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Combo FAQ by MHall
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MENU
Combo FAQ by MHall
Version: 2.0 | Updated: 02/23/96 | Printable Version
From: lordbbh@aol.com (Lord BBH)
Newsgroups: rec.games.video.arcade
Subject: Re: ===KOF'95 Combo FAQ is where?===
Date: 23 Feb 1996 02:58:08 -0500
I'm the compiler of the Combo FAQ. Here's the latest version...
(insert fancy ASCII right here)
The Unofficial
King of Fighters '95
Combo List
Compiled by BBH
Version 2.0
REVISION HISTORY
2.0 (February 3rd, 1996) - Some more combos in, and now damage levels for
combos at MAX level are in.
1.5 (January 20th, 1996) - A few modified combos, and added in a symbol to
show if the combo will dizzy or not.
1.0 (January 14th, 1996) - First "Official" release. Onaje Everett helped
correct a lot of things... thanx! Damage levels for main combos added.
Dodge
and projectile combos added, as well as standing far interruptable moves.
0.1 (January 6th, 1996) - First version. Some combos missing, not all
combos
confirmed. Damage levels and dodge combos not in yet.
INTRODUCTION
Welcome to the unofficial combo guide for what is (in my opinion) the best
fighting game ever, King of Fighters '95 by SNK! It can be played at an
arcade near you (hopefully), or on the Neo-Geo home cartridge or CD
systems.
Why a combo guide? Why not? :) Seeing how there's already a great,
well-
written FAQ by Joseph G. Palanca out for it, I wanted to write something,
but
I wasn't sure what. But this has a purpose besides the "main" combos, it
provides a rough amount of damage that each combo does, as well as which
dodge combos will actually connect, and which normal moves can be
interrupted
into another special move, though not necessarily combo. Also included are
projectile combos, which is following in a porjectile with another special
move and comboing the hits.
I personally verify every combo and I have done each and every one that is
in
this guide. Everything is possible, if you are having problems doing a
specific combo, practice until you get it. The problem might be in doing a
special move motion, work on getting the motion down so that it will come
out
as fast as possible.
Each combo is unblockable once the first hit is landed. Also note that not
all the combos can be done when the Power Bar is at Maximum. When the
Power
Bar is at Maximum, your hits will knock the opponent farther back, and so
all combos can not be done then. Every one of these combos will work on
an unfilled bar, although there are some Desperation Combos that can only
be done when the life bar is red, though they might work if the Power Bar
is at Max instead. The combos that do work when the bar is filled are
marked
though.
In just about every instance, a combo can still be done by leaving out a
hit
in the combo, such as the jumping attacks. But this brings down the number
of hits and its damage level, but it's still a combo. This guide pretty
much
shows you which combos you can do for the most hits and damage.
Feedback, comments, and criticisms are all welcome. And of course, should
I
be missing anything (which I probably am, this is a deep game) feel free
to email it to me at either lordbbh@aol.com or kensou@aol.com.
NOTATION
d = down u = up b = back f = forward
df = down-forward db = down-back uf = up-forward ub = up-back
A = A button B = B button C = C button D = D button
AB = A and B together CD = C and D together etc.
A/C = A or C B/D = B or C etc.
tap = Tap the button until the move comes out, must be done fast
charge = Charge the direction for a couple seconds, then push the other
direction specified
+ = Means it's possible to get more hits, the number given is just a
minimum, or in some cases it means that a bunch of hits are automatically
counted.
* = Desperation Combo. Life meter must be flashing red for the combo to
work.
@ = Dizzy combo. USUALLY (for some reason it won't happen every time...)
will
end up dizzying the opponent and set them up for some more punishment.
# = This means that the combo will work when the power bar is at MAX, but
instead of a normal jumping attack, you must start it with a crossup
instead.
MAIN COMBOS
All damage levels are used assuming the character is NOT powered up. If
they
are, the damage might increase, but by the same token, the combo might not
be possible since your hits knock them further back.
