That will take you straight to Character’s Best Moves with Reason.

001.... Introduction
002.... Character's Best Moves with Reason
...........Kusanagi Kyo
...........Bogard Terry
...........Shiranui Mai
...........Sakazaki Yuri
...........Meira Alba
...........Asamiya Athena
...........Jones Ralf
...........Lim Chae
...........K'
...........Howard Rock
...........Yagami Iori
...........Seth
...........Neville Lien
...........Sakazaki Ryo
...........Meira Soiree
...........Beart Mingnon
...........Still Clark
...........Leona
...........Maxima
...........Duke
003.... Character's Counter Measures
...........Kusanagi Kyo
...........Bogard Terry
...........Shiranui Mai
...........Sakazaki Yuri
...........Meira Alba
...........Asamiya Athena
...........Jones Ralf
...........Lim Chae
...........K'
...........Howard Rock
...........Yagami Iori
...........Seth
...........Neville Lien
...........Sakazaki Ryo
...........Meira Soiree
...........Beart Mingnon
...........Still Clark
...........Leona
...........Maxima
...........Duke
004.... Character's Best Combos or Stylish Arts
...........Kusanagi Kyo
...........Bogard Terry
...........Shiranui Mai
...........Sakazaki Yuri
...........Meira Alba
...........Asamiya Athena
...........Jones Ralf
...........Lim Chae
...........K'
...........Howard Rock
...........Yagami Iori
...........Seth
...........Neville Lien
...........Sakazaki Ryo
...........Meira Soiree
...........Beart Mingnon
...........Still Clark
...........Leona
...........Maxima
...........Duke
005.... Fun Stuff







001..................Introduction.


    Most of you that have a copy of this wonder game know 100% that there is a
move list in the game itself, so that is why you won't see a move list here.
How to get to the move list is very simple.  In match, simply press the start
button on your Playstation 2 controller.  After that just go to "Command List"
and you’re set to go, simple yes?
    For most of you that haven't played this game yet.  It is by far the most
impressive KOF series yet.  Why? Well, it beats the fact that the same sprites
are being used over again, also ever since the change from CAPCOM VS SNK - CVS2,
changed the way to view SNK characters forever.  Another reason why I believe
this game has become more impressive then it's previous versions is that there
is now a combo system "Stylish Arts", sure the other KOF's had combos but ever
since the NEOGEO Pocket version of KOF came out (KOF R1 and R2), nothing felt
the same for some characters.  Oh... and the combos for KOF Howling Blood are
Awesome!!!!! (Some of the combos from there are in this game......very nice!!!)
So Playmore, SNK... You did a great ... no.... awesome job on this game.  I hope
there will be more games like this in the Future.

Oh and this might be important to know as well before we begin.





High Attacks -   Can't be blocked while in crouch position.  Why? Because the
damage is coming from over your character's head so this attacks are needed to
be blocked while standing.

Middle Attacks - Heh, can be blocked standing or in crouch position.  Why?
You’re taking damage in the body, and while
Guarding in crouch position means your taking damage directly towards the
characters face instead of over the head.

Low Attacks -    Most used in the game I believe, and can only be guarded while
crouching.  Why? Your opponent will take damage towards the lower part of your
body, like you know... and it hurts if you don't guard it.  But mostly you will
get swept.
Unblock-able -    Curse the fact that you can't guard these... oh wait... I love
you Unblock able... (Remembering the times when it came in handy) can't be
guarded against it.  Why? Because you love it that’s why ~ or because you just
can't really guard a throw... But you can smack them if they try to grab you.

Deadly Moves - Special Moves.

DOA Thrashing - In other words = DM - Desperation Move SDM - Super Desperation
Move.

Combo System - Like all great games with combo system... well most games with a
combo system.  The more hits you do to an opponent, the less damage they will
receive.  In other words you do a 99 hit combo; the chances are your opponent is
still alive and breathing.

Words Keys I use

Abuse it – Use it any way you please, don’t worry if you use it too much cause
it really doesn’t matter.

Cheap – Very irritating, can be considered most likely cheating, and something
that is so good it has to be called cheap cause its impossible to counter act
it.  Most likely used for characters of cheating class

Cheese/y – Very irritating and lame, mostly consider a character of cheating
class, or his/her moves.


002..................Character's Best Moves with Reason


    If have read this far that means my FAQ hasn't be a total failure.  So now I
present to you each of the best moves that character has and why.

Yes, I added the move list… so enjoy.







..................Kusanagi Kyo

Move List

Deadly Moves

Fire Ball
(Forward, Down, Forward + Any Punch)

427 Torment Trigger
(Forward, Down, Back + Any Kick)

R.E.D. Kick
(Back, Down, Back + Any Kick)

New Wave Smash
(Down, Forward + Any Kick)

Wicked Chew
(Down, Forward + Light Punch)
-128 Masticate
  (Down, Forward + Any Punch)
--125 Rapids of Rage
   (Any Kick) or (Any Punch)
After Wicked Chew
-127 Oxidate
  (Forward, Down, Back + Any Punch)
--Instantaneous Smash
   (Any Punch)
Or
--212 Crescent Moon Flash (Forward, Down, Back + Any Kick)

Poison Bite 105 (Down, Forward + Strong Punch)
-401 Recitation of Sins
 (Strong Punch)
--402 Verdict
   (Strong Punch)
---Demon Incinerator 100
    (Forward, Down, Forward + Strong Punch)


DOA Thrashing

Ura 108 Shiki Kusanagi Serpent
(Down, Back, Down, Forward + Light Punch (OK to hold))
*Lv1*

MAX Version Ura 108 Shiki Kusanagi Serpent
(Down, Back, Down, Forward + Strong Punch (OK to hold)) *Lv2*


    His best move ever in this game are

            Fire Ball
            (Forward, Down, Forward + Any Punch)
            Also
            427 Torment Trigger
            (Forward, Down, Back + Strong Kick)
            And
            MAX Version Ura 108 Shiki Kusanagi Serpent
(Down, Back, Down, Forward Strong Punch (OK to hold)) *LV2*
            (We'll just call it the Serpent Wave lv2 for short)

Why Fire Ball?
    Cause Uppercuts have always been a great way to break out of tight
situations... and in this cause, its use for that purpose.  If someone has
gotten you in a corner and your block meter looks very weak, well this is the
time to use it... but don't abuse it.  Let me tell you how to use it more
properly.
    When an opponent gets close and you know that he/she is going too attack
(mostly physical) then try performing the move right BEFORE the moment he/she
completely performs his/her first move.  If that was too confusing I'll give you
an explanation.

