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King Of Fighters '95 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for King Of Fighters '95 - Strategy Guide (Page 01).

THE KING OF FIGHTERS '95 (SONY PLAYSTATION)
Moves, Tactics and Combos FAQ
version 1.5
By John "CUL" Culbert (tigeraid@geocities.com)

VERSION UPDATES:

-new URL and e-mail in credits

INTRODUCTION:
*************

Finally, a good SNK game comes to a system I can play it on! With the 
exception of Fatal Fury Special, Samurai Shodown and Art of Fighting for the 
SNES, I have not really gotten a chance to play these great games I hear so
much about. 
Boy, is this game impressive! Lots of depth, a decent combo system, LOTS of
characters with spectacular moves, and a good storyline to boot! So, this FAQ
here is a moves list and brief combos/strategies for all characters (except
Saishu Kusanagi and Omega Rugal, because I don't know the code to play as 
them for the PS), but in addition I also have published an in-depth Guide to
my favorite characters: Kyo Kusanagi, Goro Daimon, Andy Bogard, Ralph, Sie
Kensoue and Iori Yagami. Look for it in the same place you got this.

LEGEND:
*******
     ________                    ________
    |___L2___|                  |___R2___|
     ________      Special      ________
    |___L1___|  Config Buttons  |___R1___|
                 (see below)

                .-------------Square- Fierce Punch (FP)
     D-PAD      | .-----------Triangle- Fierce Kick (FK)
                | | 
   U/B U U/F    | | 
      \|/       | | 
    B--o--F     | | 
      /|\       O O 
   D/B D D/F    O O 
                | | 
                | | 
                | | 
                | | 
                | ------------Circle- Quick Kick (QK)
                 -------------X- Quick Punch (QP)

NOTE: These are default PS settings; they can be adjusted in the options, and
the L/R triggers can be set to programmed macros of Special Moves or General
Moves as well (see below).

QCT= Quarter Circle Toward (roll the D-pad from D to F)
QCB= Quarter Circle Back (roll the D-pad from D to B)
HCT= Half Circle Toward (roll the D-pad from B to D to F)
HCB= Half Circle Back (roll the D-pad from F to D to B)
 + = enter commands simultainiously
J. = Jumping
S. = Standing
C. = Crouching
CL.= Close

A WORD ABOUT...
***************


GENERAL MOVES:
--------------

-Sidestep: QP+QK

To make your character sidestep all attacks, hit QP+QK. This will avoid ALL
attacks, but remember that if the move you avoided lasts long, you may come
right back into it. To prevent that, use...

-Sidestep/Counter: any attack during Sidestep

This makes your character retaliate against the move they have just avoided.
These can be blocked, unless of course you are countering an attack during
its animation.

-Knockdown Blow: FP+FK

Each attack varies, but will always knock down your opponent. I do not list
each character's Knockdown Blow in this FAQ, although I do for my other FAQ
on my favorite characters.

-Power Up: QP+QK+FP

When holding down these buttons your character will stand still with energy
swirling around them--this charges up your super meter at the bottom of the
screen. You can stop the power up at any time by releasing the buttons, but
remember you are vulnerable while powering up. (See below for more on the
super meter)

-Assist Attack: QP+QK+FP when dizzy or grabbed

If one of your team members has not been defeated and is standing within view
during the fight, you can call them in to help when you are dizzy or being
grabbed by the opponent. This will not work if your team-mates have been 
defeated, or if they are off-screen.

-Taunt: QK+FP

This will make your fighter tease their opponent. You are vulnerable during
the taunt, so make sure you're in a safe position to do it. Taunting will
drain energy off the opponent's super meter, adding injury to insult.

-Dashing: F, F or B, B

This will cause your fighter to move forward or back quicker than a normal
walk. Dashing back is a good defensive technique, and dashing in is sometimes
needed if the opponent misses a move from afar and you need to get in fast
for the kill. Note this tap must be QUITE fast.

-Shadow Jump: QCT, U/F or QCB, U/B

This will cause your fighter to jump higher than usual, trailing after-images
behind them. This can sometimes be useful in avoiding attacks.

SUPER METER:
------------

At the bottom of the screen is a small meter, which fills up when you are
attacked, or when powering up (see above). Once full, you're character not 
only does a significant amount more damage with all their attacks, but they 
also gain the ability to perform their Desperation Move, which would 
otherwise be impossible unless their health meter (at the top of the screen) 
is flashing red.