That being said, on to the characters! (in order of how they appear from
left to right, top to bottom on the character select screen)
-Kyo Kusanagi-
@#Jumping C/D, Standing/Crouching C, Fireball (d,df,f) C (3 hits, 50/73%)
@Jumping C/D, Crouching B, Crouching C, Fireball C (4 hits, 53%)
Jumping C/D, Crouching B, Crouching C, Crescent Slash (f,df,d,db,d) D (5
hits, 57%) (can be done at MAX, but crouching B must be omitted. 87%)
Jumping C/D, Crouching B, Crouching C, Twilight Ride (b,d,db) (6 hits,
67%)
(same as above. 85%)
Jumping C/D, Crouching B, Crouching C, New Wave Smash (d,df,f) D,D (5
hits,
60%) (same, 87%)
Jumping C/D, Crouching B, Crouching C, New Wave Smash D,D, Jumping CD (6
hits, 78%) (same, 100%!)
Jumping C/D, Crouching B, Crouching C, New Wave Smash D,D, Twilight Ride D
(8
hits, 83%) (same, 100%!)
-Benimaru Nikkaido-
Iaido Kick (d,df,f) B/D, Triple Resist Kick (d,u,B/D during Iaido Kick) (3
hits, 38/55%)
Jumping D, Standing C, Lightning Fist (f,d,df) A/C (3 hits, 53/70%)
Crossup D, Standing C, Iaido Kick, Triple Resist Kick (5 hits, 65%)
Crossup D, 3 crouching B's, Super Lightning Kick (d,u) B/D (5 hits, 53%)
Crossup D, 3 crouching B's, Iaido Kick B/D (5 hits, 53%)
*Crossup D, Standing C, Heaven Blast Flash (d,df,f,d,df,f,C) (3+ hits,
83/83%)
-Goro Daimon-
Jumping D, Standing C/D, Stump Throw (b,db,d,df,f,C) (3 hits, 60%)
Jumping D, Standing C, Super Ohsotogari (f,db,d,df,D) (3 hits, 63/85%)
Jumping D, Standing C, Earth Mover (f,df,d,db,b,f,C) (4 hits, 68/87%)
*Jumping D, Heaven to Hell Drop (f,df,d,db,b,f,df,d,db,b,C) (6 hits,
78/83%)
*Jumping D, Standing C, Heaven to Hell Drop (7 hits, 85%)
-Ryo Sakazaki-
@#Jumping C/D, Crouching B, Standing/Crouching C, Tiger Flame Punch
(d,df,f)
C (4 hits, 53/67%) (must omit crouching B for MAX combo)
Jumping C/D, Standing/Crouching C, Zanretsu-Ken (d,db,b) A/C (3+ hits,
55%)
@Jumping C/D, Crouching B, Crouching C, Lightning Legs Knockout Kick
(charge
db, f) D (5 hits, 53%)
#Jumping C/D, Standing/Crouching C, Koho (f,d,df) A (3 hits, 53/67%)
Crossup D, Standing/Crouching C, Kyokugen Punch Dance (d,df,f, C) (6 hits,
57%)
Crossup D, Standing/Crouching C, Kyokugen Punch Dance, Zanretsu-Ken (7+
hits, 72%)
Crossup C/D, Standing/Crouching C, Koho C (4 hits, 62%)
-Robert Garcia-
@Crossup C/D, Standing/Crouching C, Dragon Blast Punch C (3 hits, 50%)
Jumping C/D, Crouching B, Great Spirit Kick (d,db,b) B/D (3+ hits, 55%)
@Jumping C/D, Crouching C, Lightning Legs Knockout Kick D (4 hits, 53%)