Example...
    Let’s say your opponent is none other then ... Kyo and you know that Kyo is
going to attack you with lets say a punch or a kick.  So most likely it's going
to be a "Stylish Arts" So you perform your move, but you have to perform the
move when you know he/she is going to attack your Kyo with their Kyo.  So right
when you see Kyo's punch/kick coming towards you (if your fast enough, also need
descent fore sighting skills) perform the "Fire Ball" (Uppercut) your Kyo flies
in the air spinning with flames and your opponent... well, if done correctly
will also fly in the air... not spinning, but in flames no less.

    So I conclude Fire Ball as the best counter for this character,
    (Unless otherwise) (Grabs) (Projectile) (Or Serpent Wave lv2)


Why 427 Torment Trigger?
    Because standing uppercuts are always painful!! Yes this uppercut that Kyo
performs has got to be the fastest version of this ever recorded in Kyo's 427
Torment Trigger performed history.  In its previous versions this move had a lag
start and a lag end.  The lag start was that Kyo would tuck his arm in and then
a second later Kyo swings his arms straight up into the air with flames coming
out of his fist, and some versions of KOF would make the opponent fly in the air
and away. Or just push the opponent about sweep distant.  Now, in this version,
Kyo does it very quickly, I was surprised and shocked on the speed of this baby.
 Not only is it fast, but you can do it again if you time it right, making it
very painful for your opponents who are cornered.  They can't block down cause
it's a high attack! (Not in previous versions, you can block low or high) so
they fly up and away, burning, and well...if they don't roll... they fly
again...
    Best used when opponents are close... and its abuse friendly so don't be
afraid to use it when needed... well... In corners or really close to opponents
anyways.  Use it against fast characters that you need to push away to get some
air for your character.

Example...
    Your opponent of course is... Kyo (yeah), your opponent won't leave you
alone, not only that your in the corner and blocking while in crouch position,
and look... your opponent ducked, and is doing quick sweep attacks, now your
chance arrives, pull off 427 Torment Trigger, as you pull it, your opponent does
a high attack to get a cheap hit in, but doesn't realize that your opponents
inner thighs are about to be fried... MUHUHUHAHAHAHA! Oh looks your opponent
forgot to roll... lets pull of the move again... Success Kyo flies in the air
engulfed in flames... but this time he rolls and is running away. Oh look he
touched the corner... well what shall we do... let’s pull the move 3 times and
wait. Now your opponent thinks it's safe to attack... wrong... why? Because
you’re about to pull off the 427 Torment Trigger right now... MUHUHUHAHAHAHA!!!


Why MAX Version Ura 108 Shiki Kusanagi Serpent in short for Serpent Wave Lv2?
    As far as I know, the Serpent Wave has gone through many changes, but this
version is I believe CVS2 version.  Why? Cause it doesn't go very far, and Kyo's
Body flames the same sense of way, with its almost identical flaws as well.

    1st Flaw - The first flaw is that right when you perform the lv2 you can get
hit by any projectile that flies, (What ever happened to the flames eating one
projectile?)

    2nd Flaw - When the flames burst out of Kyo's hand, enemy's projectiles does
not get eaten by Kyo's Flames.

    3rd Flaw - I don’t think he moves when doing his lv1, but his lv2 he moves a
little bit.  But I guess Playmore decided to add some realism in this
installment.  As long as it gets the job done right?

Aside from all the flaws of this super, the pros are that if your opponent
decides to perform any "Stylish Arts" or some supers on you, well, they get
toasted, leaving a damage which isn't that great for a level 2 super but enough
to keep some of your friends or opponents jaws opened when they get hit.

Example...

   1. When you’re getting up. (Good fore sighting skills are needed here.)
Mostly when you know you are going to be attacked again after you get up.

   2. at Jumping Opponents. (Most coming towards you close)

   3. after a 427 Torment Trigger on a wall. (Just look at your
friend's/opponent's face, you see what I mean)

   4. You attack, guard, your opponent attacks, and then they guard, and you
attack, guard, your opponent attacks... Muhuhuhahaha
      You fake your guard and perform the Serpent Wave lv2... LOL, that’s what
he gets for touching fire... muhuhuhahaha...
      Tell your buddy to relax (not really you might get beat up.) because
mashing buttons now won't help you escape the second part... The wave.....
Oooh... look at your opponent fly away in flames.





..................Bogard Terry

Move List

Special Move

High Slash
(Forward, Forward, Kick)


Deadly Moves

Power Wave
(Down, Forward + Light Punch)

Round Wave
(Down, Forward + Strong Punch)

Burn Knuckle
(Down, Back, + Any Punch)

Power Dunk
(Forward, Down, Forward + Any Kick)

Rising Tackle
(Down (briefly), Up + Any Punch)

Crack Shoot
(Down, Back + Any Kick)


DOA Thrashing

Power Geyser
(Down, Back, Down, Forward + Light Punch)
*Lv1*

Triple Geyser
(Down, Back, Down, Forward + Strong Punch)
*Lv2*

Buster Wolf
(Down, Forward, Down, Forward + Strong Kick)
*Lv3*


    His best move ever in this game are

            Burn Knuckle
            (Down, Back + Light Punch)
            Also
            Crack Shoot into a Rising Tackle
            (Down, Back + Any Kick)
             -(Down (briefly), Up + Strong Punch)
            And
            Triple Geyser
            (Down, Back, Down, Forward + Strong Punch)
            *LV2*

Why Burn Knuckle?
    That Burn Knuckle is one fast flying punch; Terry's weak punch version
doesn't have lag with it starts.  What’s the lag?  Well, it's when he lifts both
his hands in the air.  It's in his Hard Punch version.  His weak punch is much
quicker and good for counters.  Since the range is about sweep distance, its
weaker version has some great potential.

