THE KING OF FIGHTERS' 99 ( Kyo version2 ) COMBOS FAQ v1.0a By: C'Aso~ro~Chi Kyori (aka Orochi Lee) Email: orochi1800@hotmail.com Leecreation Studio (http://members.xoom.com/leecreation/) ICQ# 5288074 ======================================================================= Warning: This FAQ is copyright 1999 by C'Aso~ro~Chi Kyori. All information in this FAQ should not by any means be used as a source of profit. Non-commercial products may use the information in this FAQ for "FREE" but provided that credit is given to the author where credit is due. But please inform the author first before doing so. King Of Fighters 99 is Copyright (C) SNK USA (C) SNK Japan FAQ can be found at: www.gamefaqs.com ======================================================================= TABLE OF CONTENTS ======================================================================= * Section 1 * -----Introduction * Section 2 * -----Notations used in this game and in this FAQ * Section 3 * -----Normal Moves Cancellation Table -----The Movelist of Kyo version2 -----Chain Combos -----General Combos -----Counter-Mode Combos -----Striker Combos * Section 4 * -----Credits & Special Thanks -----Links -----Ending Speech ====================================================================== SECTION 1 ====================================================================== INTRODUCTION : Yes! Finally the Neo Geo CDZ King of Fighters'99 is here in Singapore about 2 weeks ago. I'm all hyped about it as this is my first time using Kyo version2 in my team, as well as my debut Kyo version2 FAQ. I always thought that Kyo version2 will be similar to Shin Kyo. After playing him for a few days, I must say that I'm actually quite impressed, because Kyo version2 can execute new combos in which Shin Kyo can't. Most of their moves are the same but their fighting styles are not exactly identical. Soon after experimenting him for awhile, I started to fancy his moves. So I have decided to write this FAQ as a personal interest and also as a tribute to the SNK newly created character. Enjoy the FAQ and do correct me if some points are found wrong. -----C'Aso~ro~Chi Kyori ======================================================================= SECTION 2 ======================================================================= NOTATIONS USED IN THIS GAME & FAQ : K E Y ( all notations are in 1st player's side ) o o o jump backwards vertical jump jump forward \ | / o -- n -- o block/go back neutral go forward / | \ o o o blocking crouch normal crouch forward crouch A = light punch B = light kick C = heavy punch D = heavy kick dn/dwn = down joystick direction up = up joystick motion bk = hold joystick in blocking direction fw = joystick forward motion QCB = quarter circle back joystick motion QCF = quarter circle forward joystick motion HCB = half circle back joystick motion HCF = half circle forward joystick motion DP = uppercut joystick motion RDP = reverse uppercut joystick motion HC = chain hits CM = Counter Mode AM = Armour Mode j = jump s = stand cx = crossup/overlap cs = call striker (mod.) = modified +---------------------------------------------------------------------- Motion | Description +---------------------------------------------------------------------- bk | block/move backward +---------------------------------------------------------------------- fw | move forward +---------------------------------------------------------------------- bk, bk | hop backwards +---------------------------------------------------------------------- fw, fw | run/dash +---------------------------------------------------------------------- tap upbk/upfw | short jump +---------------------------------------------------------------------- press upbk/up/upfw | normal jump +---------------------------------------------------------------------- dwn, tap upbk/upfw | short hyperjump or dash, tap jump | +---------------------------------------------------------------------- dwn, upbk/upfw | hyperjump or dash and jump | +---------------------------------------------------------------------- A+B | rolling(can roll through most moves) +---------------------------------------------------------------------- bk A+B | a short jump back, then quickly a short jump front again (offensive recovery move, can be cancel into special moves) +---------------------------------------------------------------------- A+B as land | recovery roll(not advisable when fighting grabbers +---------------------------------------------------------------------- bk then fw/bk A+B | counter roll( while blocking but takes 1 stock of super) +---------------------------------------------------------------------- C+D | body-toss attack(heavy attack - knocks opponent down +---------------------------------------------------------------------- bk, C+D | counter attack(pushes opponent away - knocks opponent ) +---------------------------------------------------------------------- tap A-D | slam-escape (prevents getting thrown by normal slam) +---------------------------------------------------------------------- A+B+C | activate counter mode (unlimited DMs for a *need 3 stocks limited time, able to perform CM-combos, hit percentage increases) +---------------------------------------------------------------------- B+C+D | activate armour mode (super armoured for a *need 3 stocks limited time, do not have "hit" frames but can be swept, no DM for that limited time) +---------------------------------------------------------------------- A+B+C+D | when dizzy or being slammed with multi hit slam +---------------------------------------------------------------------- B+C | call out striker +---------------------------------------------------------------------- Start | taunting (cancel by any joystick motion) +---------------------------------------------------------------------- There are some more miscellanous stuffs in the game system, but I won't be covering them. ========================================================================= SECTION 3 ========================================================================= NORMAL MOVES CANCELLATION TABLE: This table will show you clearly which normal moves can be cancel in which position, and after which hits. Key symbols: +---------------------------------------------------------------------- A | can be cancel into Command Moves and Special Moves +---------------------------------------------------------------------- B | can be cancel into Special Moves +---------------------------------------------------------------------- C | can only be cancel after a Normal Move +---------------------------------------------------------------------- X | cannot be cancel +---------------------------------------------------------------------- Button A Button B Button C Button D +---------------------------------------------------------------------- Close Range Standing | A X A A +---------------------------------------------------------------------- Far Range Standing | A X A X +---------------------------------------------------------------------- Crouching | A X A B/X +---------------------------------------------------------------------- Vertical Jumping | X X X X +---------------------------------------------------------------------- Horizontal Jumping | A X X X +---------------------------------------------------------------------- CD Attack | B +---------------------------------------------------------------------- Jumping CD Attack | X +---------------------------------------------------------------------- Fw + B | B (Cannot be cancel after Normal Move)/ C +---------------------------------------------------------------------- J Dwn + C | X +---------------------------------------------------------------------- MOVELIST OF KYO VERSION 2 : As all that I have known, Kyo-2 is "combo" based character. His moves are extracted and mixed into a new style from Shin-Kyo. I will include a brief description of each moves and please pardon me as I have given names to some of the moves myself. +---------------------------------------------------------------------- SLAMS +---------------------------------------------------------------------- Normal slam | fw/bk + C/D when near opponent +---------------------------------------------------------------------- COMMAND MOVES +---------------------------------------------------------------------- Thunder Axe | fw + B Positive | This move consist of 2-parts. The 1st can be cancel into Special Moves. The 2nd is an overhead. A good mind game can be played with it. The advantage of this move is that both hits can be chained. +---------------------------------------------------------------------- Mysterious Falling | j dwn + C Drop | An aerial knock down move. Can be chained from a j B. Very effective against anti-air moves. +---------------------------------------------------------------------- SPECIAL MOVES +---------------------------------------------------------------------- Demon Scorcher | DP + P | Not as reliable as his dwn C anti-air move because its autoguard feature has been extracted. Advisable to use it in a special combo. 1st hit can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Koto Moon Positive | HCB + K | A surprise-attack move. Fast in execution but slow in recovery. 