#Jumping C/D, Standing/Crouching C, Ryuga A (3 hits, 53/67%)
Jumping C, Standing/Crouching C, Kyokugen Kick Dance D (6 hits,57?%)
Jupming C, Standing/Crouching C, Kyokugen Kick Dance D, Koho A (7 hits,
68%)
Crossup C/D, Standing/Crouching C, Koho C (4 hits, 62%)
-Takuma Sakazaki-
Jumping C/D, Standing/Crouching C, Tiger Flame Punch C (3 hits, 50/73%)
Jumping C/D, Standing/Crouching C, Zanretsu-Ken (3+ hits, 57%)
Jumping C/D, Standing/Crouching C, Shoran Kyaku (f,df,d,db,b) B/D (4+
hits,
55/82%)
Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick (4 hits,
53/73%)
@Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick, Jumping
CD
(5 hits, 68/95%)
@Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick, Fireball
C
(5 hits, 62/83%)
@Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick,
Zanretsu-Ken (5+ hits, 75/92%)
@*Jumping C/D, Standing/Crouching C, Lightning Legs Knockout Kick, Ryuko
Ranbu (5+ hits, 98/100%)
-Terry Bogard-
@Jumping C/D, Standing C (2 hits), Power Wave (d,df,f) C (4 hits, 53%)
(this
can be done as a crossup, and by interrupting the 1st hit. 67%)
#Jumping C/D, Standing C (2 hits), Burn Knuckle (d,df,f) A (4 hits,
53/83%)
#Jumping C/D, Standing C (2 hits), Crack Shoot (d,db,b,ub) B (4 hits,
55/73%)
Crossup D, Standing C (1 hit, Rising Tackle (charge d, u) C (4 hits, 47%)
Crossup D, Standing C (1 hit), Power Dunk (f,d,df) B/D (4 hits, 55%)
*Crossup D, Standing C, Power Geyzer (d,db,b,db,d,df, B+C) (4 hits, 85%)
-Andy Bogard-
#Jumping C/D, Standing C/D, Hishoken (d,db,b) A/C (3 hits, 50/88%)
Jumping C/D, Crouching C, Zaneiken (charge db, f) C (3 hits, 50/73%)
Jumping C/D, Standing C/D, Dam Breaker Punch (d,db,b) B/D X 3 (6 hits,
63%)
Crossup D, Crouching C, Sonic Split (db, uf) D (4-6 hits, 50-55%)
Crossup D, Standing A, Shoryudan (f,d,df) C (5 hits, 45%)
*Crossup D, Crouching C, Super Sonic Swirl (charge d, df,f,BD) (3+ hits,
80/95%)
-Joe Higashi-
#Jumping C/D, Standing C/D, Slash Kick (db, f) B (3 hits, 50/70%
Jumping C/D, Standing C/D, Tiger Kick (d,df,f,uf) B/D (3 hits, 50%)
Crossup D, Crouching B, Tiger Kick B (4 hits, 47%)
#Jumping C/D, Standing C/D, Golden Heel Hurter (d,db,b) B/D (4 hits,
52/80%)
Crossup D, Standing C, TNT Punch (tap C) (5 hits, 45% / 3 hits, 57%)
Crossup D, TNT Punch Finisher C (3 hits, 47%)
-Heidern-
@Jumping C/D, Standing C (1 hit) /D (1 hit), Cross Cutter (charge b, f)
A/C
(3 hits, 45/65%)
Jumping C/D, Standing C (1 hit) /D (1 hit), Storm Bringer (f,df,d,db,b, C)
(3 hits, 60/80%) (a little bit of life is gained from the combo too)
