacks. Beware
    that it is susceptible to weak attacks, however...

Playing Against
>>  This is hard; Kyo does have a weak point. And that's when he's jumping. All
    of his jump attacks are weak against air counters; except for the jumping
    D. Yet since people rarely use that, you're safe. In any case, another big
    threat is his DMs. When he does the Orochi Nagi, block. If you're really
    good, you can Slide over to his back when he releases it. When he does the
    182 Shiki, you have to either dash back, jump, slide, or hit him with a
    weak attack.

Playing Against Krizalid (2nd Form)
>>  Jumping CDs and combos work well against him. If you have access to an SDM,
    stand far away from Krizalid as he does a tornado kick and do the Orochi
    Nagi. As it dissipates, release. He'll get hit most of the time.





===============================================================================
IORI YAGAMI
===============================================================================

KOF'97 Theme : COOL JAM
KOF'98 Theme : Arashi no Saxophone (Vs. Kyo Kusanagi)
KOF'99 Theme : Sadistic Eyes

-------------------------------------------------------------------------------

"Do as you like. It's not my job to kill you."

RATING-------------------------------------------------------------------------

< NEOGEO FREAK RATING > -----------------------------------------------------

Attack Power      : B
Reach             : B
Speed             : B
Usage             : C
Striker           : C
Overall           : B

< ADVANCED FAQ RATING > -----------------------------------------------------

There are 3 Jump Heights : Low, Normal, and High. Look at the glossary for
details.

Ratings are from A to E.
***** - A is best  / very high / very hard / very fast / very far.
*     - E is worst / very low  / very easy / very slow / very far.

Power              : ***    -  C  -  Average
SP Power           : ****   -  B  -  Good
Reach              : ****   -  B  -  Far
Speed              : ****   -  B  -  Fast
Jump Height        : *      -  E  -  Low

Combos             : *****  -  A  -  Very High
Mastery Challenge  : ****   -  B  -  Hard
Usage Challenge    : ***    -  C  -  Normal
Vs. Challenge      : *****  -  A  -  Very Hard
Striker            : **     -  D  -  Not Useful

Popularity         : *****  -  A  -  Very Popular
Overall            : *****  -  A  -  Excellent


COMMAND ATTACKS----------------------------------------------------------------

Ge Shiki : Yumebiki
>>  f + A, A
>>  Can be cancelled into a special move.

Ge Shiki : Goufu In "Shinigami"
>>  f + B
>>  Overhead (2).
    Can be cancelled into a special move.

Ge Shiki : Yuri Ori
>>  In the air - b + K


SPECIAL MOVES------------------------------------------------------------------

108 Shiki : Yami Barai
>>  qcf + P
>>  Hits opponents on the ground.

127 Shiki : Aoi Hana
>>  qcb + P
>>  Can be performed up to 3 times.

100 Shiki : Oni Yaki
>>  f, d, df + P

311 Shiki : Tsuma Kushi
>>  f, d, df + K
>>  Evades several normal attacks.
    Negates several projectile moves.

212 Shiki : Kototsuki In
>>  hcb + K
>>  Evades several low attacks.

Kuzu Kaze
>>  When close - hcb, f + P
>>  Command throw.


DESPERATION MOVES--------------------------------------------------------------

Kin 1211 Shiki : Ya Otome
>>  qcf, hcb + P
>>  Evades several normal attacks and specials.

Ura 311 Shiki : Saku Tsumagushi
>>  qcf, qcf + K
>>  Evades several normal attacks and specials.


STRIKER------------------------------------------------------------------------

"Ura 108 Shiki : Ya Sakazuki"
>>  Iori performs a multi-hit projectile that travels on the ground.
    Role #1 - Pressure move.
    Role #2 - Combo setup.
>>  Hits opponents on the ground.
    When it hits the opponent on the ground, you can follow it up with a throw
    or command throw.


POSSIBLE COMBOS LIST-----------------------------------------------------------

< STAND A COMBOS > ----------------------------------------------------------

>>  Stand A, f + A (1)
>>  Stand A, f + A (1), qcb + C x 3
>>  Stand A, f + A (1), qcf.hcb + P
>>  Stand A, f + A (2)
>>  Stand A, f + A (2), qcf.hcb + P
>>  Stand A, qcb + A x 3

>>  Stand A, Stand A
>>  Stand A, Stand A, f + A (1)
>>  Stand A, Stand A, f + A (1), qcb + C x 3
>>  Stand A, Stand A, f + A (1), qcf.hcb + P
>>  Stand A, Stand A, qcb + A x 3
>>  Stand A, Stand A, f.d.df + P
>>  Stand A, Crouch A
>>  Stand A, Crouch B