DESPERATION MOVES:
------------------

These are super-powerful moves that can only be performed if the fighter's
health meter is flashing red, or if the Super Meter is "MAXed".

THROWS AND GRABS:
-----------------

All characters can perform at least one Throw, most can do more. A Throw/Grab
is an unblockable move that must be done close to the opponent; a standard
Throw for each fighter is to hold F or B close to the opponent and hit FP.
Most fighters can also do the same with FK. Some characters have Special Move
Throws, and others have Air Throws--these are done up close in the air, by
holding F or B and hitting FP. Each character's Throws and Grabs are 
explained in their section.

OVERHEAD ATTACKS:
-----------------

Most characters have an Overhead Attack; these are attacks that can ONLY be
blocked standing, meaning they will hit ducking opponents wether they're
blocking or not. Good moves to mix up in your up-close game, i.e. force your
opponent into a crouch by pecking away with low, quick moves (eg. C.QK), then
mix this in.

COMBOS:
-------

A combo is a series of attacks that, once the first hit connects, are totally 
unblockable until the opponent is knocked down or the attacker is pushed too 
far away to continue. There are three basic types of combos in Kof95--the
most simple combo is of course a single attack that hits more than once (eg.
Kyo's Dark Thrust). Another, more traditional combo involves "Buffering" (see
below). And the newest type of combo system are Chain Combos, which are 
basically regular attacks buffered into each other (also see below). I have
listed a few known combos for each fighter.

BUFFERING:
----------
        
This is a technique used in 90% of all fighting games out today. To buffer 
means to do the motions of one move while the animations of another move are 
still being performed. Here's an example with Ralph:

-S.FP buffered into Gatling Attack

In order to do this, you must "cancel" the animation of Ralph's Fierce Punch
with the Gatling Attack, so it appears that he throws the punch, then 
IMMEDIATELY goes into the Gatling Attack BEFORE he draws back the FP. To do
this, begin to charge B and as you are hitting them with the FP; then, 
QUICKLY press F+FP. BANG! 4 hit combo!

Now, on the subject of chain combos, these are simply normal attacks buffered
into more normal attacks. You can only buffer Quick attacks into more Quicks
or Fierces (Fierces will only buffer into Special Moves). For example, with
Kyo:

S.QP -> S.FP

For this 2-hit to work, you must cancel the animations of the S.QP VERY fast
so that it appears he's throwing two punches, one right after the other. I
will list all chainable attacks for each character.

JUGGLING:
---------

Juggling means hitting the opponent in the air after knocking them upward (or
technically, also hitting them out of a jump). Juggles, though limited, are
possible in Kof95. For example, with Takuma Sakazaki:

Fierce Gale Kick, ZanRetsuKen

After connecting with the Gale Kick, quickly perform the ZanRetsuKen and it
will catch the opponent in the air BEFORE they land from being hit from the
Gale Kick.

BLOCKING:
---------

To block an oncoming attack, hold in the opposite direction. To block a low 
attack (i.e. the enemy hits low), hold D/B to crouch and block. 

TICKS:
------

A tick is an attack that if you connect with it you can go into a combo 
of your choice, and if blocked, you will recover in time to throw another 
attack before your opponent can; but, note that they also recover from their 
blocking frames at relatively the same time, so they will also be able to
block the follow-up. But, since Throws are unblockable, you can nail them 
with a Throw!
Ticking is not a large part of Kof95 as it is, say, SF2. But, I find I play
fighters like Goro much better if I can tick. Here's an example with Goro:

J.FK, S.QP, Earth Mover

If the S.QP connects, the Earth Mover will as well. If they block the S.QP,
the Earth Mover'll get 'em anyway!  You can also tick with regular F+FP 
Throws, it's just that they won't come out if the tick connects. For example,
if Terry Bogard hits the enemy with a BLOCKED S.QP, he can then move in for
the Throw with F+FP. However, if the S.QP connects and you do a F+FP, you'll
get Terry's Cl.FP for a chain combo.