Jumping C/D, Crouching B, Moon Slasher (charge d, u) A/C (3 hits, 47/73%)
Jumping C/D, Standing C (1 hit) /D (1 hit), Moon Slasher A/C (3 hits,
57%)
-Ralf-
Jumping C/D, Standing C, (2 hits) Gatling Attack (charge b, f) A/C (6
hits,
67%)
#Jumping C/D, Standing C, (2 hits) Vulcan Punch (tap C) (4 hits, 62/85%)
Jumping C/D, Super Argentine Back Breaker (b,db,d,df,f, D) (3 hits,
47/65%)
Jumping C/D, Standing C, Super Argentine Back Breaker (5 hits, 67/90%)
*Jumping C/D, Crouching C, Super Vulcan Punch (charge db, f, C) (3+ hits,
82%)
-Clark-
Jumping C/D, Super Argentine Back Breaker (3 hits, 45/65%)
#Jumping C/D, Crouching A/B, Super Aregentine Back Breaker (4 hits,
47/67%)
Jumping C, Vulcan Punch (2+ hits, amount varies)
Jumping C, Vulcan Punch, Jumping CD (3+ hits, amount varies)
Jumping C, Vulcan Punch, Gatling Attack (charge b, f) C (5+ hits, amount
varies)
*Jumping C/D, Ultra Argentine Back Breaker (f,df,d,db,b,f,df,d,db,b, C) (5
hits, 65/80%)
-Athena Asamiya-
Jumping C/D, Standing D (2 hits) (3 hits, 35/67%)
Jumping C/D, Psycho Sword (f,d,df) A/C (while still in air) (2 hits,
33/60%)
#Jumping C/D, Standing D, Psycho Sword A/C (3 hits, 47/75%)
Crossup D, Standing A, Shining Crystal Bit (b,f,df,d,db,b,ub,BC) (3 hits,
55%)
-Sie Kensou-
Jumping C, Standing C/D, Dragon's Fang (b,db,d,df,f) A/C (5 hits, 63/82%)
*Jumping C, Standing C, Dragon God Drubbing (d,df,f,b,f, D) (3+ hits,
82%)
Crossup D, Crouching B, Dragon Uppercut (b,d,db) B (3 hits, 47%)
-Chin Gentsai-
Jumping C (2 hits), Standing C, Gourd Attack (d,db,b) A/C (4 hits,
50/82%)
Jumping C (2 hits), Standing C, Rolling Punch (b,db,d,df,f) B (5 hits,
57%)
Jumping C (2 hits), Standing A, Burning Sake Belch (f,d,df) A (7 hits,
50%)
Jumping C (2 hits), Standing A, Burning Sake Belch (f,d,df) C (10-11
hits,
55-57%)
Standing A, Burning Sake Belch C (10 hits, 35%)
*Standing D, Thunder Blast (d,df,f,d,df C) (2 hits, 65%)
-Kim Kaphwan-
Jumping D, Crouching B, Flying Slice (charge d, u) D (4 hits, 47%)
Jumping D, Standing C (1 hit), Crescent Moon Slash (d,db,b) B/D (3 hits,
43%)
Jumping D, Standing C (1 hit), Comet Cruncher (charge b, f) B/D (4 hits,
53%) (must be done in corner at MAX. 87%)
*Jumping D, Standing C (1 hit), Phoenix Flattener (d,db,b,db,f B+D) (3+
hits, 77/100%)
-Chang Koehan-
Standing C, Spinning Iron Ball (tap A or C) (2 hits, 45%)
Jumping C/D, Crouching C (3 hits, 45% / 2 hits, 65%)
Jumping C/D, Crouching B, Flying Ball Breaker (charge d, u) B/D (3 hits,
45%)
-Choi Bounge-