< STAND B COMBOS > ----------------------------------------------------------

>>  Stand B, f + A (1)
>>  Stand B, f + A (1), qcb + C x 3
>>  Stand B, f + A (1), qcf.hcb + P
>>  Stand B, f + A (2)
>>  Stand B, f + A (2), qcf.hcb + P
>>  Stand B, qcb + A x 3


< CROUCH B COMBOS > ---------------------------------------------------------

>>  Crouch B, Stand A
>>  Crouch B, Stand A, f + A (1)
>>  Crouch B, Stand A, f + A (1), qcb + C x 3
>>  Crouch B, Stand A, f + A (1), qcf.hcb + P
>>  Crouch B, Stand A, qcb + A x 3
>>  Crouch B, Stand A, f.d.df + P
>>  Crouch B, Crouch A
>>  Crouch B, Stand B
>>  Crouch B, Stand B, f + A (1)
>>  Crouch B, Stand B, f + A (1), qcb + C x 3
>>  Crouch B, Stand B, f + A (1), qcf.hcb + P
>>  Crouch B, Stand B, qcb + A x 3
>>  Crouch B, Stand B, f.d.df + P
>>  Crouch B, Crouch B

>>  Crouch B, Crouch B, Stand B


< STAND C COMBOS > ----------------------------------------------------------

>>  Stand C, f + A (1)
>>  Stand C, f + A (2)
>>  Stand C, f + A (1), qcb + C x 3
>>  Stand C, f + A (1), qcf.hcb + P
>>  Stand C, qcf + P
>>  Stand C, qcb + C x 3
>>  Stand C, f.d.df + P
>>  Stand C, hcb + K
>>  Stand C, qcf.hcb + P


< CROUCH C COMBOS > ---------------------------------------------------------

>>  Crouch C, f + A (1)
>>  Crouch C, f + A (2)
>>  Crouch C, f + A (1), qcb + C x 3
>>  Crouch C, f + A (1), qcf.hcb + P
>>  Crouch C, qcf + P
>>  Crouch C, qcb + C x 3
>>  Crouch C, f.d.df + P
>>  Crouch C, hcb + K
>>  Crouch C, qcf.hcb + P


< COMMAND ATTACK COMBOS > ---------------------------------------------------

>>  f + A (1), qcf + C
>>  f + A (1), qcb + C x 3
>>  f + A (1), f.d.df + P
>>  f + A (1), hcb + K
>>  f + A (1), qcf.hcb + P
>>  f + A (2), qcf + C
>>  f + A (2), qcb + C x 3
>>  f + A (2), f.d.df + P
>>  f + A (2), hcb + K
>>  f + A (2), qcf.hcb + P


ADVANCED COMBOS----------------------------------------------------------------

>>  Overlap f + B, Stand B, f + A, qcf.hcb + P
>>  Overlap f + B, Stand B, hcb.f + P, Stand A, hcb.f + P,     <   CORNER   >
    f + A (1), qcb + C x 3
>>  Overlap f + B, Stand C, f + A (1), qcf + C, qcf x 2 + K    
                                                               <  CORNER 2  >
>>  Overlap f + B, Stand C, f + A (1), qcb + C x 3

>>  Striker : Ryo
    Overlap f + B, Stand B, hcb.f + P, Stand C, hcb + B,       <   CORNER   >
    Call Striker, hcb.f + P, f + A (1), qcf.hcb + P

>>  Striker : Yuri
    Overlap f + B, Call Striker, qcf.hcb + P

>>  Striker : Terry
    Overlap f + B, Call Striker, qcf.hcb + P, qcb + A x 2,     <  CORNER 2  >
    qcf.hcb + P


QUOTES-------------------------------------------------------------------------

Introductory Pose
>>  "Sugu raku ni shite yaru."

Vs. Kyo Kusanagi
>>  "Kudabari zokonatta ka?

Taunt
>>  "Ore ga kowaii no ka?"

Slide
>>  "Mudada!"

Recovery Roll
>>  "Bakame!"

Striker
>>  "Raku ni wa shineenzo!"

During Yami Barai
>>  "Doushita!?"

During Kototsuki In
>>  "Gwooh! Shine!"

During Oni Yaki
>>  "Gwooh!"

During Ya Otome
>>  "Asobi wa owari da! Nake, sakebe, soshite shine!"

During Saku Tsumagushi
>>  "Ikuzo! Gwoooh!"

Win Pose A
>>  "Sono mama shine!"