THE CHARACTERS:
***************

Team Japan:
^^^^^^^^^^^

KYO KUSANAGI:

"You're no more than a smoldering flame, Yagami! Feel what a real blast of 
 Hades is!"
FIGHTING STYLE: Magatama
TAUNT:          Waves finger at opponent saying, "Tch, tch, tch!"
WINNING POSE 1: Blows out flaming finger saying, "Heh heh, moetarou." 
                (translation: "you're burned")
WINNING POSE 2: Raises fist in victory saying, "Oreno kachida!"
                (translation: It's my win!)
WINNING QUOTES: That's it? Well I'm not angry, just disappointed.
                Burn in the fury of my flames, you worthless weakling.
                So long weenie king. We won't meet again.

MOVES:
------

-Dark Thrust: F, D, D/F+any punch
-Ground Fire: QCT+any punch
-Crescent Slash: HCB+any kick
-Triple Spin Kick: B, D, D/B+any kick
-Wave Smash: QCT+FK, FK or QK, QK
-Double Sweep: D/F+FK
-Hack Kick: F+FK (hits overhead)
-Ground Elbow Slam: F or B+FP (up close)
-Desperation; Serpent Wave: QCB, HCT+FP

MOVE OVERVIEW:
--------------

His Dark Thrust hits 3 times, except when NOT up close, or on crouching 
opponents. If the 3rd hit doesn't connect, the opponent will not be knocked 
down and Kyo is left wide open. Like most DP moves, invulnerable until its 
apex, then bad recovery as he falls. The Ground Fire is a lot like Terry's 
Power Wave, best used in combos or to pester from a distance. It is EXTREMELY 
easy to avoid with a jump. The Crescent Slash is a cool move that does good 
damage, and the dash is quite fast. If blocked it can be countered quickly, 
and he can be hit during the dash by most low, quick moves. The Triple Spin 
Kick is another cool-looking move, good for nailing opponents at the 
beginning of their jump. Can be easily countered if missed or blocked and can 
also be ducked. The Wave Smash is one of his most useful moves; the Fierce 
version does a crouch dash first and may avoid some high attacks or jumping 
attacks. The Fierce can also be juggled after, IMO best with the Triple Spin 
Kick or another Quick Wave Smash. If blocked, there is a delay. His 
Desperation is a fairly effective move, although not doing as much damage as 
others; it has slow start and recovery time, so it should be used as a 
counter to a slow-recovering move, or against deep jumpers.

CHAINS: Kyo can chain all of his quick attacks except S.QK into all Fierce 
        attacks.

EXAMPLE COMBOS:
---------------

1. J.FP, S.FP, Ground Fire
2. J.FK, S.FP, Triple Spin Kick
3. J.FK, C.QK, C.FK
4. S.QP, S.FP, Crescent Slash
5. Fierce Wave Smash, Quick Wave Smash
6. Fierce Wave Smash, Triple Spin Kick

MY OPINION?
-----------

One of my favs, Kyo is a solid character, a lot of fun to play; at a first 
glance he's a Ryu clone, but because of the maximum hit problem with his Dark 
Thrust and his ground-based fireball, he must actually be played differently. 
His combos are really cool too.

*****************************************************************************

BENIMARU NIKAIDO:

"Hey all you fight groupies! Just watch my moves!"
FIGHTING STYLE: Muay Thai
TAUNT:          Shrugs, saying "Hmm?"
WINNING POSE 1: Turns back to player, then turns pointing his finger saying
                "thank you!"
WINNING POSE 2: Runs hand through hair as lightning crackles behind him.
WINNING QUOTES: Rumors of your strength seem greatly exaggerated, pansy.
                Lambs are tougher than you. How do I know? Well...uh...
                Someone who looks as good as me just has to win. Later!
 
MOVES: 
------

-Lightning Fist: F, D, D/F+any punch
-Shinkuu Katategoma: HCB+any kick
-Iaido Kick: QCT+any kick
-Triple Resist Kick: D, U+any kick (can be done directly after Iaido Kick)
-Foot Drill: D+FK in mid-air
-Backdrop Slam: F or B+FP or FK (up close)
-Knee Drop: F or B+FP in mid-air (close)
-Desperation; Heaven Blast Flash: QCT, D, D/F+FP

MOVE OVERVIEW:
--------------

The Lightning Fist comes quite fast, but with slow recovery. Best used in 
combos or a counter to a missed move, as it has good range. The Shinkuu
Katategoma does decent damage and knocks them across the screen; bad recovery
and can be hit from the air, so use with caution. The Iaido Kick has no range
so it can only be used up close; the recovery is good and it comes out fast, 
and if it connects it can buffer into the Triple Resist Kick for a 3 hit
combo. By itself the Triple Resist Kick is basically like Guile's Flash Kick,
best used as an air counter. His Desperation does MAJOR damage with all hits,
and if blocked Benimaru is pretty much safe; use in the same fashion as the
Lightning Fist, but it comes out too slow to be used in combos.