Example...
    Your Opponent is Terry, and he is just punching away with moves.  But unlike
him, you know something... a counter.  Yes! What is it? A Burn Knuckle...  no
I'm serious, it's a Burn Knuckle.  Okay, look at your opponent’s moves.  His
punches and kicks. You see a pattern don't you?  Well, within that pattern there
lies a weak point... a slow move that takes time execute and with that move in
mind, is when you will perform the Burn Knuckle.  If done correctly your Terry
will do an instant block then quickly into a Burn Knuckle.  Well, it's hard to
do but if you've mastered it, Oh... man... You’re very deadly

    Best standing opponent counter for this character,
    (Unless otherwise) (Grabs) (Projectile) (Or Crouching Opponents)

Why Crack Shoot into a Rising Tackle?
    This move is so cheap; I can't believe how cheesy it is.  Okay, first off,
this move cannot be abused!! Don't pull this move too much then necessary to an
opponent, he/she will never fall for your Crack Shoot into a Rising Tackle for a
while.  Also, the Crack Shoot can get Down + Strong Kicked away from.  So be
careful when you use it... although it is used mostly for crouching opponents.

Example...
    When you start to do a crouch combo add in the Crack Shoot, while your Terry
is in the middle of performing the move hold Down, and wait for until you land,
as soon as you land one of many things you opponent will do.  First off the most
obvious, would attack, if he/she blocked it. (If he/she didn't block it move go
straight into a Rising Tackle if your opponent didn't roll after the Crack
Shoot) Second, your opponent will do nothing.

    1. Solution for the first problem.  Go straight into a Rising Tackle.  If
you've timed it correctly, your opponent just got countered.

    2. Solution for the second problem.  Wait for 3 seconds, if nothing happens
then continue advancing, if you see an attack perform the Rising Tackle, if it’s
a stare down (meaning the two of you are just in crouch position and staring at
each other) wait for 3 seconds before performing the Rising Tackle, if done
correctly your opponent just been countered because he/she felt it was safe to
attack.

Why Triple Geyser?
    No real answer for this one, it's just his better super, has good range, and
does really good damage for a level 2 super.  Not to mention that all of his
supers don't have an auto guard or dodge, which makes Terry's supers a real
bummer.  But the good news is there are great ways to use his Triple Geyser.

Example...
    When your opponent jumps at you perform the Triple Geyser.
    1. after a combo.
    2. after side step.
    Or your opponent pulls off a super from 3 character distances away.

In other words, if you can just avoid worrying about his supers you should be
alright.  Use it when you know it will hit though, because... it's sort of a
waste just trying to use it unless you know it's going to hit.





..................Shiranui Mai

Move List

Special Moves

Swallow Saturnalia
(Forward + Light Kick)

Red Crane Strut
(Forward/Down + Light Kick)

Mammoth Windmill Drop
(During jump, Down + Light Punch)

Floating Feathers
(During jump, Down + Light Kick)

Puny Plum Punt
(During jump, Down + Strong Kick


Deadly Moves

Dragon Flame Romp
(Down, Back, + Any Punch)

Nocturnal Plover
(Down, Back + Any Kick)
-Dragon Flame Romp

Folding Fan fandango
(Down, Forward + Any Punch)

Deadly Ninja Bees
(Back, Down, Forward + Any Kick)

Flying Squirrel Furiante
(During jump, Down, Back + Any Punch)


DOA Thrashing

Blossom Storm
(Down, Forward, Down, Forward + Any Punch)
*Lv1*

Phoenix Dance
(Down, Back, Down, Back + Any Punch)
*Lv1*

Super Deadly Ninja Bees
(Down, Back, Down, Forward + Any Kick)
*Lv2*


    Her best move ever in this game are

            Puny Plum Punt
            (During jump, Down + Strong Kick)
            Also
            Nocturnal Plover into Dragon Flame Romp
            (Down, Back + Strong Kick)
            -(Down, Back + Strong Punch)
            As Well As
            Folding Fan Fandango
            (Down, Forward + Any Punch)
            Not to Mention
            Phoenix Dance
            (Down, Back, Down, Back + Any Punch)
            *LV1*
            And
            Super Deadly Ninja Bees
            (Down, Back, Down, Forward + Strong Punch)
            *LV2*

Why Puny Plum Punt?
    This move has the most unique quality, the ability to fly.  What? You say
something?  Yes you can sort of fly... not too long though, more like a really
good double jump.  So now you’re saying what’s so good about flying?  Well for
one thing you'll never be in a corner for too long, you'll also never have to
worry about dodging when your guard gauge is red, and if you are a cheap ‘o you
can just hit your opponent and fly for a while until time runs out (works
wonders on Mission Lv3-10).

Example...
    Let’s say for example that you are in a tough spot, now... since the move
actually does damage, its okay to use it like an attack but, you don't need to
do that.  Instead you need to get out of that corner.  So what you do is jump in
the air as high as you can and do the Puny Plum Punt.  Now you see your Mai fly
half screen away from your opponent.  Oh look your opponent is coming after you,
and you do it again, but... your opponent jumps in the direction you want to go,
in thus he gets smack out of the air. (Buns of Steel)

Why Nocturnal Plover into Dragon Flame Romp?
    The move is good, Mai pulls her fan from the back and arch it downwards,
after that she performs the Dragon Flame Romp in which she spins and burns the
opponent with her ... tail thingy.  The bad thing is, if you stop the move in
either the Nocturnal Plover or the Dragon Flame Romp... your going to get hit.
So, the trick is to perform the move and let the second one come out when you
know your going to get smacked, because as soon as your first move is done, your
going to get hit no matter what, (strange thing what I saw the computer did.
Mai performed the Nocturnal Plover twice in a row, but with the speed of a
Nocturnal Plover into Dragon Flame Romp.  If anyone knows how to do this E-mail
me please.)

Example...
    Oh crap you just pulled of the Nocturnal Plover but you didn't mean to...
but hey, you got away with it... Oh crap you pulled off the Nocturnal Plover
again, but this time your opponent knows that you might pull of the Dragon Flame
Romp and waits... Oh crap again, you pulled to darn move again... (Why won't
your move come out? LOL)... now your opponent thinks you are opened, and tries
to pull off a move, but what he doesn't know is that you are now pulling off the
Dragon Flame Romp, and you see your opponent fly away in flames... (Oooh... it
was with a punch...LOL)

Why Folding Fan Fandango?
    Why why why? Because it's good... that’s it... because it's good.  It's a
projectile people... what more do you want?  How can a projectile not be good?
Well... let me explain it to you.  First of, the projectile is a fan... Second,
the projectile is a fan that is in your hand (at all times), third reason she
has unlimited fans hidden in her ninja outfit.

