King Of Fighters '99 - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for King Of Fighters '99 - Strategy Guide (Page 03).
< CROUCH C COMBOS > ----------------------------------------------------------- >> Crouch C, qcf + K >> Crouch C, qcb + P >> Crouch C, qcf + A >> Crouch C, qcf x 2 + A < STAND D COMBOS > ------------------------------------------------------------ >> Stand D, qcf + K >> Stand D, qcb + P >> Stand D, qcf + A >> Stand D, qcf x 2 + A ADVANCED COMBOS---------------------------------------------------------------- >> Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K< CORNER > >> Jump D, Crouch B, Crouch B, qcf + C, qcf x 2 + K < CORNER > >> Overlap D, Crouch A, Stand D, qcf + A, qcf x 2 + K >> Overlap D, Crouch B, qcf + K, d.u + P >> Overlap D, Crouch C, qcb + C >> Overlap D, Crouch C, qcb + C, qcf x 2 + K >> Striker : Robert >> Call Striker, Crouch A, Stand D, qcf + A, jump d + K, < CORNER > qcf x 2 + A >> Call Striker, Crouch A, Stand D, qcf + A, Jump d + K, qcf + C, qcf x 2 + C < CORNER > >> Striker : Clark Call Striker, qcf + C, qcf x 2 + P < CORNER 2 > QUOTES------------------------------------------------------------------------- Introductory Pose A >> "Hajimeyo ka?" Introductory Pose B >> "Kakugo wa dekitakana." Vs. Kyo Kusanagi >> "Jo, yarou ka?" Taunt >> "Yare, yare." Recovery Roll >> "Phew." Defeat >> "Fuwaaaaa!!" During Gen'ei Hurricane >> "Kimatta na!" Win Pose A >> "Thank you." Win Pose B >> "Understand?" INFO--------------------------------------------------------------------------- Playing As >> Jumping a lot is a must with Benimaru. His kicks are fast and very annoying. Since he's extremely agile in this sense, it's only logical to do hit and run with him. Playing Against >> It's hard to beat what you can't touch, but it is possible. Characters with fast recovery time, air counters and counters are the top of the list. Just make sure you don't try to chase Benimaru after he does a combo, because chances are that you'll get hit by a DM afterwards. Playing Against Krizalid (2nd Form) >> Since his combos do not take much of Krizalid's energy, you'll just have to be extremely good at running away. Make sure you do some hurt to Krizalid, then run away. Repeat. SHINGO YABUKI------------------------------------------------------------------ ------------------------------------------------------------------------------- "I just get tougher! Kyo, I'm coming for you!" RATING------------------------------------------------------------------------- < NEOGEO FREAK RATING > ----------------------------------------------------- Attack Power : B Reach : C Speed : B Usage : B Striker : B Overall : B < 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 : *** - C - Average SP Power : **** - B - Good Reach : *** - C - Average Speed : *** - C - Average Jump Height : *** - C - Normal Combos : **** - B - High Mastery Challenge : **** - B - Hard Usage Challenge : ** - D - Easy Vs. Challenge : *** - C - Normal Striker : *** - C - Average Popularity : ** - D - Not Popular Overall : **** - B - Good THROWS------------------------------------------------------------------------- Hatsugane >> When close - b / f + C Issetsu Seoi Nage Fukanzen >> When close - b / f + D COMMAND ATTACKS---------------------------------------------------------------- Ge Shiki : Goufu Kakkodake >> f + B >> Can be cancelled into a special move (2). SPECIAL MOVES------------------------------------------------------------------ 114 Shiki : Ara Gami Mikansei >> qcf + A >> Evades several normal attacks. 