CHAINS: Benimaru can chain all of his quick attacks into all fierce attacks
        except S.QK.

EXAMPLE COMBOS:
---------------

1. J.FK, S.FP, Iado Kick -> Triple Resist Kick
2. S.QP, S.FP, F, D, D/F+FP
3. J.FK, C.QK, C.FK

MY OPINION:
-----------

If you can get a good grasp of control for his jump, and timing for his moves
he can be devastating. Benimaru is a fighter who plays on the enemy's 
mistakes, because although he's fast, his moves have too slow recovery to use
totally offensive (except the Iaido Kick). His Desperation is devastating.

*****************************************************************************

GORO DAIMON:

"Whoa!"
FIGHTING STYLE: Judo
TAUNT:          Raises his palms and grunts
WINNING POSE 1: Raises his fist in victory and a crackle of thunder is heard
WINNING POSE 2: Throws head back and flexes as thunder crackles
WINNING QUOTES: Life is only training. Training and bowling.
                You did good slick! C'iao for now.
                You had no chance against me. The ultimate fighting machine.
 
MOVES: 
------

-Minelayer: F, D, D/F+QP
-Fake Minelayer: F, D, D/F+FP
-Super Ukemi: QCB+any kick
-Cloud Tosser: HCT+QP
-Stump Throw: HCT+FP
-Earth Mover: HCB, F+FP
-Super Ohsotogari: F, D/B, D, D/F+FK
-Ground Skull Slam: F or B+FP (up close) 
-Reverse Trip: F or B+FK (up close)
-Heaven To Hell Drop: roll 360 forward+FP

MOVES OVERVIEW:
---------------

The Minelayer will make Goro slam the ground with his fists, shaking them off
their feet. This can only be blocked low, so use it frequently from a 
distance. The Fake Minelayer should be mixed up with the real one, so that 
you make the opponent jump to avoid it, then grab 'em out of the air with the
cloud tosser. The Super Ukemi is not an attack, but actually a roll forward,
which avoids most high attacks and projectiles--he only rolls about half a
screen, but that can be enough to set you up for a Throw...buffer the motions
for a Throw so that they're finished by the time he returns to standing. The
Cloud Tosser is so effective, it may be considered cheesy; this will allow
Goro to grab an oncoming jumping opponent and slam them to the ground. The
best part about it is that it has GREAT priority, so that you can actually
grab most jumping ATTACKS as they come in. Just don't try to grab 'em out of
an airborne Special Move (eg. Athena's Phoenix Arrow). The Cloud Tosser also
has slow recovery and will NOT grab standing opponents, so he's left open if
he misses. The Stump Throw makes Goro grab forward at the ground; the 
advantage to this move is that it has more range than all his other Throws, 
so mix it up in your up close game when you can't get right up close for a 
Throw. There is bad recovery in this, so make sure you're in the right 
position to do it. The Earth Mover is Goro's most powerful Special Move (not
including his Desperation, of course), and tick like MAD with it, as it's 
totally worth connecting with. It will only come out up close, so he has no
recovery from it. The Super Ohsotogari is an AWESOME looking Throw, but is
weaker than the Earth Mover; treat it in the same fashion. As well, his 
Desperation is EXTREMELY powerful and will work easily with ticks and combos,
just like his Earth Mover and Super Ohsotogari. Use it OFTEN with ticks and
combos.

CHAINS: Goro can chain any crouching or standing QP into any other attack.

EXAMPLE COMBOS:
---------------

1. J.FP, S.FP, Earth Mover
2. J.FK, C.QP, C.FK
3. S.QP, S.FP, Heaven to Hell Drop (!)
4. (tick combo) J.FK, S.QP, Super Ohsotogari

MY OPINION?
-----------

Another of my favorites, simply because I'm a Zangief master and he plays a
lot like him (except for the Minelayer, which I rarely use anyway). He has
really effective ticks and can be played as cheesy as 'Gief is, and his 
Throws are cool. Also a devastating Desperation. If you can master the speed
and play defensively until they get in close, he's great.
 