1st hit can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- R.E.D Kick | RDP + K | An aerial surprise-attack move. Knock down opponents from the air and has the ability to escape ground waves. Can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Wild Bite | QCF + A | His standard fire punch move. Fast in execution but short in range. This move has autoguard. +---------------------------------------------------------------------- Nine Wounds | QCF + P (after Wild Bite) +---------------------------------------------------------------------- Eight Tarnish | HCB + P (after Wild Bite or Nine Wounds) | This move is an overhead. Can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Time Drill | P (after Wild Bite and Eight Tarnish) | Can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Clipping Chimera | K (after Wild Bite and Eight Tarnish) | A move that causes guard crushing. Can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Seven Chance | K (after Nine Wounds) | Can be cancel into DM when in CM-mode. +---------------------------------------------------------------------- Poison Bite | QCF + C | His long range fire punching move. This move has autoguard. +---------------------------------------------------------------------- Guilt Compose | HCB + C (after Poison Bite) +---------------------------------------------------------------------- Punishment Compose | fw + C (after Guilt Compose) | Do not execute this move if your opponent blocked the first 2 moves, very dangerous. +---------------------------------------------------------------------- DESPERATION MOVE +---------------------------------------------------------------------- No Style | QCF x 2 + P | His debut DM in 97. Can be used as anti-air. Fast in execution, slow in recovery. Only advisable to use in a combo or when opponent is jumping in. +---------------------------------------------------------------------- STRIKER ABILITY +---------------------------------------------------------------------- Performed No.75 Kick. Follow-up is possible after opponent is being kick up in air. ======================================================================== CHAIN COMBOS : d A, d A (Rush 2 hits) d A, d B (Rush 2 hits) d A, s A (Rush 2 hits) d A, s B (Rush 2 hits) d B, d A (Rush 2 hits) d B, d B (Rush 2 hits) d B, s A (Rush 2 hits) d B, s B (Rush 2 hits) s A, d A (Rush 2 hits) s A, d B (Rush 2 hits) s A, s B (Rush 2 hits) d B, d B, d B (Rush 3 hits) d B, d B, d A (Rush 3 hits) d B, d A, s A (Rush 3 hits) d B, d B, s A (Rush 3 hits) d B, s A, d A (Rush 3 hits) s A, d B, s A (Rush 3 hits) s A, d A, s B (Rush 3 hits) s A, s A, s B (Rush 3 hits) s A, d B, s B (Rush 3 hits) d A, d A, fw + B (Rush 3 hits) d A, s A, fw + B (Rush 3 hits) d B, d A, fw + B (Rush 3 hits) d B, s A, fw + B (Rush 3 hits) s A, d A, fw + B (Rush 3 hits) s A, s A, fw + B (Rush 3 hits) d B, d B, d A, fw + B (Rush 4 hits) d B, d A, s A, fw + B (Rush 4 hits) d B, d B, s A, fw + B (Rush 4 hits) d B, s A, d A, fw + B (Rush 4 hits) s A, d B, s A, fw + B (Rush 4 hits) j CD --> A (2 hits) j CD --> B (2 hits) j CD --> C (2 hits) j CD --> D (2 hits) s C, fw + B (Rush 3 hits) s D, fw + B (Rush 3 hits) j A, fw + B (Rush 3 hits) j B, fw + B (Rush 3 hits) j C, fw + B (Rush 3 hits) j D, fw + B (Rush 3 hits) d C, fw + B (Rush 3 hits) *All "j C" can be replaced by "j D" **All "s C" can be replaced by "d C" (varies) j C, s C, fw + B (Rush 4 hits) j C, s D, fw + B (Rush 4 hits) j C, d C, fw + B (Rush 4 hits) j C, d B, d B (Rush 3 hits) j C, d B, d A (Rush 3 hits) j C, d B, s B (Rush 3 hits) j C, d B, d B, d B (Rush 4 hits) j C, d B, d B, s A (Rush 4 hits) j C, d B, d A, fw + B (Rush 5 hits) j C, d A, d A, fw + B (Rush 5 hits) j C, d A, s A, fw + B (Rush 5 hits) j C, d B, s A, fw + B (Rush 5 hits) j C, s A, d A, fw + B (Rush 5 hits) j C, s A, s A, fw + B (Rush 5 hits) **Chain Combos ending with fw + B can combo further with Special Moves ======================================================================= GENERAL COMBOS : Kyo-2 is a "combo" based character, you can expect a lot of combos with him. I will try to list out all the combos available for him, plus a brief description of them. Please inform me if I have left out any, thanks. +---------------------------------------------------------------------- **All the combos here can be done without the jump C/D (minus 1 hit) j C/D, d B, d A, DP + P (Rush 4 hits) j C/D, d B, s A, DP + P (Rush 4 hits) j C/D, d B, d A, fw + B, QCF + C (Rush 6 hits) j C/D, d B, s A, fw + B, QCF + C (Rush 6 hits) +---------------------------------------------------------------------- **All the combos here can be done without the jump C/D (minus 1 hit) **All the s C can be replaced with s D. **All the d D have to be cancel at the first hit. j C/D, s C, DP + P (Rush 3 or 4 hits) j C/D, s C, HCB + K (Rush 4 hits) j C/D, s C, QCF + C, HCB + C, fw + C (Rush 5 hits) j C/D, s C, QCF + A, QCF + P, K (Rush 5 hits) j C/D, s C, fw + B, QCF + C (Rush 5 hits) j C/D, d D, DP + P (Rush 3 or 4 hits) j C/D, d D, HCB + K (Rush 4 hits) j C/D, d D, QCF + C, HCB + C, fw + C (Rush 5 hits) j C/D, d D, QCF + A, QCF + P, K (Rush 5 hits) +---------------------------------------------------------------------- **The combos here are Kyo-2's specialities. **All the fw + B have to be cancel at first hit. **His fw + B cannot be cancel at the first hit if it is done after a Normal Move. fw + B, DP + P (Rush 2 or 3 hits) fw + B, HCB + K (Rush 3 hits) fw + B, QCF + A, QCF + P, K (Rush 4 hits) fw + B, QCF + C, HCB + C, fw + C (Rush 4 hits) fw + B, QCF x 2 + P (??? Hits) j B, j dwn + C, s C, DP + P (Rush 4 or 5 hits) j B, j dwn + C, s C, HCB + B (Rush 5 hits) j B, j dwn + C, s C, QCF + A, QCF + P, K (Rush 6 hits) j B, j dwn + C, s C, QCF + C, HCB + C, fw + C (Rush 6 hits) j B, j dwn + C, s C, fw + B, QCF + C (Rush 5 hits) (fw + B will only hit on the 2nd hit) QCF + A, HCB + P, K, QCF + A, HCB + P, P (Rush 4 hits) (First 2 hits must not hit opponent) +---------------------------------------------------------------------- **All the combos here can be done without the jump C/D (minus 1 hit) **All the combos here only work in the corner j C/D, s C, QCF + A, QCF + P, HCB + P (Rush 5 hits) j C/D, s C, fw + B, QCF + C, HCB + C, fw + C (Rush 6 hits) (Only works on big size characters, if not last hit will miss) cx B, j dwn + C, (back step) dwn + C, j dwn + C (Rush 4 hits) (A short version of KOF 98's infinite) j CD, s D, RDP + D (Rush 3 hits) (s D have to hit opponent in the air) ======================================================================= COUNTER-MODE COMBOS : These combos are only possible when Counter-Mode is enabled, and they can really do huge damage. Kyo-2 has only 2 CMDM combo, the others are just variations of the main combo. +---------------------------------------------------------------------- **The combos here can be done without the jump C/D (minus 1 hit) j C/D, d B, d A, DP + C, QCF x 2 + A (??? hits) j C/D, s C, DP + C, QCF x 2 + A (??? hits) j C/D, s C, HCB + K, QCF x 2 + A (??? hits) (HCB + K have to be cancel at the first hit) AB Dodge attack, HCB + K, QCF x 2 + A (??? Hits) ======================================================================== STRIKER-COMBOS: KOF'99 has opened up a whole new range of combos with the aid of strikers. These fascinating combos can only be done with the aid of a striker. Different strikers will created different combos with different characters. In the case of Kyo-2, Terry is the striker needed for the combos. +---------------------------------------------------------------------- cx B, j dwn + C, call Terry Striker, QCF + C, DM (??? hits) ======================================================================== SECTION 4 ======================================================================== CREDITS & SPECIAL THANKS : mOOnrun (m00nrun@yahoo.com) ------ for his expert guidance in the game, and for fighting endlessly with me against scrubs. The names of those moves are from him. King of Fighters Combo Mailing List (kof_combo@egroups.com) ------ great place to discuss combos. It also opens me to more possibility of combos making. Challengers & Victims ------ those players at the arcade who challenged me and those who were by combo practice...:) Also not forgetting those who accompany me thru the night in ICQ while I'm writing this FAQ. +---------------------------------------------------------------------- LINKS - KOF related sites & General Sites : Madman's Cafe (Prof Henry Moriarty) http://mmcafe.telnet.or.jp KoF4ever (Yasakani) http://i.am/kof Lancer's Dance Floor (Darklancer's BBS) http://www.guestbook.de/yasg.cgi?X=132761 Sham Bun's Homepage (Sham Bun) http://home.ust.hk/~eg_sbxaa/index.html Fighters to Finish Webring http://mmcafe.telnet.or.jp/webring.htm Gamefaqs http://www.gamefaqs.com Resurrection! (mOOnrun) http://i.am/moonrun/ House of Shingo (Shingo) http://scicblc.nus.edu.sg/~shingo/ +---------------------------------------------------------------------- ENDING SPEECH : Phew!!!... finally, after a week testing out Kyo-2's combos using Neo Geo CDZ, spending hours in the night writing this FAQ, its has come to an end now. I took great effort and precious time in trying to get all these combos, and I personally tried them out to make sure each and everyone of it works, so I hope you guys and gals, will appreciate what I have done. Although Kyo-2 is no popular character in KOF'99 yet, but I hope with this FAQ, u all will start to use him and make him a popular character too...8) If you have any comments or contributions, mail me. To those whom I may indirectly have forgotten to give credits to, don't SUE me, just mail me and remind me ok? Till then, enjoy KoF'99 and don't forget sleep....zzzzzzz. Copyright (C) 1999 C'Aso~ro~Chi Kyori All rights reserved. ==================================== END =====================================