Jumping C, Crouching C, Hurricane Cutter (charge d, u) C (4 hits, 55% /
3 hits, 75%)
Jumping C, Crouching C, Flying Monkey Slice (charge b, f) B (3 hits, 57%)
-Yuri Sakazaki-
Jumping C/D, Standing/Crouching C, Saiha (d,db,b) A/C (3 hits, 50%)
Jumping C/D, Standing/Crouching C, Hundred Blows (f,df,d,db,b) A/C (3+
hits,
82%)
@Jumping C/D, Standing/Crouching C, Ko oh Ken (d,df,f) C (3 hits, 43%)
Jumping C/D, Standing/Crouching C, Yuri Super Upper (f,d,df) A (3 hits,
47/73%)
Standing/Crouching C, Yuri Super Upper C (3 hits, 40%)
-Mai Shiranui-
Jumping d+C, Flying Squirrel Dance (d,db,b) A/C (2 hits, 43/47%)
Jumping C/D, Standing/Crouching C, Kacho Sen (d,df,f) C (3 hits, 45%)
Jumping C/D, Standing/Crouching C, Ryu En Bu (d,db,b) C (3 hits, 43%)
Jumping C/D, Standing C, Deadly Ninja Bees (b,db,d,df,f) B/D (3 hits,
50/87%)
Crossup D, Standing A, Flying Dragon Blast (f,d,df) D (4 hits, 45%)
*Jumping C/D, Standing/Crouching C, Super Deadly Ninja Bees (f,db,f,B+C)
(5 hits, 85% / 4 hits 87%)
-King-
@Jumping C/D, Standing C, Venom Strike (d,df,f) D (3 hits, 42%)
Jumping C/D, Standing/Crouching B Standing D (1 hit), Venom Strike D (4
hits, 53%)
Jumping C/D, Standing/Crouching B, Standing D (1 hit), Trap Shot (f,d,df)
B/D
(3+ hits, 53%) (For a MAX combo leave out the B. 80%)
Jumping C/D, Standing/Crouching B, Standing D (1 hit), Tornado Kick
(f,df,d,db,b) D (5 hits, 65%) (Leave out the B for MAX combo. 85%)
Jumping C/D, Standing D (1 hit), Double Strike (f,b,f,df,d) D (4 hits,
57%)
Jumping C/D, Standing/Crouching B, Standing D (2 hits) (4 hits, 47%)
(again,
leave out the B. 58%)
-Saishu Kusanagi-
@#Jumping C/D, Standing/Crouching C, Fireball (d,df,f) C (3 hits, 53/77%)
Jumping C/D, Standing C, Dark Thrust (f,d,df) C (4 hits, 65%)
Crossup D, 2 Standing A's, Dark Thrust C (5 hits, 60%)
-Omega Rugal-
@Jumping C/D, Standing/Crouching C, Reppuken (d,df,f) C (3 hits, 57%)
@Jumping C/D, Standing/Crouching C, Genocide Cutter (b,db,d,ub) D (4
hits,
77/ 3 hits, 85%)
Jumping C/D, Standing/Crouching C, God Press (f,df,d,db,b) A/C (3 hits,
68/95%)
Jumping C/D, Standing/Crouching C, Dark Crystal Reflector (d,df,f) B/D (3
hits, 62/90%)
-Iori Yagami-
#Jumping C/D, Standing/Crouching C, Fireball (d,df,f) C (3 hits, 52/63%)
#Jumping C/D, Standing/Crouching C, Dark Crescent Slice (f,df,d,db,b) B/D
(4
hits, 58/86%)
Jumping C/D, Standing/Crouching C, Deadly Flower (d,db,b) A/C X 3 (5 hits,
65/93%)
Jumping C/D, 3 Crouching A's, Deadly Flower A/C X 3 (7 hits, 57%)
Jumping Reverse Kick (b+D), Standing/Crouching C, Dark Thrust (f,d,df) C
