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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter K » King Of Fighters '95 - Strategy Guide (Page 03)

King Of Fighters '95 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for King Of Fighters '95 - Strategy Guide (Page 03).

CHAINS: Clark can chain and crouching quick attack into any other attack.

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

1. J.FP, C.FP, Super Vulcan Punch (!!!)
2. J.FP, S.FP, Super Argentine Backbreaker
3. J.FP, C.QP, C.QK, Vulcan Punch

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

Another of my favs, Ralph combines good speed and defense with raw power. If
used carefully, he's devastating.

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

CLARK: 

"If you're that conceited, I guess I'll have to rough you up."

FIGHTING STYLE: Armed Forces Training
TAUNT:          Gestures with hand saying, "Hey, c'mon!"
WINNING POSE 1: Lifts hat a little, gives thumbs up and says "Hey!"
WINNING POSE 2: Salutes.
WINNING QUOTES: Go back home wimp. I don't waste my time with amateurs.
                With strength like yours, you losing was to be expected.
                Oh, how I long for a real battle. This is just too easy.
 
MOVES:
------

-Vulcan Punch: tap any punch repeatedly
-Flailing Attack: charge B, F+any punch
-Super Argentine Backbreaker: HCT+FK (close)
-Super Arabian Burglary Backbreaker: HCT+FP
-Over the Knee Backbreaker: F or B+FP or FK (close)
-Ultra Argentine Backbreaker: HCB, HCB+FP (close)

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

The Vulcan Punch is similiar to Ralph's, except that it hits multiple times
for roughly the same damage, and Clark cannot move. Again, best used when
anticipating an opponent jumping in, allowing time for the initial punch as
well as the Vulcan Punch. The Flailing Attack has the same properties as 
Ralph's Gatling Attack, except Clark's starts with an elbow. Use in the same
fashion. Ditto for the Super Argentine Backbreaker. The Super Arabian 
Burglary Backbreaker (what an insanely long name...) is Clark's best move,
because it is a dashing Throw like many others in the game, but has the added
advantage of being UNBLOCKABLE! It's damage is less than his other moves, but
being able to simply surprise turtling foes or foes dashing or advancing 
forward is its greatest strength. It can be hit with a well-timed standing
attack or projectile. Use frequently. Clark's Desperation does great damage,
but can only be done up close, so use it best in combos or ticks.

CHAINS: Clark can chain all of his quick attacks into any other attack.

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

1. J.FK, Super Argentine Backbreaker or Ultra Argentine Backbreaker
2. J.FK, S.QP, Super Argentine Backbreaker or Ultra Argentine Backbreaker
3. J.FP, S.QP, S.QK, Flailing Attack

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

His combos don't do that much damage because all of his Fierce attacks are
unbufferable (!); however, he can play a good offensive game with his dashing
Throw move, and jumping in is still quite effective for doing damage. The 
Vulcan Punch is pretty much all you need for defense, provided you can tap
punch fast enough (or you have the L/R set to "Special" ;-) )


Team Korea:
^^^^^^^^^^^

KIM KAP HWAN:

"Hey everyone, follow me into battle!" 
FIGHTING STYLE: Tae Kwon Do
TAUNT:          Shrugs shoulders.
WINNING POSE 1: Takes a defensive pose and says "Hmph."
WINNING POSE 2: Clenches his fist as a tooth glimmers.
WINNING QUOTES: I fight in the name of justice. Meet my wrath, kimchee 
                breath.
                I can't lose. I fight for truth, justice, and the Korean way.
                Justice always wins. Sulk in defeat, you bad person, you!
 