115 Shiki : Doku Gami Mikansei >> qcf + C >> Evades several normal attacks. 100 Shiki : Oni Yaki Mikansei >> f, d, df + P 212 Shiki : Kototsuki You Mikansei >> hcb + K >> Overhead (2). Evades several low attacks. Shingo Kick >> hcf + K >> Evades 1-hit normal attack and specials. Evades several low attacks. 101 Shiki : Oboroguruma Mikansei >> b, d, db + K >> Press K to perform the third hit. Overhead (3). Shingo Kinsei Ore Shiki : Nie Togi >> When close - f, d, df + K >> Unblockable (1). Juggles when opponent is standing (3). DESPERATION MOVES-------------------------------------------------------------- Ge Shiki : Kake Hourin >> qcf, qcf + P, press P to hit earlier >> Juggles when counter. Burning Shingo >> qcf, hcb + P >> Evades 1-hit strong normal attack and projectiles. STRIKER------------------------------------------------------------------------ "Yacchate Kudasai!" >> Shingo runs in and goes for the enemy's legs, temporarily immobilizing them. Role #1 - Prevent people running in. Role #2 - Combo set-up. EFFECTIVE COMBOS--------------------------------------------------------------- < STAND A COMBOS > ------------------------------------------------------------ >> Stand A, f + B (2) >> Stand A, f + B (2), qcf + C >> Stand A, f + B (2), hcb + D >> Stand A, f.d.df + P >> Stand A, hcb + D >> Stand A, f.d.df + K >> Stand A, f.d.df + K, f.d.df + P >> Stand A, f.d.df + K, b.d.db + K >> Stand A, b.d.db + K >> Stand A, Stand A >> Stand A, Stand A, f.d.df + P >> Stand A, Stand A, hcb + D >> Stand A, Stand A, b.d.db + K >> Stand A, Crouch A >> Stand A, Crouch A, f.d.df + P >> Stand A, Crouch A, hcb + D >> Stand A, Crouch A, b.d.db + K >> Stand A, Stand B >> Stand A, Stand B, f.d.df + P >> Stand A, Stand B, hcb + D >> Stand A, Stand B, b.d.db + K >> Stand A, Crouch B >> Stand A, Crouch B, f.d.df + P >> Stand A, Crouch B, hcb + D >> Stand A, Crouch B, b.d.db + K >> Stand A, Stand A, Stand A >> Stand A, Stand A, Stand A, hcb + D >> Stand A, Stand A, Stand A, b.d.db + K >> Stand A, Stand A, Crouch B >> Stand A, Stand A, Crouch B, hcb + D >> Stand A, Stand A, Crouch B, b.d.db + K >> Stand A, Crouch A, Stand A >> Stand A, Crouch A, Stand A. hcb + D >> Stand A, Crouch A, Stand A, b.d.db + K >> Stand A, Crouch A, Stand B >> Stand A, Crouch A, Stand B, hcb + D >> Stand A, Crouch A, Stand B, b.d.db + K >> Stand A, Crouch A, Crouch B >> Stand A, Crouch A, Crouch B, hcb + D >> Stand A, Crouch A, Crouch B, b.d.db + K >> Stand A, Stand B, Stand A >> Stand A, Stand B, Stand A, hcb + D >> Stand A, Stand B, Stand A, b.d.db + K >> Stand A, Crouch B, Stand A >> Stand A, Crouch B, Stand A, hcb + D >> Stand A, Crouch B, Stand A, b.d.db + K < CROUCH A COMBOS > ----------------------------------------------------------- >> Crouch A, f + B (2) >> Crouch A, f + B (2), qcf + C >> Crouch A, f + B (2), hcb + D >> Crouch A, f.d.df + P >> Crouch A, hcb + D >> Crouch A, f.d.df + K >> Crouch A, f.d.df + K, f.d.df + P >> Crouch A, f.d.df + K, b.d.db + K >> Crouch A, Stand A >> Crouch A, Stand A, f.d.df + P >> Crouch A, Stand A, hcb + D >> Crouch A, Stand A, b.d.db + K >> Crouch A, Crouch A >> Crouch A, Crouch A, f.d.df + P >> Crouch A, Crouch A, hcb + D >> Crouch A, Crouch A, b.d.db + K >> Crouch A, Stand B >> Crouch A, Stand B, f.d.df + P >> Crouch A, Stand B, hcb + D >> Crouch A, Stand B, b.d.db + K >> Crouch A, Crouch B >> Crouch A, Crouch B, f.d.df + P >> Crouch A, Crouch B, hcb + D >> Crouch A, Crouch B, b.d.db + K >> Crouch A, Stand A, Stand A >> Crouch A, Stand A, Stand A, hcb + D >> Crouch A, Stand A, Stand A, b.d.db + K >> Crouch A, Stand A, Crouch B >> Crouch A, Stand A, Crouch B, hcb + D >> Crouch A, Stand A, Crouch B, b.d.db + K >> Crouch A, Crouch A, Stand A >> Crouch A, Crouch A, Stand A. hcb + D >> Crouch A, Crouch A, Stand A, b.d.db + K >> Crouch A, Crouch A, Stand B >> Crouch A, Crouch A, Stand B, hcb + D >> Crouch A, Crouch A, Stand B, b.d.db + K >> Crouch A, Crouch A, Crouch B >> Crouch A, Crouch A, Crouch B, hcb + D >> Crouch A, Crouch A, Crouch B, b.d.db + K >> Crouch A, Stand B, Stand A >> Crouch A, Stand B, Stand A, hcb + D >> Crouch A, Stand B, Stand A, b.d.db + K >> Crouch A, Crouch B, Stand A >> Crouch A, Crouch B, Stand A, hcb + D >> Crouch A, Crouch B, Stand A, b.d.db + K < STAND B COMBOS > ------------------------------------------------------------ >> Stand B, f + B (2) >> Stand B, f + B (2), qcf + C >> Stand B, f + B (2), hcb + D >> Stand B, f.d.df + P >> Stand B, hcb + D >> Stand B, f.d.df + K >> Stand B, f.d.df + K, f.d.df + P >> Stand B, f.d.df + K, b.d.db + K >> Stand B, Stand A >> Stand B, Stand A, f.d.df + P >> Stand B, Stand A, hcb + D >> Stand B, Stand A, b.d.db + K >> Stand B, Crouch A >> Stand B, Crouch A, f.d.df + P >> Stand B, Crouch A, hcb + D >> Stand B, Crouch A, b.d.db + K >> Stand B, Stand B >> Stand B, Stand B, f.d.df + P >> Stand B, Stand B, hcb + D >> Stand B, Stand B, b.d.db + K >> Stand B, Crouch B >> Stand B, Crouch B, f.d.df + P >> Stand B, Crouch B, hcb + D >> Stand B, Crouch B, b.d.db + K >> Stand B, Stand A, Stand A >> Stand B, Stand A, Stand A, hcb + D >> Stand B, Stand A, Stand A, b.d.db + K >> Stand B, Stand A, Crouch B >> Stand B, Stand A, Crouch B, hcb + D >> Stand B, Stand A, Crouch B, b.d.db + K >> Stand B, Crouch A, Stand A >> Stand B, Crouch A, Stand A. hcb + D >> Stand B, Crouch A, Stand A, b.d.db + K >> Stand B, Crouch A, Stand B >> Stand B, Crouch A, Stand B, hcb + D >> Stand B, Crouch A, Stand B, b.d.db + K >> Stand B, Crouch A, Crouch B >> Stand B, Crouch A, Crouch B, hcb + D >> Stand B, Crouch A, Crouch B, b.d.db + K >> Stand B, Stand B, Stand A >> Stand B, Stand B, Stand A, hcb + D >> Stand B, Stand B, Stand A, b.d.db + K >> Stand B, Crouch B, Stand A >> Stand B, Crouch B, Stand A, hcb + D >> Stand B, Crouch B, Stand A, b.d.db + K < CROUCH B COMBOS > ----------------------------------------------------------- >> Crouch B, f + B (2) >> Crouch B, f + B (2), qcf + C >> Crouch B, f + B (2), hcb + D >> Crouch B, f.d.df + P >> Crouch