Win Pose C
>>  "Tsuki o miru e tabe omoidase!"


INFO---------------------------------------------------------------------------

Playing As
>>  Confusing your opponent and landing multihit combos are a must in playing
    with Yagami. His Standing C is great not only as a combo opener, but also
    as an easy Air Counter. It has extremely good priority, and so does his
    Jump B, D, and CD, which complement each other quite nicely. His DMs are
    not as damaging as last year, but they're still powerful.

Playing Against
>>  Ow. You'll have a hard time trying to kill Iori. The main problem is how
    to evade getting hit by his combos. After you block a Jumping D, odds are
    that Iori will try to jump and perform his Yuri Ori to start his combo.
    Jump back with a C / D when you block a Jumping D. Watch out when he runs
    towards you; he's either trying to Overlap you with his Yuri Ori, Stand C,
    or perform a Kuzu Kaze. When he overlaps, block then jump. When you notice
    he stops, jump. When he does a Stand C, block. His jumping attacks are not
    very strong, so you can safely use normal Air Counters against him.

Playing Against Krizalid (2nd Form)
>>  Corner Krizalid and knock him down. As he is about to get up do this combo:
    Jump C, Stand B, f + A, [qcb + C], [repeat x 2]. Even if he blocks the
    Jumping C, he will not block the Stand B part of the combo. This tactic is
    similar to the easy way to beat Orochi Yashiro with Iori back in KOF'97.





===============================================================================
* CHAPTER 05 : EXTRAS
===============================================================================

-------------------------------------------------------------------------------
PLAY AS THE HIDDEN CHARACTERS
-------------------------------------------------------------------------------

To play as Kyo Kusanagi, you must beat him after defeating Krizalid when
playing as a preset team. Then, hold START at the Roulette and press left,
right, up, left, down, right.

To play as Iori Yagami, you must play with an all-Roulette team, then the game
will confirm Yagami's appearance. Then, hold START at the Roulette, press right
, left, up, right, down, left.

How to know if the arcade machine already has them or not? Well, wait for the
intro to finish, then look for a  under the KOF'99 logo. If they appear,
then Kyo and Iori's requirements are already done.


-------------------------------------------------------------------------------
HOW TO KILL KRIZALID : 1ST FORM
-------------------------------------------------------------------------------

Even though the first form of Krizalid rarely blocks and is often considered as
weak, sometimes he can be very annoying. There is an extremely easy way to kill
him with _any_ character...and maintaining a full Life Bar!

It's very easy. Start the match by doing a Jumping CD. You should be able to
push him into the corner, whether he's blocking or not. When he is in the
corner, all you've got to do is perform small Jumping CDs. That is, tap u + CD
all the time.

He'll get hit most of the time. Even if he blocks, he won't block the next
Jumping CD. There you go.


-------------------------------------------------------------------------------
COLOURS
-------------------------------------------------------------------------------

It's too bad in KOF'99 you can only choose two sets of colours for each
character. Back in KOF'98, you can pick 4 sets, according to which button you
press (A, B, C, D). Ah well...here's the colour list. Tell me if you think I
should elaborate / enhance this section, okay?

K'
>>  Black biker's suit   - Red gloves   - Silver hair
>>  Crimson biker's suit - Black gloves - Yellow hair

Maxima
>>  White protectors and stripes - Blue shirt    - Black suit
>>  Gold protectors and stripes  - Crimson shirt - Black suit

Benimaru
>>  White trousers - Yellow hair       - Black shirt, gloves and shoes
>>  Gray trousers  - Light Orange hair - Black shirt, gloves and shoes

Shingo
>>  Blue jacket, trousers and gloves  - Black undervest - White shirt
>>  Brown jacket, trousers and gloves - Black undervest - White shirt

Terry
>>  Red cap, vest and shoes  - Blue jeans       - White shirt - Black gloves
>>  Blue cap, vest and shoes - Light blue jeans - White shirt - Black gloves

Andy
>>  White gi - Red gloves, obi, and decoration - Black shoes and edges
>>  Black gi - Red gloves, obi, and decoration - Black shoes and edges

Joe
>>  Red shorts  - Light tan - Gold decoration - White gloves and bandanna
>>  Blue shorts - Dark tan  - Gold decoration - White gloves and bandanna

Mai
>>  Red gi and footwear         - White decoration
>>  Dark Purple gi and footwear - White decoration

Ryo
>>  Orange karate gi - Black underclothes and wristband
>>  Red karate gi    - Black underclothes and wristband

Robert
>>  Black shirt        - White trousers and gloves     - Brown vest
>>  Dark Crimson shirt - Dark Gray trousers and gloves - Brown vest