MOVES: 
------

-Flash Kick: charge D, U+any kick
-Dive Kick: QCT+any kick (in mid-air)
-Comet Crusher: charge B, F+any kick
-Crescent Moon Slash: HCB+any kick
-Shoulder Toss: F or B+FP or FK (close)
-Desperation; Phoenix Flattener: QCB, HCT+FK+QK (can be done in mid-air)

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

The Flash Kick is like most flash kicks; pretty much invincible air counter,
hits twice up close, good in combos. If blocked there's a delay. The Dive 
Kick has changed since Fatal Fury Special, so that even when it hits, Kim 
will simply go into the opponent while kicking, as opposed to stomping on 
their head repeatedly then bouncing. There's a delay if blocked, so stick 
with it jumping over projectiles. His new move, the Comet Crusher, is a low
slide followed by a hopping hack kick to juggle; best in combos, you can also
go under FBs with the slide; if blocked he has slow recovery. His Crescent
Moon Slash is still quite potent, with good range and speed; it can also act
to a certain extent as an air counter to deep jumpers. His Desperation is
pretty much the same as Ryo's and Robert's as far as properties, so see them
for that.

CHAINS: Kim can cancel all crouching quick attacks and S.QP into any other 
        attack.

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

1. J.FP, S.FP (1 hit only), Crescent Moon Slash
2. J.FK, C.QP, C.FK
3. J.FP, S.QP, S.FP, Comet Crusher
4. C.QP, C.FP, Flash Kick

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

Well-rounded character, needs more punches though :) . He has great range
because of his kicks, Comet Crusher and Crescent Moon Slash. If careful that
you're moves connect, you're all right.

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

CHANG KOEHAN:

"I'm really getting tired of that Kim goodie-two-shoes guy."
FIGHTING STYLE: ??? (Big Iron Ball?!) ;-)
TAUNT: Laughs at opponent.
WINNING POSE 1: Drops to one knee and clenches fist grunting, as head gleams.
WINNING POSE 2: Polishes iron ball and hums to himself.
WINNING QUOTES: No matter how hard you train, you can't beat me, insect!
                Don't upset me, I have the strength of a 1000 men!
                You may have speed, but I have this big iron ball.
 
MOVES: 
------

-Breaking Iron Ball: charge B, F+any punch
-Flying "Iron Ball": charge D, U+any kick
-Spinning Iron Ball: tap any punch repeatedly
-Repeated Slam: F or B+FP (close)
-Chain Choke: F or B+FK (close)
-Desperation; Wild Iron Ball Attack: QCT, HCB+FP

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

The Breaking Iron Ball does major damage, but is S-L-O-W. Use it only to 
counter very slow recovering moves, although it may be uncounterable when
blocked from full distance. The Flying "Iron Ball" is basically just a Flash
Kick, which does good damage, but of course it's slow; it can be used as an
air counter to an extent, but the recovery is HORRIBLE. The Spinning Iron 
Ball is his best air counter, and he can move ala Zangief's Clothesline of 
SF2; it is NOT invulnerable, and it's slow to start and recover. His 
Desperation is a pure joke, taking almost 2 seconds to initiate! Unless the 
enemy misses a REALLY slow recovering move (eg. time it to hit JUST as Ralph 
finishes his Super Vulcan Punch...) NEVER use this.

CHAINS: none that I can see.

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

1. S.FK, Spinning Iron Ball
2. C.QP, Flying Iron Ball

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

SUCKS. PERIOD. He's the only character in this game that just plain sucks; I
see no hope for him. Sure, because of his size I can understand the speed, 
but I can work with Goro and Billy Cane. This guy is slow, AND his moves are 
REALLY useless. His Desperation BITES, and it' almost totally useless. I
suppose one advantage is that he's hilarious to watch in action. Chang is the
big reason not to choose Korea.

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

CHOI BOUNGE:

"Give me a break, Kim. Let me sharpen my nails first!"
FIGHTING STYLE: ??? (possibly variation of Drunken Monkey Kung Fu?)
TAUNT: Pats his butt and covers mouth with hand while squealing.
WINNING POSE 1: Spins on one leg, then stops with open arms and a big smile 
                saying, "Kachi de yansu." (translation: I win!)
WINNING POSE 2: Spins on one leg, then stops, while teeth glimmer and says, 
                "???"
WINING QUOTES: I love the sound of stainless steel on raw flash.  Yes!!!
               No one beats me!  I fight for justice--and lots of cash!
               Those who play with razors are bound to get cut.  Watch out!