B, hcb + D >> Crouch B, f.d.df + K >> Crouch B, f.d.df + K, f.d.df + P >> Crouch B, f.d.df + K, b.d.db + K >> Crouch B, Stand A >> Crouch B, Stand A, f.d.df + P >> Crouch B, Stand A, hcb + D >> Crouch B, Stand A, b.d.db + K >> Crouch B, Crouch A >> Crouch B, Crouch A, f.d.df + P >> Crouch B, Crouch A, hcb + D >> Crouch B, Crouch A, b.d.db + K >> Crouch B, Stand B >> Crouch B, Stand B, f.d.df + P >> Crouch B, Stand B, hcb + D >> Crouch B, Stand B, b.d.db + K >> Crouch B, Crouch B >> Crouch B, Crouch B, f.d.df + P >> Crouch B, Crouch B, hcb + D >> Crouch B, Crouch B, b.d.db + K >> Crouch B, Stand A, Stand A >> Crouch B, Stand A, Stand A, hcb + D >> Crouch B, Stand A, Stand A, b.d.db + K >> Crouch B, Stand A, Crouch B >> Crouch B, Stand A, Crouch B, hcb + D >> Crouch B, Stand A, Crouch B, b.d.db + K >> Crouch B, Crouch A, Stand A >> Crouch B, Crouch A, Stand A. hcb + D >> Crouch B, Crouch A, Stand A, b.d.db + K >> Crouch B, Crouch A, Stand B >> Crouch B, Crouch A, Stand B, hcb + D >> Crouch B, Crouch A, Stand B, b.d.db + K >> Crouch B, Crouch A, Crouch B >> Crouch B, Crouch A, Crouch B, hcb + D >> Crouch B, Crouch A, Crouch B, b.d.db + K >> Crouch B, Stand B, Stand A >> Crouch B, Stand B, Stand A, hcb + D >> Crouch B, Stand B, Stand A, b.d.db + K >> Crouch B, Crouch B, Stand A >> Crouch B, Crouch B, Stand A, hcb + D >> Crouch B, Crouch B, Stand A, b.d.db + K >> Crouch B, Stand C >> Crouch B, Stand C, qcf + A >> Crouch B, Stand C, qcf + C >> Crouch B, Stand C, hcb + D >> Crouch B, Stand C, qcf x 2 + P < STAND C COMBOS > ------------------------------------------------------------ >> Stand C, f + B (1) >> Stand C, f + B (1), qcf + C >> Stand C, f + B (1), hcb + D >> Stand C, qcf + A >> Stand C, qcf + C >> Stand C, f.d.df + P >> Stand C, hcb + K >> Stand C, f.d.df + K, qcf + A >> Stand C, f.d.df + K, f.d.df + P >> Stand C, f.d.df + K, b.d.db + K >> Stand C, b.d.db + K >> Stand C, qcb.hcf + P >> Stand C, qcf x 2 + P < CROUCH C COMBOS > ----------------------------------------------------------- >> Crouch C, f + B (1) >> Crouch C, f + B (1), qcf + C >> Crouch C, f + B (1), hcb + D >> Crouch C, qcf + A >> Crouch C, qcf + C >> Crouch C, f.d.df + P >> Crouch C, hcb + K >> Crouch C, f.d.df + K, qcf + A >> Crouch C, f.d.df + K, f.d.df + P >> Crouch C, f.d.df + K, b.d.db + K >> Crouch C, b.d.db + K >> Crouch C, qcb.hcf + P >> Crouch C, qcf x 2 + P < STAND D COMBOS > ------------------------------------------------------------ >> Stand D, f + B (1) >> Stand D, f + B (1), qcf + C >> Stand D, f + B (1), hcb + D >> Stand D, qcf + A >> Stand D, qcf + C >> Stand D, f.d.df + P >> Stand D, hcb + K >> Stand D, f.d.df + K, qcf + A >> Stand D, f.d.df + K, f.d.df + P >> Stand D, f.d.df + K, b.d.db + K >> Stand D, b.d.db + K >> Stand D, qcb.hcf + P >> Stand D, qcf x 2 + P < COMMAND ATTACK COMBOS > ----------------------------------------------------- >> f + B (1), qcf + C >> f + B (1), hcb + D >> f + B (1), b.d.db + K >> f + B (2), qcf + C >> f + B (2), hcb + D >> f + B (2), b.d.db + K ADVANCED COMBOS---------------------------------------------------------------- >> Jump D, Crouch C, qcb.hcf + P >> Jump D, Stand C, qcf + A, qcf x 2 + P, Stand