Example...
    Why are you shaking your head? Don’t like my why reason?  Okay here is how
to use it.  When your opponent is lets say rolling away because you just pulled
off a very nice Stylish Arts, and they are rolling... of course if you pulled
off the Folding Fan Fandango, they stop rolling cause they got smacked, when
they get up, they are very far away, and all you have to do is start throwing a
number of these until they get close, think of it as a way to make your
opponents approach you slowly... trust me... it's worth it.  Just don't pull the
move on any character that likes to reflect stuff back.

Why Phoenix Dance?
    The move is a High Attack, and is mostly used to hit your opponent like it
was a back attack.  So in which it is unblock able, if you've done it correctly
that is.  Your Mai jumps in the air, and spins backwards towards the opponent
engulf in flames.

Example...
    Just stay away about sweeping distances, and pull the move off, your bound
to get a free hit in, and it only cost one super bar (yeah!!)

Why Super Deadly Ninja Bees?
    It has 1 hit auto dodge/guard, what does that mean? It means you can get
away with one attack from your enemies.  But it only works right when you’re
pulling off the move, and it gets canceled if your opponent pulls off another
move with the same properties, so in other words... The person who pulls off the
move the second time usually wins... unless your Alba... he leaves a great big
wall of stuff that doesn't go away even after he gets hit. (How do I know? cause
I did Unlimited super battles with a couple of buddies... try it its fun and a
great way to learn how to pull off your favorite MD's or SDM's).

Example...
    Okay, how to use this baby... Mostly after you get up from an attack and
they are still attacking is one way, another way is that you can time your SDM
when you see your enemy attacking, like a Stylish Arts mostly.
    You might be saying right now why use the SDM as a counter... cause you
really don't want to waste a Lv2 on a combo which makes the SDM do less damage
when you can do the SDM for the same about of damage, if not more because it's a
counter attack.





..................Sakazaki Yuri

Move List

Deadly Moves

Tiger Flash Blast
(Down, Forward + Any Punch)

Conquering Crunch
(Down, Forward + Any Punch (hold))

Thunderbolt Blast
(Down, Forward + Any Kick)

Pulverizing Shatter Slam
(Down, Back + Any Punch)

The 100 Blows
(Forward, Down, Back + Any Kick)

Yuri's Super Upper
(Forward, Down, Forward + Any Punch)

Yuri's Double Super Upper
(Yuri’s Super Upper + Strong Punch, Forward + Strong Punch)


DOA Thrashing

Flying Phoenix Kick
(Down, Forward, Down, Back + Any Kick)
*Lv1*

Hardcore Super Upper
(Down, Forward, Down, Forward + Any Kick)
*Lv3*


    Her best move ever in this game are

            Conquering Crunch
            (Down, Forward + Any Punch (hold))
            Also
            The 100 Blows
            (Forward, Down, Back, Forward + Any Kick)
            As Well As
            Stylish Arts 18
            (Forward, Back + Punch (Hold), Punch, Forward Punch)
            And
            Flying Phoenix Kick
            (Down, Forward, Down, Back + Any Kick)
            *Lv1*

Why Conquering Crunch?
    It's a Ryo's Super!!! But weaker, in a sense it's weaker because it can't go
through projectiles. And it only does half the damage then Ryo's version.  But
if you counter hit your opponent, the damage difference is as much as Yuri's
Strong Kick. Great move to have and use.  Just don't abuse it unless your
opponent is far away from your character.

Examples...
    First off, it's a regular projectile, but just bigger.  So if someone like
Ryo does his Conquering Crunch, you’re not going to beat it.  But none the less
it's a good move.  So tell you how to use it?  Like I said before, use it when
your opponent is far away, most likely if your buddies are trying to dodge it to
get to you, they'll (maybe) get hit once.  But that is better then not getting
hit at all and reaching you.  But the good thing is that if they get hit and
they don't roll away to get up, they will get hit again if you pull one off
right after another ( up to 2 hits) but if they roll they after getting hit,
well, they are pushed back. MUHUHAHAHAHAHA!!!

Why Stylish Arts 18?
    I know what you are saying... why is a Stylish Arts doing in this section?
Well that is a simple question. Because ~ it's really not a Stylish Arts at
all... In this game it's called a Stylish Arts but if you've played any of the
previous KOF games you would know that this is a regular Special Move.  So that
is why it's in this category.  So what move is this?  It's when Yuri spins her
arm around in a circle and performs a flying punch (Terry's Burn Knuckle without
the energy).  After she performs the Burn ahh... (Cough) I mean Yuri's "Super"
Knuckle she then does Yuri's Super Upper and into Yuri's Double Super Upper.
Cool huh?

Examples...
    When opponents are attacking you, you can pull off the Stylish Arts 18; the
opponents will then fly in the air and take full damage of the move.  Also a
great move to try to pull off close to opponent, which will sometimes lead to a
grab. hmmmm... so the move has flaws up close, but whatever works right? Wrong!!
It’s good that it works but if you try to pull off a move you want it should be
that move.  Sometimes mess ups can lead to a defeat.  But there are good oops
too.

Why Flying Phoenix Kick?
    Because I have an auto dodge/guard, and not only do it has an auto
dodge/guard but it's also an lv1!! DM!! How sweet is that?!?  It's the best
thing that can happen to a character.  Now, you’re saying how about her SDM
right?  It's good an all but you have to be close to do it and it's an lv3 that
only does less then half damage.  So in other words, I'd rather take my chances
with 3 counter supers then one super that might miss.

Examples...
    How to use this wonderful super?

    1. Opponent performs any DM (except for Alba's)
    2. during any Stylish Arts (Mostly before and try not to be hit while
performing your DM)
    3. Any Projectile (distances of projectile must be about one character away
from Yuri)





..................Meira Alba

Move List

Special Move

Bone Basher
(Forward, Light Punch)


Deadly Moves

Luminescent Lash
(Down, Back + Any Punch)

Winds of Pain
(Down, Forward + Any Punch)

Thunderbolt Thrash
(Down, Forward + Any Kick)

Captive Serpent Jab
(Near opponent, Forward, Down, Back + Strong Kick)

Seizing the Dragon
(Forward, Down, Forward + Any Punch)


DOA Thrashing

Surreptitious Punch of the Thundergod
(Down, Forward, Down, Forward + Light Punch)
*Lv1*

Hallowed Slug of the Heavenly Conqueror
(Down, Forward, Down, Forward + Strong Punch)
*Lv2*



    His best move ever in this game are

            Luminescent Lash
           (Down, Back + Any Punch)
            Also
            Captive Serpent Jab
            (Near opponent, Forward, Down, Back + Strong Kick)
            As Well As
            Winds of Pain
            (Down, Forward + Any Punch)
            And
            Seizing the Dragon
            (Forward, Down, Forward + Any Punch)

Why Luminescent Lash?
    It's Mature's fireball attack (don't know the name of it).  But a little bit
different in a way.  First off it's yellow not blue, Alba lifts his hand instead
of using two hands going downwards.  The projectile looks like a giant crescent
flying towards your opponent (not as nice looking as Mature's).  This move
shouldn't be abused too much, and should only be used to towards near death for
your opponent or your character.

