King Of Fighters '99 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for King Of Fighters '99 - Strategy Guide (Page 01).
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The King of Fighters '99 : "The Millenium Battle" Advanced FAQ v1.45 by Triste
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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
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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!
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UPDATES
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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.
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CONTENTS
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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
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* 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 : triste@darkmail.com
Homepage :
--or--
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.
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* 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.
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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.
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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.
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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.
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RULES
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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.
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* 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"...
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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?
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* CHAPTER 04 : THE TEAMS
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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.
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