A < CORNER > >> Jump D, Stand C, f.d.df + K, b.d.db + K.K < CORNER > >> Overlap B, Crouch B, Crouch A, hcb + D >> Overlap B, Crouch B, Stand C, qcf + C >> Overlap D, Crouch B, f + B, qcf + C >> Overlap D, Stand C, qcf + A, qcf x 2 + P >> Overlap D, Stand C, f.d.df + K (2), qcf x 2 + P, b.d.db + K < CORNER 2 > QUOTES------------------------------------------------------------------------- Introductory Pose A >> "Ichi, ni, san, shi. Shingo, ichi matte. Ikimasu!" Introductory Pose B >> "Kotoshi wa editoshi wa nai ze, Shingo!" Vs. Kasumi >> "???" Vs. Kyo Kusanagi >> "Kusanagi-san!!!" Taunt >> "Gwaah! Nakuttane anta? ...? " Recovery Roll >> "Otto!" Striker >> "Totsu geki! Yachatte kudasai!" During Ara Gami >> "Body ga amai ze!" During Doku Gami >> "Kurae!" During Oni Yaki >> "Oriya!" During Shingo Kinsei Ore Shiki Katogi >> "Et, at, dokkan!" During Shingo Kick >> "Shiiingo Kiiiku!" During Kake Hourin >> "Bakkin! Oriya!" During Burning Shingo >> "Bakkin! Moerou, Shingo!" Win Pose A >> "Eeto... Memo, memo! Oke!" Win Pose B >> "Yosh! Yarimashita yo, Kusanagi-san!" Win Pose C >> "Ore no kachi da!!" INFO--------------------------------------------------------------------------- Playing As >> Shingo is basically another version of the Kyo clones; but, the difference lies in having no flames, quicker attacks and higher priority. His Oni Yaki Mikansei is one of the best at countering, and he has sufficient combos to be damaging. Another interesting fact is that his jumping attacks are more similar to Terry's. His Crouch C is better than Kyo's. His DMs are way too slow for individual use, but put them in combos and you'll be fine. Playing Against >> Unfortunately, Shingo does have his shortcomings. Keep on presuring him and you'll be fine. Playing Against Krizalid (2nd Form) >> Keep on doing Ara Gami Mikansei until you're out of range, then Jump D and combo. Repeat. ------------------------------------------------------------------------------- Fatal Fury Team ------------------------------------------------------------------------------- The Fatal Fury Team's damage ratio is increased considerably this year. Every one of them has got at least one extra move added, not to mention less lag times. Their strong attack priorities can catch anybody by surprise almost all the time. If you rely on DMs and combos, they should be right for you. KOF'94 Members : Terry Bogard, Andy Bogard, Joe Higashi KOF'95 Members : Terry Bogard, Andy Bogard, Joe Higashi KOF'96 Members : Terry Bogard, Andy Bogard, Joe Higashi KOF'97 Members : Terry Bogard, Andy Bogard, Joe Higashi KOF'98 Members : Terry Bogard, Andy Bogard, Joe Higashi KOF'99 Members : Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui KOF'94 Theme : ??? KOF'95 Theme : ??? KOF'96 Theme : ??? KOF'97 Theme : ??? KOF'98 Theme : ??? KOF'99 Theme : 176th Street TERRY BOGARD------------------------------------------------------------------- ------------------------------------------------------------------------------- "This's what makes a legend!" RATING------------------------------------------------------------------------- < NEOGEO FREAK RATING > ----------------------------------------------------- Attack