Example...
    If you don't use the move as much, your opponent is completely going to
forget about his projectile thus when they are distances away from your Alba,
they will think it's safe.
    So ~ If your Opponent is almost dead, make them back away from you or just
push them back a little or move back yourself, as soon as you've got some
distances between you and your opponent chuck a Luminescent Lash,  They will
completely forget that it existed and will most likely dodge to late and get
smacked. (Funny stuff)

Why Captive Serpent Jab?
    I found this move to be the most useful move he has, Alba can grab anytime
when he is near an opponent, Alba can also grab anytime after the opponent is
finished with their Stylish Arts, and he can also use it near the first two hits
of a Stylish Arts (Must perform it before the opponent starts their Stylish
Arts, if done correctly Alba will take two direct damage an cancel their combo
into Alba's Captive Serpent Jab)

Why Winds of Pain?
    Well Unlike his Thunderbolt Thrash, Alba's Winds of Pain is much safer to
pull off.  The Thunderbolt Thrash is good because it's a Low Attack, and that's
a good thing, the bad thing is that it has a terrible recovery time and the
opponent who guarded against it wouldn't be pushed too far away.  Now the Winds
of Pain is a Middle Attack, that’s the bad thing, the good thing about this
attack is that it pushes the opponent far enough so that Alba can recover.
    Winds of Pain.... what does it look like... it looks so familiar, but I
can't remember (E-mail me if you know). But his Thunderbolt Thrash near the end
looks like Benimaru's lighting attack (don't know the name of it, it's the one
that he makes with his fist... though looks more similar to his DM.  Yes the one
that floats and follows him. LOL)

Why Seizing the Dragon?
    Well unlike most counters this one can only counter Middle, High and not
Low.  So why does this move deserve to be here in this list of best moves?
Cause it can counter<-- magic word/ any physical DM/SDM that is High and Middle
Attack.

Examples...
    These are what I've countered.
    Kyo - MAX Version Ura 108 Shiki Kusanagi Serpent
    - (His Body Flame)
    Terry - Buster Wolf
    Mai - All DOA Thrashing
    Yuri - All DOA Thrashing
    Alba - None
    Athena - None
    Ralf - Vicious Vulcan Punch, Bareback Vulcan Punch
    Chae Lim – All DOA Thrashing
    Smothering Phoenix Kick will be dodged
    K' - Heat Drive
    Rock - Shining Knuckle, Neo Deadly Rave
    Iori - Rage of the 8 Maidens
    Seth - Two-Fisted Rising Sun
    Lien - All DOA Thrashing
    Ryo - Furious Fandango, Conqueror's Blast
    Soiree - Extreme Leidenschaft
    Mingnon – Thunderbolt
    - (Completely dodge)
    Clark - Running Three
    - (Completely dodge)
    Leona - All DOA Thrashing
    Maxima - Bunker Buster

So instead of losing valuable guard blocks, you can be saving them and perform a
counter at the same time.



..................Athena Asamiya

Move List

Special Move

Phoenix Bomb
(During jump, Down + Light Kick)


Deadly Moves

Psycho Ball Attack
(Down, Back + Any Punch)

Psycho Sword
(Forward, Down, Forward + Any Punch)

Psycho Reflector
(Forward, Down, Back + Any Kick)

Psychic Teleport
(Down, Forward + Any Kick)

Phoenix Arrow
(During jump, Down, Back + Any Kick)

DOA Thrashing

Shining Crystal Bit
(Forward, Down, Back, Forward, Down, Back + Any Punch)
(Possible During jump)
*Lv1*
-Crystal Shoot
   (Down, Back + Any Punch)
   (OK to hold)

Phoenix Fang Arrow
(During jump, Down, Forward, Down, Forward + Any Kick)
*Lv1*

    Her best move ever in this game are

            Psycho Sword
            (Down, Back + Any Punch)
            Also
            Phoenix Arrow
            (During Jump, Down, Back + Any Kick
            And
            Shining Crystal Bit into Crystal Shoot
           (Forward, Down, Back, Forward, Down, Back + Any Punch
           (Possible During Jump)
           *Lv1*
           -(Down, Back + Any Punch)

Why Psycho Sword?
    Not as powerful as her pervious versions, but still useful.  What she lost
is the lack of hits it does to the opponents.  So in KOF MI it only does one
hit, Light or Strong version.  What the Psycho Sword looks like is she makes an
energy blade in her hand, and then she jumps straight up into the air with her
hand over her head.  To make it simple it's an uppercut.

Examples...
    Mostly use against high approaching opponents, try to knock them out of the
air by using the Psycho Sword, although not as friendly as before, it's still
good for an anti-air.  Don't abuse too much or you'll lose player that will
totally stop jumping which might give you a hard time.  But if it comes to it,
use it whenever you see air born opponents.

Why Phoenix Arrow?
    This move is probably her second best move that Athena has.  Unless you like
the Psycho Reflector better.  Why is this better you say?  The Move is similar
to her previous version except in 3D.  So if you know how to use it already then
you’re good to go... Some might say that the Phoenix Arrow is supposed to knock
the characters in the air before the kick attack... I dun no. I stopped using
Athena after KOF98.

Examples...
    Use it mostly when your opponent is crouching, since it's a High Attack.
Coming down at full speed, your opponent will have to be real quick to see it
coming.

Why Shining Crystal Bit into Crystal Shoot?
    The move is great you might cry cause of the great usefulness.  She can get
away with almost any physical attack thrown on her.  When an opponent is pinned
in the corner and gets caught they will be bounced off the wall many times
losing a lot of life in the process.  Very fun to watch sucks to be in the
action.  So use it mostly when you got someone in the corner and since it can
pick up your opponents off from the ground you can have fun with it more then
you can imagine.  Also the Crystal Shoot will make them bounce off the walls to
if you hold it, so let the little ball in her finger get some action before
releasing it.