(5
hits, 55%)
Jumping C/D, Standing C, Deadly Flower A X 2, Dark Thrust A (5 hits,
77/100%)
*Jumping C/D, Standing/Crouching C, Maiden Masher (d,db,b,db,d,df,f,C) (3+
hits, 95/100%)
Deadly Flower A X 2, Pause, Deadly Flower A X 2, pause, etc. (hits and
damage varies)
-Eiji Kisaragi-
Jumping D (2 hits), Standing D (2 hits), Shadow Slicer (b,db,d,df,f) A/C
(5 hits, 55%)
Jumping D (2 hits), Standing D (2 hits), Spirit Blast (d,df,f) A/C (5
hits,
55%)
Jumping D (2 hits), Standing D (2 hits), Bone Cutter (f,df,d,db,b) B/D (5
hits, 93%)
Jumping D (2 hits), Standing D (2 hits), Mist Slash (d,db,b) A/C (5 hits,
60%)
Jumping D (2 hits), Standing D (2 hits), Stallion Kick (d,db,b,ub) B (9
hits, 63%)
Jumping D (2 hits), Standing D (2 hits), Steel Wave Slasher
(d,df,f,df,d,db,
b) A/C (5 hits, 60%)
*Jumping D (2 hits), Standing D (2 hits), Mantis Punch
(b,db,d,df,f,df,d,B)
(5+ hits, 85/100%) (MAX only works in corner)
-Billy Kane-
Jumping D, Standing C, Club Blow (b,db,d,df,f) A/C (3 hits, 50/75%)
Jumping D, Standing/Crouching A, Club Twist (tap A or C) (4 hits, 50%)
Crossup D, Standing/Crouching A, Club Twist A/C (8-9 hits, 55-58% / 3-4
hits
around 70%)
*Standing C, Flaming Hurricane (d,df,f,df,d,db,b,A+C) (2+ hits, 100%)
LIST OF INTERRUPTABLE MOVES
STANDING CLOSE STANDING FAR CROUCHING
Kyo Kusanagi ABCD C ABCD
Benimaru Nikkaido ABC AB D
Goro Daimon ABCD ABC A CD
Ryo Sakazaki ABC ABCD
Robert Garcia BC ABCD
Takuma Sakazaki ABCD ABCD
Terry Bogard ABCD AB D
Andy Bogard ABCD ABC
Joe Higashi ABCD AB
Heidern A CD B
Ralf ABC A CD
Clark AB AB D
Athena Asamiya A CD AB D
Sie Kensou BCD C AB D
Chin Gentsai ABCD ABC AB D
Kim Kaphwan ABC AB
Chang Koehan A D AB
Choi Bounge BC A C
Yuri Sakazaki ABCD D ABCD
Mai Shiranui ABC BCD
King ABCD C
Saishu Kusanagi ABC C ABCD
Omega Rugal ABCD ABCD
Iori Yagami A C ABC
Eiji Kisaragi A CD ABCD
Billy Kane A C AB D
Notes: Kyo Kusanagi, Takuma Sakazaki, Yuri Sakazaki, and Omega Rugal are
the
only characters that can interrupt ANY close move with a special move.
Three
characters can only interrupt with 4 different attacks, they are Heidern,
Chang Koehan, and Choi Bounge. Interesting, since Heidern is a very strong
character. All C+D attacks can be interrupted too, and Joe Higashi, Ralf,
Clark, Chang Koehan, and Billy Kane can interrupt any normal move with
their
rapid button press moves.
DODGE COMBOS
All combos are assuming you are up close, and usually you need to be doing
the "hard" version of it, such as a fast fireball.