Power : A Reach : B Speed : C Usage : B Striker : B Overall : B < 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 : **** - B - Good Reach : *** - C - Average Speed : *** - C - Average Jump Height : *** - C - Normal Combos : **** - B - High Mastery Challenge : ** - D - Easy Usage Challenge : * - E - Very Easy Vs. Challenge : **** - B - Hard Striker : **** - B - Useful Popularity : **** - B - Popular Overall : **** - B - Good THROWS------------------------------------------------------------------------- Grasping Upper >> When close - b / f + C Buster Throw >> When close - b / f + D COMMAND ATTACKS---------------------------------------------------------------- Overhead Tackle >> f + A >> Evades several normal attacks. Overhead. Can be cancelled into a special move. Rising Upper >> df + C >> Can be cancelled into a special move. SPECIAL MOVES------------------------------------------------------------------ Burn Knuckle >> qcb + P >> Evades several aerial and low attacks. Power Wave >> qcf + A Round Wave >> qcf + C >> Hits low. Rising Tackle >> Charge d, u + P >> Has autoguard (1). Crack Shoot >> qcb + K >> Evades low attacks. Power Charge >> hcf + K >> Can be followed with Power Dunk. /Power Dunk >> After Power Charge - f, d, df + K Power Drive >> f, d, df + P Power Shoot >> f, d, df + K >> Overhead (2). DESPERATION MOVES-------------------------------------------------------------- Power Geyser >> qcb, db, f + P >> Evades several normal attacks. High Angle Geyser >> qcf, qcf + K >> Evades low attacks. STRIKER------------------------------------------------------------------------ "Dunk Geyser" >> Runs in and performs his DM Power Geyser if the opponent is in the air. Role #1 - Far air counter. Role #2 - Juggles. >> Runs in and performs his DM High Angle Geyser if he hits the opponent. Role #1 - Prevent people running in. Role #2 - Hits opponent on the floor. EFFECTIVE COMBOS--------------------------------------------------------------- < STAND A COMBOS > ---------------------------------------------------------- >> Stand A, d.u + P >> Stand A, qcb + B >> Stand A, f.d.df + P >> Stand A, f.d.df + K >> Stand A, Stand A >> Stand A, Stand A, df + C >> Stand A, Stand A, df + C, hcf + B >> Stand A, Stand A, df + C, hcf + B, f.d.df + K >> Stand A, Stand A, df + C, qcb.db.f + P >> Stand A, Stand A, qcb + B >> Stand A, Crouch A >> Stand A, Crouch A, df + C >> Stand A, Crouch A, df + C, hcf + B >> Stand A, Crouch A, df + C, hcf + B, f.d.df + K >> Stand A, Crouch A, df + C, qcb.db.f + P >> Stand A, Crouch A, qcb + B >> Stand A, Stand B >> Stand A, Stand B, df + C >> Stand A, Stand B, df + C, hcf + B >> Stand A, Stand B, df + C, hcf + B, f.d.df + K >> Stand A, Stand B, df + C, qcb.db.f + P >> Stand A, Crouch B >> Stand A, Crouch B, df + C >> Stand A, Crouch B, df + C, hcf + B >> Stand A, Crouch B, df + C, hcf + B, f.d.df + K >> Stand A, Crouch B, df + C, qcb.db.f + P >> Stand A, Crouch B, qcb + B >> Stand A, Stand A, Crouch A >> Stand A, Crouch A, Stand B >> Stand A, Crouch B, Stand A >> Stand A, Crouch B, Crouch A >> Stand A, Crouch B, Stand B >> Stand A, Crouch B, Crouch B
| « Previous Page | Next Page » |