..................Jones Ralf

Move List

Deadly Moves

Gatling Attack
(Back (briefly), Forward + Any Punch)

Vulcan Punch
(Forward, Down, Forward + Any Punch)

Super Argentine Backbreaker
(Near opponent, Back, Down, Forward + Any Kick)

Dive Bomber Bop
(Down (briefly), Up + Any Punch)

Ralf Kick
(Forward, Forward + Light Kick)

Ralf Tackle
(Forward, Forward + Strong Kick)
-Buffalo Ralf (Strong Kick)


DOA Thrashing

Vicious Vulcan Punch
(Down, Forward, Down, Back + Any Punch)
*Lv1*

Bareback Vulcan Punch
(Down, Back, Down, Forward + Any Kick)
*Lv1*

Galactica Phantom
(Down, Forward, Down, Forward + Any Punch)
*Lv2*


    His best move ever in this game are

            Super Argentine Backbreaker
            (Near opponent, Back, Down, Forward + Any Kick
            Also
            Ralf Tackle into Buffalo Ralf
            (Forward, Forward + Strong Kick, Strong Kick)
            And
            Galactica Phantom
            (Down, Forward, Down, Forward + Any Punch) *Lv2*


Why Super Argentine Backbreaker?
    Like all unblock able, this one is no different from the rest.  It has great
priorities and it shouldn’t be left out.  This is one of Ralf’s greatest moves,
should be used after everyone Stylish Arts or Deadly Moves, and most definitely
when you are up face to face with a DOA Thrashing. This move has auto guard
properties.

Why Ralf Tackle into Buffalo Ralf?
    The move itself has an auto guard, up to how many hits I don’t know.  Can be
knocked away by Low Attacks, Projectiles and Supers, but none the less shouldn’t
be left out either, this move can be abused, but only when your countering a
Stylish Arts.

Example…
    In the start of an opponents combo (Fore sighting skills needed) pull the
Ralf Tackle.  Ralf will take in the attacks while charging up, thus he will
proceed to ram your opponent with his shoulders.  While during the Ralf Tackle,
Buffalo Ralf should be inputted and if your Ralf made hit he will toss your
opponent with his head leaving your opponent to think twice before advancing
again.

Why Galactica Phantom?
    Unlike its pervious versions, this one leaves only a second worth of warning
instead of the usual 2 or 3 second warning, which is sort of cheap.  On the
other hand, this is a great boost for Ralf, and since almost nothing hurts Ralf
while performing this move (Except for Grapples and well timed shots to the
head) performing this move isn’t a much worries.  What you should worry is the
fact that your opponent still has enough time to react to this move… except
under these conditions.

Examples....
Barrage of physical attacks (mostly Stylish Arts)
- Low chance of success of knocking you out of SDM
Special Move or Deadly Moves
- A Chance of success of knocking you out of SDM
DM or SDM
- Low chance of success of knocking you out of SDM unless
-- It’s a grapple type, or special CG DM/SDM (High Chance)





..................Lim Chae

Move List

Special Move

Comet Cascade
(Back, Forward + Any Kick, Any Kick)

Nerichage Knock around
(Forward + Light Kick)

Tidal Wave Whap
(Back + Strong Punch & Kick)


Deadly Moves

Climbing Kick
(During jump, Down, Forward + Any Kick)

Kick of Conquest
(Down, Down + Any Kick)

Swooper Kick
(Down, Back + Any Kick)

Flying Swallow Slicer
(Down (briefly), Up + Any Kick)


DOA Thrashing

Phoenix Kick
(Down, Back, Down, Forward + Any Kick)
-(Possible during jump)
*Lv1*

Phoenix Heaven Kick
(Down, Forward, Down, Forward + Any Kick)
*Lv1*

Smothering Phoenix Kick
(Down, Back, Down, Forward + All Punch & Kicks)
*Lv3*


    Her best move ever in this game are

            Climbing Kick
            (During jump, Down, Forward + Any Kick)
            Also
            Swooper Kick
            (Down, Back + Any Kick)
            And
            Phoenix Kick
            (Down, Back, Down, Forward + Any Kick)
            (Possible during jump)
            *Lv1*

Why Climbing Kick?
    Although it doesn’t look much, it’s a great move to do.  The move is pulled
off in the air, as Chae flies downwards at an angle while kicking and since it’s
also a High Attack when your opponent is guarding while crouching it’s almost a
good free hit.

Example…
    So here are a few best times to use Climbing Kick.
1. Mostly used when your opponent has only several blocks of guards left.
2. When opponent is guarding while in crouching position.
3. When opponent’s health is low

Why Swooper Kick?
    This move is very fast, and all fast moves are great in games.  Although the
lag time isn’t very safe for this move to be abused, it’s still none the less a
great move, which makes it to this category.  Now you are probably wondering,
why not the Flying Swallow Slicer?  Well the move is great, and I can’t see why
not that Flying Swallow Slicer shouldn’t be here.  But there is a reason, it
takes a while to charge up and most opponents will already see the move coming
if are just sitting there all day, unlike the Swooper Kick…

Example…
1. You can run, side step right, side step left, roll back, run a little, hop
back and then perform the Swooper Kick.
2. Perform after or towards the end of a Stylish Arts.
3. Perform it when you see you can counter a Deadly Moves but is just too far
away for regular moves.

Why Phoenix Kick?
    The move has an auto dodge right when you pull off the move, so whatever
that is front of this move is not going to touch this character that includes
projectiles and DOA Thrashings.  But that means it has to be within one
character length away from this character to use the auto dodge.  Not only that
this move is a Lv 1!  What more do you want in a super.

Example…
    This move should be use to counter opponents more then using it as offensive
attack.  Though you don’t have too if you don’t want too, all I’m saying is use
it more for counters.
1. Right when you see any move being pulled off while near opponent (if opponent
is just moving left and right it doesn’t count).
2. Since this move can be done in the air, try to make your opponent jump up
with you in the air and then pull of the Phoenix Kick in the air.