Team England:
^^^^^^^^^^^^^

YURI SAKAZAKI:

"Sorry, everyone, the prize money is mine."
FIGHTING STYLE: Kyokugenryu Karate
TAUNT:          Waves hand at side of head, then pats her butt, saying 
                "Kotchi, Kotchi!" (translation: Here, Here!")
WINNING POSE 1: Cools off using shirt, then looks at you and gives thumbs up
                saying, "Nn? Yoyutchi!" (translation: still have reserve!)
WINNING POSE 2: Swings arm around in circle, then hops up and gives you a 
                peace sign victory, saying "Nn? Yoyutchi!" (translation: 
                still have reserve!) 
WINNING QUOTES: Oh fudge! Over so soon? I'll never lose those extra pounds!
                Why are you such a weenie? I was hoping for a workout!
                Why am I so strong? Talent, just pure talent!

MOVES:
------

-KoHoKen: QCT+any punch
-Saiha: QCB+any punch
-Dashing Hundred Blows: HCB+any punch
-Hundred Blows: HCB+QP (close)
-RaiKohKen: QCT+any kick
-HaohShoKohKen: F, HCTY+any punch
-Yuri Super Upper: F, D, D/F+any punch
-Lunging Butt Attack: F+FK
-Hopping Stomach Throw: F or B+FP or FK (close)
-Inverted Piledriver: F or B+FP (close in mid-air)
-Desperation; Flying Phoenix Kick: F, B, HCB+FP+QK

MOVE OVERVIEW:
--------------

Ryo/Robert/Takuma players better not think she's just a clone, 'cause her 
moves are a lot different from them. The KoHoKen is the basic Fireball 
attack, can be ducked but comes out pretty fast; can be jumped and has a 
delay. The Saiha is a cool move which will make Yuri slash overhead to her 
front, covering her front quite nicely. Good in combos and all around in 
defense. The Dashing Hundred Blows does less damage than the close-up 
version, but comes out pretty fast is is good for countering missed moves 
from a distance. If blocked it has a delay. The Hundred Blows up close does 
great damage, is AWESOME in combos, and is UNBLOCKABLE. So, tick like mad 
with this! The HaohShoKohKen is like Takuma/Robert/Ryo's--it comes out slow 
and recovers slow, but does great damage, and because of its width, can be 
used to deter deep jumping opponents, and it also cannot be jumped. The Yuri 
Super Upper is IMO what really sets her apart from Team Mexico; instead of 
the normal DP, Yuri will lunge low FOR HITS, then upward with the uppercut; 
so, it has great range and is good in combos, although I recommend only using 
the QP version, which has only a very slight lunge first, as an air counter, 
or you may go right under them. Her Desperation is fairly effective, and 
takes great priority over most low attacks; she can leap almost full screen 
with it, but it has delay if blocked, so make sure they left an opening.

CHAINS: Yuri can chain any standing or crouching QP, or C.QK into any other
        attack.

EXAMPLE COMBO:
--------------

1. J.FP, S.FP, KoHoKen
2. J.FK ,S.FP, Hundred Blows
3. S.QP, S.FP, Saiha
4. S.FP, Yuri Super Upper

MY OPINION?
-----------

Very stylized character, definetely different from her brother, father and
Robert. Fast and good damage potential within combos.

*****************************************************************************

MAI SHIRANUI:

"A girl as pretty and tough as I am just has to win."
FIGHTING STYLE: Ninjitsu
TAUNT:          Laughs behind fan and says "Doushitano?"
                (translation: What's wrong?)
WINNING POSE 1: Waves fan saying, "nippon ichi!" (translation: Japan, number 
                one!)
WINNING POSE 2: Swivels around opening a big umbrella and says "Ase 
                kaichatta." (translation: I broke a sweat.)
WINNING QUOTES: Trapped in my spell of beauty, another peasant bites the 
                dust.
                I thought you were stronger than that. Bummer city!
                Another blow for ninja ladyhood has been struck today. 
                Banzai!