Yuri
>>  Dark Blue shirt, gloves and tights    - Red headband and shoes
>>  Dark Crimson shirt, gloves and tights - Orange headband and shoes

Takuma
>>  White karate gi, Black obi and wristband
>>  Black karate gi, Black obi and wristband

Leona
>>  Light Green army uniform and shoes - Blue hair        - Black gloves
>>  Purple army uniform and shoes      - Dark Purple hair - Black gloves

Ralf
>>  Green army uniform  - White shirt - Red gloves and bandanna
>>  Orange army uniform - White shirt - Red gloves and bandanna

Clark
>>  Blue army uniform  - Black cap, shirt, gloves and shoes
>>  Green army uniform - Black cap, shirt, gloves and shoes

Whip
>>  Brown uniform     - Dark Brown hair - Dark Brown gloves and boots
>>  Dark Blue uniform - Gray hair       - Black gloves and boots

Athena
>>  Red top, shorts, gloves and hairband  - Dark Purple hair
>>  Blue top, shorts, gloves and hairband - Dark Gray hair

Kensou
>>  Blue jacket, shorts and shoes    - Dark blue wristband and socks
>>  Crimson jacket, shorts and shoes - Dark Crimson wristband and socks

Chin
>>  Dark Green cap and clothes  - Black shoes - White decoration
>>  Dark Purple cap and clothes - Black shoes - White decoration

Bao
>>  Yellow cap and clothes - White shoes and decoration - Light tan
>>  Pink cap and clothes   - White shoes and decoration - Dark tan

King
>>  Dark Crimson trousers, gloves and tie - White shirt and jacket
>>  Dark Purple trousers, gloves and tie  - White shirt and jacket

Mary
>>  Yellow hair - Dark purple gloves and trousers - Red top
>>  Silver hair - Crimson gloves and trousers     - Red top

Kasumi
>>  Dark Blue hair, gloves and hakama  - Red headband, belt and decoration
>>  Dark Green hair, gloves and hakama - Purple headband, belt and decoration

Xiangfei
>>  Red top, wristband and decoration    - White trousers
>>  Yellow top, wristband and decoration - White trousers

Kim
>>  White gi - Blue decoration    - Light tan
>>  Black gi - Crimson decoration - Dark tan

Chang
>>
>>

Choi
>>
>>

Jhun
>>  Blue vest, wristband, obi and decoration    - White trousers - White hair
>>  Crimson vest, wristband, obi and decoration - Black trousers - Yellow hair

Kyo-1
>>  Blue jacket, trousers and gloves   - White shirt, shoes and bandanna
>>  Silver jacket, trousers and gloves - White shirt, shoes and bandanna

Kyo-2
>>  Brown jacket, trousers and gloves - White shirt, shoes and bandanna
>>  Grey jacket, trousers and gloves  - White shirt, shoes and bandanna

Kyo
>>  Black trousers     - Black shirt and gloves - White jacket
>>  Dark blue trousers - Black shirt and gloves - White jacket

Iori
>>  Black jacket       - Red trousers and belt    - Red hair
>>  Dark purple jacket - Purple trousers and belt - Dark purple hair


-------------------------------------------------------------------------------
INTRO POSES
-------------------------------------------------------------------------------

The KOF tradition of character interaction dates back to its roots. I'll list
the known special intro poses (the poses the characters do when they start the
round).

K' vs. Kyo
>>  K' watches his right hand burst into flames. Kyo turns his back as his
    right hand also flaming. K' then looks from his hand to Kyo, grinning.

K' vs. Krizalid
>>  K' has one hand in his pocket, then opens his eyes and gives an evil
    smile. Krizalid replies his words.

Benimaru vs. Kyo
>>  Benimaru stops and gets ready. Kyo does his normal pose.

Shingo vs. Kyo
>>  Shingo hides his face behind his fist, then slowly opens them. Kyo does
    his normal pose.

Terry vs. Andy
>>  Terry rests his hands on his knees, then flicks up his cap a little. Andy
    fiddles with his gloves, grinning.

Andy vs. Mai
>>  Mai has what looks like a baby in her hands. Andy has a bewildered look on
    his face. Mai gets rid of the baby (which was just s puppet), and laughs.
    Andy coughs and gets ready. I wonder why he's so surprised...hohoho... ^^;;

Ryo vs. Robert
>>  Ryo does a short Zan Retsu Ken, and Robert does a short Gen'ei Kyaku. They
    then have on arm extended to each other. This intro pose looks suspiciously
    like the SFIII : 3rd Strike Ryu vs. Ken pose...