..................K'

Move List

Special Move

Knee Assault
(Forward + Light Kick)

Terrible Brow
(Forward, Forward + Strong Punch)


Deadly Moves

The Trigger
(Down, Forward + Any Punch)
-Second Shoot
(Forward + Light Kick)
..................or.................
-Second Shell
(Forward + Hard Kick)
..................or.................
-Narrow Spike
(Back + Any Kick)

Black Out
(Down, Forward + Any Kick)

Crow Bites
(Forward, Down, Forward + Any Punch)
-Extra Attack
 (Forward + Strong Kick)

Minutes Spike
(Down, Back, + Any Kick)
 (Possible during jump)
-Narrow Spike
 (Down, Back + Any Kick (on ground))


DOA Thrashing

Heat Drive (Down, Forward, Down, Forward + Any Punch)
(OK to hold)
*Lv1*

Chain Drive
(Down, Forward, Down, Back + Any Punch)
*Lv2*


    His best move ever in this game are

            Black Out
            (Down, Forward + Any Kick)
            Also
            The Trigger
            (Down, Forward + Any Punch)
            -Second Shoot
             (Forward + Light Kick)
            ..................or.................
            -Second Shell
             (Forward + Hard Kick)
            ..................or.................
            -Narrow Spike
             (Back + Any Kick)





..................Howard Rock

Move List

Special Move

Back Slash
(Forward, Forward + Light Kick)

Double Fang
(Forward, Forward + Strong Kick)

Overheard Kick
(Back, Forward + Strong Kick)


Deadly Moves

Cyclone Punch
(Down, Forward + Light Punch)

Double Cyclone Punch
(Down, Forward + Strong Punch)

Rising Tackle
(Down (briefly), Up + Any Punch)

Hard Edge
(Down, Back + Any Punch)

Dunking Rage Run
(Down, Back + Light Kick)

Shifting Rage Run
(Down, Back + Strong Kick)

Upper Crack Counter
(Down, Forward + Light Kick)

Lower Crack Counter
(Down, Forward + Strong Kick)

Vacuum Slam
(Near opponent, 360 + Strong Punch)
-Demonic Drubbing
 (Down, Forward + Strong Punch)


DOA Thrashing

Raging Storm
(Down, Forward, Down, Forward + Strong Punch)
*Lv1*

Shining Knuckle
(Down, Forward, Down, Forward + Light Kick)
*Lv1*

Shining Knuckle
(Down, Forward, Down, Forward + Strong Kick)
*Lv2*

Neo Deadly Rave
(Forward, Down, Back, Forward + Light Punch)
-*Lv3* Hit 1
--(Light Punch)  Hit 2
---(Light Punch)  Hit 3
----(Light Kick)   Hit 4
-----(Light Kick)   Hit 5
------(Strong Punch) Hit 6
-------(Strong Punch) Hit 7
--------(Strong Kick)  Hit 8
---------(Strong Kick)  Hit 9
----------(Down, Back + Strong Punch) Hit 10


    His best move ever in this game are

            Vacuum Slam into Demonic Drubbing
            (Near opponent 360 + Strong Punch)
            - (Down, Forward + Strong Punch)
            Also
            Upper Crack Counter
            (Down, Forward + Light Kick)
            Lower Crack Counter
            (Down, Forward + Strong Kick)
             And
            Shining Knuckle Lv2
            (Down, Forward, Down, Forward + Strong Kick)
            *Lv2*

Why Vacuum Slam into Demonic Drubbing?
    I want to know who is responsible for Rock’s movements and attacks in this
game, because this move is very cheap.  It’s so cheap that the guy who made this
character really must have liked him too much.  Rock’s Vacuum Slam is very
powerful, as he reaches for your leg and throws you over his head towards the
other side.  So what’s so cheap about it?  Well, it has an auto guard, can you
believe that?  The move has an auto guard!  It doesn’t need an auto guard, and
not only that, most Rock players that knows about this trick only do one thing,
and they just jump up and down, why?  Because their just rotating the joystick
and moving towards your character.  Not only that, when they get close enough
all they do is hit punch and you get sent flying towards the air, plus if your
trying to defeat Rock against players like these, your only gonna get like one
or two hits in.  Now here is the worst part.  If your character even kicks a
Rock Howard while he is performing his Vacuum Slam commands, Rock will grab that
foot that kicked him and toss you over his head.

Examples…
    So you want to know how to use this move correctly or more effectively?
Then follow these simple steps and you should be a pain in the back for any one.

The Easy simple steps of becoming the cheapest strong arm in the world… HA

1. Rotate the joystick until you get close then start mashing the Strong Punch
while rotating.
  - Results my vary…
     - You will punch in the air and on the ground in random patterns until you
throw your opponent.
     - You will punch in the air and on the ground in random patterns until you
get hit.
     -  You will punch in the air and on the ground in random patterns until you
catch up to your opponent who just ran away.

2. Rotate the joystick when your opponent is close then start mashing the Strong
Punch while rotating
   - Results (read above)

3. Rotate the joystick and Strong Punch while in the middle of your Stylish
Arts.
     - You will cancel out of your combo and perform the Vacuum Slam.

4. Rotate the joystick and Strong Punch while your opponent is in Super Pause
after performing a DOA Thrashing next to your character.
   - Results my vary…
      - You will perform the Vacuum Slam
      - You will fail and get punished for not blocking.

5. Most regular moves will cancel out in the middle of it into a Vacuum Slam
like Forward + Strong Kick, immediately into 360 + Strong Punch.  Rock will
start performing his kick by spinning but then re-corrects himself to grab your
feet.  (Great for fooling your opponents into thinking your going to pull off a
regular move while still able to perform Vacuum Slam on the ground.)

Why Crack Counter?
    The Crack Counter is so powerful, but only if you have well fore sighting
skills or just good timing.  The Crack Counter can counter anything except for
projectile based attacks and grapples (have to lot more into this one)

Examples…
    DOA Thrashing Crack Counter

    Kyo - MAX Version Ura 108 Shiki Kusanagi Serpent
    - (His Body Flame)
    (Low Crack Counter)
    High chance of being blown away by second attack
    (High Crack Counter)
    High chance of being blown away by second attack

    Terry - Buster Wolf
    (Low Crack Counter)
    (High Crack Counter)

    Mai - All DOA Thrashing
    (Low Crack Counter)
    (High Crack Counter)

    Yuri - All DOA Thrashing
    (Low Crack Counter)
    (High Crack Counter)

    Alba – None

    Athena – None

    Ralf - Vicious Vulcan Punch,
    (High Crack Counter)
    High chance of being countered back
    Bareback Vulcan Punch
    (Low Crack Counter)
    (High Crack Counter)

    Chae Lim – All DOA Thrashing
    (Low Crack Counter)
    (High Crack Counter)
    Smothering Phoenix Kick will be dodged