MOVES: 
------

-Kachosen: QCT+any punch
-RyuEnBu: QCB+any punch
-Flying Squirrel Dance: charge D, U+any punch then any punch
-Flying Squirrel Dance: QCT+any punch in mid-air
-Dragon Blast: F, D, D/F+any kick
-Deadly Ninja Bees: HCT+any kick
-Leg Scissors: F or B+FP or FK (close)
-Butt Slam: F or B+FP (close in mid-air)
-Super Deadly Ninja Bees: F, D/B, F+FP+QK

MOVES OVERVIEW:
--------------- 

The Kachosen is a basic FB, with delay when jumped. The RyuEnBu is a cool
2-hit move, great for finishing combos; it has deceptive range, and as long 
as they don't block it up close, it is pretty safe. Both Flying Squirrel 
Dances are effective for countering missed moves from a distance, especially
projectiles; you can also fake the charged version by not hitting punch the
2nd time, and Mai will simply jump to the wall, then to the ground. Her new
move, the Dragon Blast, finally gives Mai the much-needed air counter; it is
basically a 2-hit flaming flip kick. It comes out quite fast and is best as
an air counter or in combos. The Deadly Ninja Beese has delay if blocked, but 
it's a decent counter from a short distance, and great for taking priority
over low attacks. Her Desperation is basically the same, only it's flaming 
and does much more damage.

CHAINS: Mai can chain a crouching QP or QK into anything else.

EXAMPLE COMBOS:
---------------

1. J.FK, S.FP, RyuEnBu
2. J.FP, C.QP, S.FP, Kachosen
3. J.FP, S.FP, Dragon Blast

MY OPINION?
-----------

She is much more powerful than before because of the new Dragon Blast. If 
careful and staying generally on the defensive, she's a hot fighter.

*****************************************************************************

KING: 

"Just pack it up and go home if you don't want to get hurt!"
FIGHTING STYLE: Muay Thai
TAUNT:          Gestures with hand saying, "Come on, baby!"
WINNING POSE 1: Tosses a handkerchief to the floor, saying "nasakenai!" 
                (translation: pitiful!)
WINNING POSE 2: Removes jacket and slings it over shoulder, saying 
                "nasakenai!" (translation: pitiful!)
WINNING QUOTES: So you won't be saying "Babe" anytime soon, right beefcake?
                Okay, let's call it a day before you're seriously hurt.
                Hit the showers stud. I'm a woman, hear me roar. Uaah!
 
MOVES: 
------

-Venom Strike: QCT+any kick
-Double Strike: F, B, F, D/F, D+any kick
-Tornado Kick: HCB+any kick
-Trap Shot: F, D, D/F+any kick
-Surprise Rose: QCB, U/B+any kick
-Slide: D/F+FK
-Flipping Toss: F or B+FP or FK
-Desperation; Illusion Dance: B, HCB+FK+QK

MOVES OVERVIEW:
---------------

The Venom Strike is a regular FB, except it's thrown a little lower, so it
cannot be ducked. The Double Strike is simply two Venom Strikes, thrown quite
fast. Both can be jumped, so they're best used in a keep-away game from a
distance or in combos. Her Tornado Kick does good damage and is best used as
a counterattack, because its recovery is BAD. The Trap Shot starts with a
flip kick, and if it connects, she goes into a rapid kick; this is best used
as well-timed air counter, or in combos. The Surprise Rose rarely even comes
out for me, but I it's basically a leap back into a dive kick. Her 
Desperation starts with a backflip followed by a leap forward into the combo;
best used from a distance to counter attacks. Note: bad recovery and 
sometimes the last 2 hits won't connect, and they're the ones that do all the 
big damage.

CHAINS: King can chain all crouching and standing QPs and C.QK into any other
        attack.

EXAMPLE COMBOS:
---------------

1. J.FP, S.FP, Tornado Kick
2. J.FK, S.FK, Trap Shot
3. S.QP, S.FP, Double Strike

MY OPINION?
-----------

She used to be one of my favs from AoF, but in Kof95 I find her control real
loose, and her new move is all but useless and difficult to get off. Her 
Desperation is great if it connects, but it only comes out if the motions are
CAREFULLY inputted. If you're careful and keep the pressure on 'em with the
Venom and Double Strikes, and rely on jump-in combos to do the damage, she's
still fairly effective.


Team USA:
^^^^^^^^^

IORI YAGAMI:

"Eat this, Kyo. The flames of revenge from the Yagami clan!" 
FIGHTING STYLE: Magatama
TAUNT:          Puts hands in pockets and says "Orega kowaii no ka?"
                (translation: Are you scared of me?)
WINNING POSE 1: Laughs like a maniac with hand on head.
WINNING POSE 2: Puts hands in pocket and bends over saying, "Sonomama shine!"
                (translation: die!)
WINNING QUOTES: Another young one bites the dust. Tough break, dweeb!
                Oh, cheer up. You never even had a chance to begin with!
                A rose blooms best near death. You're in full bloom, pal!