Ryo vs. Yuri
>>  Ryo and Yuri greets each other, then they stand still for a moment.

Ryo vs. Takuma
>>  Ryo greets Takuma, Takuma stands arms crossed, acknowledging.

Robert vs. Yuri
>>  Robert greets Yuri, Yuri hands on hips, grinning slightly.

Robert vs. Takuma
>>  Robert greets Takuma, Takuma stands arms crossed, acknowledging.

Yuri vs. Takuma
>>  Yuri greets Takuma, Takuma stands arms crossed, acknowledging.

Leona vs. Ralf
>>

Leona vs. Clark
>>

Leona vs. Whip
>>  Leona examines her bootlaces while Whip waits impatiently. She finishes and
    gets ready to fight.

Ralf vs. Clark
>>

Ralf vs. Whip
>>  Ralf does a lazy salute. Whip does her normal pose.

Clark vs. Whip
>>  Clark takes his hat off and puts it back on. Whip does her normal pose.

Whip vs. Krizalid
>>  Whip pulls out her .50 Desert Eagle, cocks it and points it at Krizalid.
    She then stows it away. Krizalid does his normal pose but says something
    in return.

Athena vs. Kensou
>>  Kensou stands casually and says something to Athena. Athena takes no notice
    and says something to the screen. She notices Kensou, who suddenly slumps
    his shoulders.

Athena vs. Chin
>>  Chin nods. Athena does her normal pose.

Athena vs. Bao
>>  Bao greets Athena. Athena replies and winks.

Kensou vs. Chin
>>  Chin nods. Kensou does his normal pose.

Kensou vs. Xiangfei
>>  Kensou eats his bun. Xiangfei looks on and drools, holding her stomach.

King vs. Ryo
>>  King has a hat on, then throws it away. Ryo does his normal pose.

Kim vs. Chang
>>  Chang points at Kim while saying something. When he finishes, Kim just
    shakes his head.

Kim vs. Jhun
>>  Jhun says something to Kim, who just stands deep in thought with his eyes
    closed. WHen he finished, Kim opens his eyes and gives off a shiny smile.
    He looks pretty damn cruel with that smile, methinks...

Chang vs. Choi
>>  ???


-------------------------------------------------------------------------------
CHOOSE WIN POSES
-------------------------------------------------------------------------------

To choose your win pose, hold one button when you win a round. A / B / C button
will select a preset win pose for the character, D button is random select or
if you don't press anything.


-------------------------------------------------------------------------------
ENDINGS
-------------------------------------------------------------------------------

Japan Team
>>  After the battle with Kyo, K' and Maxima are separated from Benimaru and
    Shingo and Kyo. Benimaru and Shingo run for the exit, but Shingo suddenly
    stumbles. K' and Maxima are forced to go through squads of Nests Cartel
    goons. Staff roll. Kyo is nowhere to be seen. Benimaru helps Shingo escape
    from the ruins. In the end, K' helps a heavily wounded Maxima, K's right
    hand in flames, unextinguishable. Whether they managed to escape is
    unknown...

Fatal Fury Team
>>  After the battle with Kyo, Terry, Andy, Joe, and Mai run. Suddenly Terry
    stops, willingly. Andy, Joe, and Mai got out, but Terry is nowhere to be
    seen. Andy moans the loss of his brother, but Joe convinces him that he
    can't be dead. Staff roll. Terry's glove can be seen on the ruins. Then,
    a street fighter falls in front of a jeans-wearing, red sneakered person.
    A red cap falls from the sky, and a familiar battle cry echoes. Terry
    lives, holding a bandaged hand.

Kyokugenryu Team
>>  After the battle with Kyo, Ryo, Robert and Yuri run. But Takuma, in his
    old age, can't keep up with them. Rubble falls on top of his as he tries
    to escape. They all cried for him, but there's nothing to be done. Staff
    roll. Ryo, Robert, and Yuri pray in front of a gravestone with Takuma's
    Mr. Karate mask hanging from it. As they start to leave, a hand breaks
    open the grave from inside...

Ikari Team
>>  After the battle with Kyo, Leona, Ralf and Clark run. Ralf wonders where
    Whip has gone. Clark answers,saying that she has to take care of an
    'unfinished business'. Whip talks to the dying Krizalid, asking him if he
    really is her true brother, can he remember their father's face or not. He
    couldn't. Whip points out that Krizalid is actually K's clone; and K' is
    her real brother. Then, she escapes to the helicopter where Leona, Ralf,
    Clark, and Heidern were waiting. She reports with tears that the mission is
    accomplished.