Kyo Kusanagi - Fireball (d,df,f, Punch)
Dark Thrust (f,d,df, Punch)
Spinning Kick (b,d,db, Kick)
Crescent Slash (f,df,d,db,b, Kick)
New Wave Smash (d,d,f,f, Kick, Kick)
Benimaru Nikkaido - Iaido Kick (d,df,f, Kick)
Shinku Katategoma (f,df,d,db,b, Kick)
Lightning Fist (f,d,df, Punch)
Super Lightning Kick (d,u, Kick)
Triple Resist Kick (d,u, Kick during Iaido Kick)
*Heaven Blast Flash (d,df,f,d,df, C)
Goro Daimon - Super Ohsotogari (f,db,d,df, D)
Earth Mover (f,df,d,db,b,f, C)
Stump Throw (b,db,d,df,f, C)
Ryo Sakzaki - Tiger Flame Punch (d,df,f, Punch)
Koho (f,d,df, Punch)
Zanretsu Ken (f,df,d,db,b, Punch)
Kyokugen Punch Dance (b,db,d,df,f, C)
Robert Garcia - Dragon Blast Punch (d,df,f, Punch)
Ryuga (f,d,df, Punch)
Kyokugen Kick Dance (b,db,d,df,f, D)
Takuma Sakazaki - Tiger Flame Punch (d,df,f, Punch)
Shoran Kyaku (f,df,d,db,b, Kick)
Zanretsu Ken (f,df,d,db,b, Punch)
Terry Bogard - Power Wave (d,df,f, Punch)
Burning Knuckles (d,db,b, Punch)
Crack Shoot (d,db,b,ub, Kick)
Power Dunk (f,d,df, Kick)
*Power Geyser (d,db,b,db,f, BC)
Andy Bogard - Hishoken (d,db,b, Punch)
Shoryudan (f,d,df, Punch)
Sonic Split (db,uf, Kick)
Dam Breaker Punch (d,db,b, Kick)
Joe Higashi - Hurricane Upper (b,db,d,df,f, Punch)
Slash Kick (db, uf, Kick)
Tiger Kick (d,df,f,uf, Kick)
TNT Punch (tap Punch)
Golden Heel Hurter (d,db,b, Kick)
Heidern - Cross Cutter (charge b, f, Punch)
Storm Bringer (f,df,d,db,b, C)
Ralf - Vulcan Punch (tap Punch)
Gatling Attack (charge b, f, Punch)
Super Argentine Back Breaker (b,db,d,df,f, D)
Clark - Vulcan Punch (tap Punch)
Gatling Attack (charge b, f, Punch)
Super Argentine Back Breaker (b,db,d,df,f, D)
Super Arabian Burglary Back Breaker (b,db,d,df,f,
C)
Athena Asamiya - Psycho Reflector (b,db,d,df,f, Kick)
Psycho Sword (f,d,df, Punch)
Sie Kensou - Dragon's Fang (b,db,d,df,f, Punch)
Chin Gentsai - Gourd Attack (d,db,b, Punch)
Rolling Punch (b,db,d,df,f, Kick)
Burning Sake Belch (f,d,df, Punch)
*Thunder Blast (d,df,f,d,df, C)
Kim Kaphwan - Crescent Moon Slash (d,db,b, Kick)
Comet Cruncher (charge b, f, Kick)
*Phoenix Flattener (d,db,b,db,f, BD)
Chang Koehan - NONE (!)
Choi Bounge - Flying Monkey Slice (charge b, f, Kick)
Yuri Sakazaki - Kooh Ken (d,df,f, Punch)
Saiha (d,db,b, Punch)
Hundred Blows (f,df,d,db,b, Punch)
Yuri Super Upper (f,d,df, Punch)
Mai Shiranui - Kachosen (d,df,f, Punch)
Ryu en Bu (d,db,b, Punch)
Deadly Ninja Bees (b,db,d,df,f, Kick)
Flying Dragon Blast (f,d,df, Kick)
*Super Deadly Ninja Bees (f,db,f, BC)
King - Venom Strike (d,df,f, Kick)
Tornado Kick (f,df,d,db,b, Kick)
Trap Shot (f,d,df, Kick)
Double Strike (f,b,f,df,d, Kick)
Saishu Kusanagi - Fireball (d,df,f, Punch)
Dark Thrust (f,d,df, Punch)
Omega Rugal - Reppuken (d,df,f, Punch)
Genocide Cutter (d,db,b,ub, Kick)
God Press (d,db,b, Punch)
Dark Crystal Reflector (d,df,f, Kick)
Iori Yagami - Fireball (d,df,f, Punch)
Dark Thrust (f,d,df, Punch)
Deadly Flower (d,db,b, Punch)
Dark Crescent Slice (f,df,d,db,b, Kick)
Maiden Masher (d,db,b,db,d,df,f, C)
Eiji - Spirit Blast (d,df,f, Punch)
Shadow Slicer (b,db,d,df,f, Punch)
Stallion Kick (d,db,b,ub, Kick)
Mist Slash (d,db,b, Punch)
Bone Cutter (f,df,d,db,b, Kick)
Steel Wave Slasher (d,df,f,df,d,db,b, Punch)
*Mantis Punch (b,db,d,df,f,df,d, B)
Billy Kane - Club Blow (b,db,d,df,f, Punch)
PROJECTILE COMBOS
These are combos that involve following a projectile with some type of
special move. If the projectile hits, the special move will connect too
for
bonus damage. If the projectile is blocked, the special move will most
likely be blocked. Some must be done from certain distances.