MOVES: 
------

-Dark Thrust: F, D, D/F+any punch
-Ground Fire: QCT+any punch
-Dark Crescent Slice: HCB+any kick
-Deadly Flower: QCB+any punch (up to 3 times)
-Hack Kick: F+FK (hits overhead)
-Bloody Slash: F or B+FP (close)
-Toss Away: F or B+FK (close)
-Desperation; Maiden Masher: QCB, HCT+FP

MOVES OVERVIEW:
---------------

Dark Thrust and Ground Fire- see Kyo. Iori's Dark Crescent Slice is basically
the same as Kyo's Crescent Slash, except he slams them into the ground 
instead of the upward punch. His Deadly Flower combination can be thought of
as Fei Long's Rekka Ken; it is a three hit combo done by repeating the QCB+P
motion 3 times, each time doing an attack--it's best used in combos, as its
recovery is horrible. His Desperation is IMO much better than Kyo; the dash 
is extremely fast, and it does great damage. It should still be used mainly 
as a counter-attack, but because of its speed it can be used as a surprise 
often as well.

CHAINS: Iori can chain any standing or crouching QP and C.QK into anything
        alse.

EXAMPLE COMBOS:
---------------

1. J.FP, S.FP, Dark Crescent Slice
2. J.FP, C.QK, S.FP, Ground Fire
3. J.FP, S.QP, S.FP, Deadly Flower

MY OPINION?
-----------

Probably my favorite character, Iori plays a little bit like Kyo, but he has
better regular moves, a faster Desperation, and the Deadly Flower. And his 
first winning pose rules!

*****************************************************************************

BILLY CANE:

"Terry, this pole's for you!"
FIGHTING STYLE: Cudgel Fighting
TAUNT:          Raps pole against shoulder and says, "Hey, hey, hey!"
WINNING POSE 1: Raps pole against shoulder then shrugs.
WINNING POSE 2: Spins pole then sticks it in ground.
WINNING QUOTES: To bad, "defeat" is just not in my personal dictionary!
                What was that? Over so soon? Bummer, dude!
                I've no business with losers. Hit the pavement, slug-face!
 
MOVES:
------

-Cudgel Twist: tap any punch repeatedly
-Cudgel Blow: HCT+any punch
-Upward Cudgel: QCB, U/B+any punch
-Sparrow Drop: D/B, D, D/F, F+any kick
-Lunge Kick: F+FK
-Cudgel Toss: F or B+FP or FK (close)
-Desperation; Flaming Hurricane: QCB, HCT+FP+QP

MOVES OVERVIEW:
---------------

The Cudgel Twist can IMO be treated in many ways like Blanka's Electricity of
SF2 fame; it's a great all around attack as long as it hits the enemy; even 
if blocked, it does good block damage and knocks them far enough away not to
counter easily. It can be used as an air counter or IMO best in combos. The
Cudgel Blow is a VERY long range attack, reaching almost full screen; it's
pretty safe from a far distance, good for either countering or pestering (or
halting the beginnings of a Desperation, i.e. Chang's!). It has big delays 
and can be countered from the air. The Upward Cudgel is used best to counter
a jumper, although you must time it correctly so they don't jump past it or
under it, otherwise, his recovery is slow and he's left open.  The Sparrow
Drop is a really annoying attack that does great damage and is difficult to
counter, save for a DP; it's best used to counter slow-recovering FBs (eg.
Takuma/Yuri/Robert/Ryo's HaoShoKohKen) from a distance, or any other really
slow recovering moves (eg. Chang's retarded Flying Iron Ball). His 
Desperation is arguably the most devastating one in the game, as both the 
spin and the ring itself do MAJOR damage; in the corner, they'll be hit 
repeatedly by the spin then get juggled with the ring, doing around 90% 
damage! It starts out slow, and if you're not close, it can be knocked out 
with a projectile (although the ring when airborne dissolves projectile). If 
the spin and then the ring is blocked, it pushes significantly far away to 
safety. It is best after a jump-in when you've got 'em cornered, or as an air 
counter (although the ring will miss in this case).

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