Psycho Soldier Team
>>  After the battle with Kyo, Athena, Kensou, Bao, and Chin run. Suddenly
    Athena stops, and notices Kaoru showing the exit. They all escape. Staff
    roll. Athena, Chin, and Bao sits, with Kaoru standing behind them. Athena
    sees Kensou throwing rocks by himself. Kensou was dismayed since he didn't
    get his powers back. Athena comforts him and puts her arms around him.
    Kensou faints.
>>  After the battle with Kyo, Athena, Kensou, Bao, and Chin run. Suddenly
    Athena stops, Kensou stops also. She sees the exit, but a piece of rubble
    fell on top of Athena's leg. Kensou tries desperately to help her, but he
    has no psychic power. The building falls on top of them. Staff roll. Chin
    and Bao sits, with Kaoru standing behind them. They see a figure walking
    in the flames. It's...Kensou. He carries Athena, who was unconscious, in
    his arms. Then, Bao and Kensou faints.

'99 Women's Team
>>  After the battle with Kyo, King, Mary, Kasumi, and Xiangfei run. They
    escaped, then Xiangfei suggests they have dinner. Staff roll. King keeps
    on spilling tea while Mary and Kasumi looks at Xiangfei, who has eaten
    8 portions of Dim Sum... King whispers to Xiangfei about cash. Xiangfei
    holds a suspiciously small wallet, which contains no money. The four women
    has to work their fare off by serving as waitresses.

Korea Team
>>


-------------------------------------------------------------------------------
GENERAL STRATEGIES
-------------------------------------------------------------------------------

There's not much that I can tell you that experience and time can't, but I
guess it's faster to read it than spend a dollar a day just looking for the one
weak spot in your offense / defense. Okay, let's start...

The 3 second rule.
>>  Have you stayed still, crouching at sweep range from your opponent as he
    does the same thing? Time it, and you'll find out that he moves exactly
    after 3 seconds. I guess it's human psychology or something, but this is
    true. So, you can move before they do, or jump! Advantage in sweeps!

Control crisis.
>>  If you cannot do something perfectly well, a good advice is to practice.
    But, an even better advice is not to do it at all. When winning is at
    stake, gambling is at an all-time high. This goes for faulty controllers,
    too. I got 12 Beat-Bys with a controller that sometimes presses C on its
    own, and sometimes the left / right doesn't work. If you can't do it,
    don't do it.

Combo when you can't throw, throw when you can't combo.
>>  Combos have one use : they are intruments to inflict as much pain and
    suffering to your enemy in the shortest time possible. In short, they're
    a shortcut to victory. But, if you can't pull them out, they're useless.
    Now, that's what throws are for. Throws are to inflict some damage to an
    opponent where combos can't touch them. Faking a throw and a combo can
    really drive people crazy. But, for places such as Singapore, this doesn't
    apply...

When to charge...
>>  If you like using characters that have charged DMs (K', Kyo, etc.), when
    is the right time to charge? For K', it's when you're far. For Kyo, it's
    when you're in sweep range. You have to play a guessing game; the 3 Second
    Rule truly works when charging DMs. 

Never underestimate normal moves.
>>  Ryo's crouching C will hit most jumping opponents. So does his Ko Hou.
    His Ko Hou has a lag time. Which would you use to counter jumping
    opponents? Yes, the crouching C. It's easy, painless, and annoying for
    your opponent. The same with Kyo, Shingo, Mary, King, Terry, etc., etc.
    Everybody has a special move that does something, but sometimes a normal
    move can do the same thing. Use it!

When they think you are near, be far. When they think you are far, be near.
>>  Doing what your opponent didn't think of, that is, unpredictability, is
    crucial to success. A good example would be Bao. Instead of using big
    Psycho Balls, try playing with normal attacks, CDs, throws and DMs. His
    C throw, if it's not cancelled, will decrease almost as much as a DM! This
    is cheap, but...if you aim to win, no holds barred, hey?

Desperation!
>>  Amateurs will usually try to do a DM when they're almost dead.
    Intermediate players will try to look for an opening for a DM.
    Professionals will try to combo into a DM. Elite players will not use a DM.
    Why is that? If you can survive without a DM, then don't use it! Especially
    for lagging characters, this is essential. When you utilise the best the
    character has to offer, that's when you turn into an Elite Player. It's the
    same thing as to not underestimate normal moves. Why use Ryo's Ko Hou when
    his crouching C amounts to the same thing? Don't do something that kills
    you. By the way...I'm _not_ an Elite Player.