MOVES:
------

-Drilling Dive: charge D, U+any kick repeatedly
-Hurricane Cutter: charge D, U+any punch
-Flying Monkey Slice: charge B, F+any kick
-Rolling Claw: charge B, F+any punch 
-Dive Kick: QCT+any kick (in mid-air)
-Roll+Slash: D/F+FP
-Mounting Claw: F or B+FP (close)
-Desperation; charge B, D, U+FP+QK
 
MOVES OVERVIEW: 
---------------

The Drilling Dive is a Vega-like move, and will easily go over projectiles if
anticipated; if blocked he will bounce away to safety, but it can be hit with
a DP move. The Hurricane Cutter is a great air counter and has great priority
over a lot of standing attacks; he can be hit with a projectile, and hit on
his way down if it is missed or blocked. Choi's Flying Monkey Slice comes out
fast, and will take priority over a lot of lower attacks. His Rolling Claw is
another Vega-like move, although he will continue into an upward roll; if
blocked he will finish his roll, then they may be able to get in close as he
falls from it. The Roll goes under most FBs, although low attacks and ground-
based projectiles will take priority over it. His Dive Kick is essentially 
the same thing as Kim's (see above). His Desperation is TOTALLY devastating,
and has TOTAL priority over EVERYTHING but projectiles. It is an invincible
air counter, so that is where it's best used.

CHAINS: Choi can chain all of his quick attacks into any other attack.

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

1. J.FK, C.FP, Hurricane Cutter
2. J.FP, C.QK, C.FK

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

Quite a powerful character, if not too powerful, I don't personally like him
because he's damn annoying. But, his speed allows him to go offensive, and 
his Special Moves make him an offensive AND defensive nightmare. Vega 
players'll love this guy.

#############################################################################

TEAM OVERVIEW/RECOMMENDATIONS:
******************************

Team Japan: Well-rounded team, I like Goro and Kyo; Benimaru needs some work,
            IMO.
Team Mexico: Good team for beginners, as all fighters have similiar moves.
Team Italy: Terry and Andy are great, but I think Joe Higashi needs work,
            especially a new Desperation :( .
Team Brazil: Kicks TOTAL ass now, with Clark's dashing BB and Ralph's 
             Desperation (and Heidern's just too damn powerful!) Real Power 
             players.
Team China: Sie is a personal fav and Athena's cool (needs easier 
            Desperation), but Chin really weakens them; he needs speed 
            (although his Desperation rocks!). 
Team Korea: Sucks because of Chang. I can't get used to Choi although I know            
            he's good, and Kim's OK too.
Team England: fast, quick, and powerful. (I think King needs a little work,
              especially her Desperation and that stupid new move that 
              doesn't work anyway).
Team USA: Iori kicks TOTAL ass, and with practice Billy and Eiji can be good 
          too.

GOOD EDITED TEAMS:
******************

1. Iori Yagami, Sie Kensoue, Ralph (my personal BEST team)
2. Terry Bogard, Ryo Sakazaki, Kyo Kusanagi 
3. Andy Bogard, Mai Shiranui, Athena Asamiya
4. Heidern, Andy Bogard, Sie Kensoue
5. Terry Bogard, Robert Garcia, Clark
6. Athena Asamiya, Heidern, Billy Cane (keep away!)

CREDITS:

Special Thanks to Sony and SNK for FINALLY getting a good SNK game to another
quality system. Also thanks to Alan Abraham (72604.551@compuserve.com), 
Lord BBH (lordbbh@aol.com), and Joseph Palanca (jgpalanca@csupomona.edu)
for their great FAQS.

This and other FAQs can be accessed at my new homepage:

You can also e-mail me at:

tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                        -Kent Brockman, the Simpsons


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