(far) - Means must be done from full-screen, or close to that.
(3/4) - Means it must be done around three-fourths of the screen away.
(1/2) - Means it must be done from somewhere near half the screen away.
All projectiles are slow ones. Oh yes, the opponent must be in the corner
too... there are some exceptions, but in most cases, you NEED them in the
corner.
Kyo Kusanagi - Fireball followed by.....
Crescent Slash D (1/2-far)
Ryo Sakazaki - Tiger Flame Punch followed by......
Lightning Legs Knockout Kick D (far)
"Special" Tiger Flame Punch (b,db,d,df,f, C) (far)
*Ryuko Ranbu (far)
Robert Garcia - Dragon Blast Punch followed by.....
Lightning Legs Knockout Kick D (far)
*Ryuko Ranbu (far)
Takuma Sakazaki - Tiger Flame Punch followed by.....
Lightning Legs Knockout Kick D (far)
Shoran Kyaku D (3/4-far)
*Ryuko Ranbu (far)
Terry Bogard - Power Wave followed by.....
Crack Shoot D (3/4)
Andy Bogard - Hishoken followed by.....
Zaneiken C (far)
Joe Higashi - Tornado Upper followed by.....
Slash Kick D (far)
Athena Asamiya - Psycho Ball followed by.....
Phoenix Arrow A/C (1/2)
Sie Kensou - Super Bullet Attack followed by.....
Dragon's Fang C (1/2)
*Dragon God Drubbing (1/2)
Yuri Sakazaki - Kooh ken followed by.....
Hundred Blows C (1/2)
*Flying Phoenix Kick (far)
Mai Shiranui - Kachosen followed by.....
Deadly Ninja Bees D (far)
Flying Squirrel Dance C (in air) (far)
*Super Deadly Ninja Bees (far)
King - Venom Strike followed by.....
Tornado Kick D (1/2)
Surprise Rose D (3/4)
Saishu Kusanagi - Fireball followed by.....
Wave Smash C (3/4)
Omega Rugal - Reppuken followed by.....
God Press C (1/2-far)
*Demon Press (far)
Iori Yagami - Fireball followed by.....
Crescent Slash D (1/2-far)
Deadly Flower A/C (1/2)
*Maiden Masher (3/4)
Things the FAQ is missing:
Any missing combos that are worth adding to add
Clarification on all the interruptable moves (are they correct?)
ACKNOWLEDGEMENTS
Onaje Everett (oeverett@mail.sdsu.edu)
For helping me with LOTS of stuff! He's practically co-writer!
Wu Kenneth Kei Kin (wukenne@ecf.toronto.edu)
For clarifying which characters have Desperation Combos.
Gregori Clarke (glarke@rohan.sdsu.edu)
For Takuma's Desperation combo, among other things. (this guy is amazing)
Dan Wells (ladiflyer@aol.com)
For an Iori combo, even if the damage was just slightly off... :)
XEXEX (xexex@aol.com)
For a couple Terry combos, and being really kewl.
Kenneth Hsu (e3321942@student.uq.edu.au)
For expanding on the King combos, and helping to keep the KoF ML alive :)
Everyone on The King of Fighters Mailing List
For all sorts of general stuff
If you have any comments, suggestions, or things to add please email
either
lordbbh@aol.com or kensou@aol.com
Thanx! :)
<8X -B-B-H- >8X
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