===============================================================================
* CHAPTER 06 : GLOSSARY
===============================================================================
__________
Armor Mode
>>  A general move that can be activated by pressing B + C + D. While it is
    activated, the character will glow yellow, and defense power is increased
    considerably. The character will then be able to ignore enemy attack and
    cannot be knocked down. Armor Mode lasts for 8 seconds and needs three
    Stock to be activated. After the time is up, the Super Bar cannot be used
    for 8 seconds.
_________
Autoguard
>>  A specific frame of a particular move that can "guard" against an enemy's
    attack automatically without having to do a normal block method.
__________
CD Counter
>>  A general move that can be activated by pressing C + D when blocking an
    enemy attack. CD Counters inflict no damage but, if the opponent is hit,
    sends them flying 1/2 screen away. CD Counters needs one Stock.
_____________
Command Throw
>>  A Special Move that cannot be blocked but can only be executed on the
    ground. It's like a normal Throw, but it cannot be cancelled.
____________
Counter Mode
>>  A general move that can be activated by pressing A + B + C. While it is
    activated, the character will glow red, and attack power is increased
    considerably. The character will then be able to perform Desperation Moves
    any number of times, and you can Cancel them from a Special Move. Counter
    Mode lasts for 10 seconds and needs three Stock to be activated. After the
    time is up, the Super Bar cannot be used for 8 seconds.
_____________________
Desperation Move (DM)
>>  KOF term for any move that requires one Stock. Can change into Super
    Desperation Move when the character's Life Bar flashes red.
________________
Emergency Escape
>>  A general move that can be activated by pressing A + B / back + A + B when
    blocking an enemy attack. The effect is just like a Slide, and allows you
    to escape from long strings of unbreakable combos. Emergency Escape needs
    one Stock.
____
Jump
>>  There are three types of Jumps in KOF'99: the Low Jump, the Jump, and the
    Quick Jump. The Low Jump can be activated by tapping ub / u / uf. The
    character will jump about as high as his own height. The Jump is activated
    by pressing ub / u / uf. The character will jump about as high as the
    screen. The Quick Jump can be activated in two ways, first by tapping
    db / d / df then ub / u / uf, or by jumping in the middle of a Run. You can
    perform a Quick Low Jump by tapping the ub / u / uf, and the Quick High
    Jump by pressing the ub / u / uf.
________________
Knockdown Attack
>>  A general move that can be activated by pressing CD while standing or
    jumping. When the opponent is hit by the Knockdown Attack, they will be
    knocked down, hence the name. Some characters' Knockdown attack have a
    quicker execution and / or recovery time than others.
____________
Normal Moves
>>  A normal attack that does not require any input on the controller to be
    activated, but only by pressing the A, B, C, or D buttons while standing,
    crouching, or jumping.
_______________
Ratings : Power
>>  The Power Rating measures the efficiency and effectiveness of the
    character's overall Normal Moves, including their Slide Attack and
    Knockdown Attack, damage ratio and lag times. This does not measure their
    Special Moves and DMs.
__________________
Ratings : SP Power
>>  The SP Power Rating measures the efficiency and effectiveness of the
    character's overall Special Moves and DMs, the damage ratio and lag times.
    This does not measure their Normal Moves, Slide Attack and Knockdown
    Attack. 
_______________
Ratings : Reach
>>  The Reach Rating measures the character's maximum overall reach of their
    Normal Moves, Special Moves, and DMs.
_______________
Ratings : Speed
>>  The Speed Rating measures the character's overall recovery and lag times of
    all their moves.
_____________________
Ratings : Jump Height
>>  The Jump Height Rating measures the character's jumping height. There are
    three measurements; Low, Normal, and High. Low denotes characters that
    cannot jump over an opponent when Low Jumping. Normal and High denotes
    characters that can do so, but High can jump higher than the other two.
________________
Ratings : Combos
>>  The Combos Rating measures the character's overall Combo capabilities;
    based on quantity, not the priorities.
___________________________
Ratings : Mastery Challenge
>>  The Mastery Challenge measures just how easy / hard the character is to
    master. The lower it is, the easier the character is to master, and vice
    versa. This is just an assumption based on my knowledge.
_________________________
Ratings : Usage Challenge
>>  The Usage Challenge measures how easy / hard the character is to use in
    combat. The lower it is, the easier the character is to use, and vice
    versa. This is just and assumption based on my knowledge.
_______________________
Ratings : Vs. Challenge
>>  The Vs. Challenge measures how easy / hard the character is to defeat in
    combat. The lower it is, the easier the character is to defeat, and vice
    versa. This is based on an average mastery of each character.
_________________
Ratings : Striker
>>  The Striker Rating measures the usefulness of the character's Striker
    function. The higher it is, the more useful it gets. This is also based on
    the majority of the gamers' choice.
____________________
Ratings : Popularity
>>  The Popularity Rating measures just how often the character is used in two
    player Vs. battles, and by their choices in encountering these characters
    in Roulette selection. This does not include Striker selection.
_________________
Ratings : Overall
>>  The Overall Rating measures the character's overall performance in combat;
    in other words their efficiency and effectiveness. This calculates
    everything except Popularity.
_____
Slide
>>  A general move that can be activated by pressing A + B when on the ground.
    Slide allows you to evade several Special Moves and Desperation Moves, but
    you can still get hit by a normal Throw or Command Throw. You can also
    perform a Slide Attack (see Slide Attack).
____________
Slide Attack
>>  A general move that can be activated by pressing any button while in a
    Slide. Slide Attack cannot be chained into any combo, however you can chain
    it with a Desperation Move while Counter Mode is activated (see Counter
    Mode).
____________
Special Move
>>  A general move that requires a string of commands to be inputted in the
    controller. Usually decreases a little energy when blocked. Some Special
    Moves have special properties, such as Autoguard, etc.
_____
Stock
>>  KOF term for one Super Bar level. You can do either a Desperation Move,
    Guard Cancel, or CD Counter with one Stock. You can activate Counter Mode
    or Armor Mode with three Stock.
_______
Striker
>>  A general move that can be activated by pressing B + C. Strikers have
    different effects and properties. While calling a Striker, some attacks
    can be evaded. Calling a Striker consumes 1 Striker Block.
_____________
Striker Block
>>  A block on the bottom left / right of the screen showing how many times
    you can call the previously assigned Striker. The match starts with 3
    Striker Blocks, and 1 Striker Block is added when a character is defeated.
____________________________
Super Desperation Move (SDM)
>>  KOF term for any move that requires one Stock and red Life Bar. Some
    characters' DM have added properties when it turns into an SDM.
__________
Super Move
>>  See Desperation Move or Super Desperation Move.
_____
Throw
>>  A general move that cannot be blocked, but can be cancelled. To cancel a
    normal throw, you must press C / D when the opponent tries to Throw you.
    Some Throws can be followed up with a Special Move / attack, such as
    Whip's. Some Throws cannot be cancelled at all, but can be reduced in
    damage by rotating the joystick clockwise and pressing all the buttons.
    Characters which have uncancellable throws are Joe, Chin, Bao, and Choi.





===============================================================================
* CHAPTER 07 : BACKWORD
===============================================================================

Ahahaha...I guess that's the end. If you're actually reading this part, I bet
you have nothing better to do. In any case, thank you very much to these
people!

- Kao Megura  >>  for writing countless FAQs. Dunno 'bout you, but it seems
                  that his is the best! I'm trying my best not to plagiarize.
                  And _that_, is hard...
- Vincent Chua  >>  for making a KOF'99 EGroups and for making a detailed
                    homepage about KOF'99.
- Daniel Ilyas  >>  for informing me about many of the combos, bugs, and stuff.
- Vicki  >>  for showing me just how effective it is to concentrate and to move
             all the time in a heated battle.
- Kevin Tan  >>  for showing me that hard work is a necessity that must be 
                 learned, and showing me just how annoying the Kyokugenryu team
                 is.
- Duan Damais  >>  for actually getting me into KOF, and the internet.
- S. Simon W.  >>  for showing me when to attack and defend, as well as
                   motivating me to start drawing again.
- Hong     >>  these are the extremely friendly arcade players roaming around
- Vincent  >>  Sydney's main arcades district. They help me from time to time
- Chris 1  >>  with pointers and other stuff. Suffice to say, these guys are
- Chris 2  >>  my sparring partners and sometime fighting allies.
- Chris Hwang  >>  these guys are the ones that guard the Game Infinity shop in
- Jeff Lin     >>  Sydney, where I often play. I couldn't say how much I owe
- Ben          >>  them, for letting me play until some time past closing time
- Daniel       >>  and giving me several free credits. Thanks guys!!! By the
- Tim          >>  way...this is _not_ an advertisement!
- You  >>  for actually using this FAQ. No crap, i really appreciate it!

There are countless other people that I owe for the making of this FAQ. But,
these are all I can remember...ahahaha...short-term memory loss, I guess...

Contact me at [email protected] if you have any valuable info or if you just
wanna annoy me with flames. Whatever. I don't really mind. When the wind blows
and the dice rolls...