    K' - Heat Drive
    (High Crack Counter)

    Rock - Shining Knuckle, Neo Deadly Rave
    (High Crack Counter)

    Iori - Rage of the 8 Maidens
    (Low Crack Counter)
    (High Crack Counter)

    Seth - Drifting Moon
    (Low Crack Counter)
             -Two-Fisted Rising Sun
    (High Crack Counter)

    Lien - All DOA Thrashing
    (High Crack Counter)

    Ryo - Furious Fandango, Conqueror's Blast
    (High Crack Counter)

    Soiree – Big Mittwoch
    (Low Crack Counter)
                -Extreme Leidenschaft
    (Low Crack Counter)
    (High Crack Counter)

    Mingnon – Unknown

    Clark – Unknown

    Leona - All DOA Thrashing
    (High Crack Counter)

    Maxima - Bunker Buster
    (Low Crack Counter)
    (High Crack Counter)

    Duke – None

Why Shining Knuckle Lv2?
    It’s very fast, powerful, and not to mention it has an auto dodge.  Being
that it’s a Lv2 version of the super it better have some better attributes other
then more add-ons right? Ha-ha-ha-ha-heh-hehm ~ hmmm… just kidding but use this
move to counter anything you see on the screen.  The auto dodge only works if
whatever obstacle is in your way from Rock Howard is about 1 characters length
away from your character.

Example…
    Best time to use this is either after a combo, or just plain countering any
move (except some grapples).  I don’t know if this can go through Duke’s Ground
Zero, I go check more on this later.







..................Yagami Iori

Move List

Special Move

Gaishiki Lunar Rebellion
(Forward, Forward + Strong Punch)

Gauishiki 100 Slashes
(During jump, Back + Light Kick)


Deadly Moves

Demon Scorcher 100
(Forward, Down, Forward + Any Punch)

Exorcirsm
(Down, Forward + Any Punch)

Blue Blossom
(Down, Back + Any Punch (repeat 3 times))

Crescent Moon Crunch
(Down, Back + Any Kick)

Winds of Waste
(Near opponents, Forward, Down, Back, Forward + Any Punch)


DOA Thrashing

Rage of the 8 Maidens
(Down, Forward, Down, Back + Any Punch)
*Lv1*
-Bloom of the Wolf
(Down, Forward x4 + Both Punch)
*Lv1*


    His best move ever in this game are

            Demon Scorcher 100
            (Forward, Down, Forward + Any Punch)

            Crescent Moon Crunch
             (Down, Back + Strong Kick)






..................Seth

Move List

Deadly Moves

Cascading Moon
(During jump, Down, Forward + Light Kick)
-(Light Kick)
.....or........
-(Strong Kick)
.....or........
-(Light Punch & Kick)

Dark Moon
(During jump, Down, Forward + Strong Punch)
-(Light Kick)
.....or........
-(Strong Kick)
.....or........
-(Light Punch & Kick)

Floating Moon
(During jump, Down, Forward + Strong Kick)
-(Light Kick)
.....or........
-(Strong Kick)
.....or........
-(Light Punch & Kick)

Rising Sun
(Down, Forward + Any Punch)

Torso Crusher A
(Back, Down, Forward + Light Kick)
-Torso Crusher B
 (Back, Down, Forward + Strong Kick)
..............or...................
-Tripper
  (Down, Down + Any Punch)

Torso Crusher B
(Back, Down, Forward + Strong Kick)
-Torso Crusher A
 (Back, Down, Forward + Light Kick)
..............or...................
-Tripper
 (Down, Down + Any Punch)

Tripper
(Down, Down + Any Punch)
-Torso Crusher B
 (Back, Down, Forward + Strong Kick)
..............or...................
-Torso Crusher A
 (Back, Down, Forward + Light Kick)

Bow Moon
(Forward, Down, Back + Any Kick)
-Arrow Moon
 (Forward + Any Kick)
..........or.................
-Bowstring Moon
 (Down + Any Kick)
..........or.................
-Forward Roll
 (Light Punch & Kick)


DOA Thrashing

Two-Fisted Rising Sun
(Down, Forward, Down, Forward + Any Punch)
*Lv1*

Drifting Moon
(Down, Forward, Down, Back + Any Kick)
*Lv1*

7 Flash Torso Grab
(Down, Forward, Down, Back + Any Punch)
*Lv2*


    His best move ever in this game are





..................Neville Lien

Move List

Deadly Moves

Assault Type: Syrma
(Down, Forward + Any Punch)

Assault Type: Sadachbia
(Down, Back + Any Attack)

Assault Type: Zaniah
(Forward, Down, Forward + Any Punch)
(OK to hold)

Assault Type: Azelfafage
(During jump, Down, Back + Any Kick)

Assault Type: Yed Prior
(Back (briefly), Forward + Light Punch)

Assault Type: Psdterior
(Back (briefly), Forward + Strong Punch)

Assault Type: Al Niyat
(Near opponent, Forward, Down, Back + Any Punch)


DOA Thrashing

Assault Type: Shaula
(Down, Back, Down, Forward + Strong Kick)
*Lv1*

Assault Type: Al Tarf
(Down, Back, Down, Forward + Strong Punch)
*Lv2*


    Her best move ever in this game are

            Assault Type: Al Niyat
            (Near opponent, Forward, Down, Back + Any Punch)
            And
            Assault Type: Shaula
            (Down, Back, Down, Forward + Strong Kick)
            *Lv1*





..................Sakazaki Ryo

Move List

Special Move

Tearing Quake Kick
(Down, Down, Strong Kick)

Ripping Shock Slug
(Forward, Forward, Strong Punch)


Deadly Moves

Tiger Flash Bash
(Down, Forward + Any Punch)

Tiger Blast
(Forward, Down, Forward + Any Punch)

Shrike Gale
(Down, Back + Any Kick)

Whiplash Bash
(Forward, Back, Forward + Any Punch)

Wild Tiger Terminator
(Down, Back + Any Punch)


DOA Thrashing

Conquering Crunch
(Forward, Back, Down, Forward + Light Punch)
*Lv1*

Furious Fandango
(Down, Forward, Down, Back +Strong Punch)
*Lv2*

Conqueror's Blast
(Down, Forward, Down, Forward + Strong Punch)
*Lv3*


    His best move ever in this game are

            Furious Fandango
            (Down, Forward, Down, Back +Strong Punch)
            *Lv2*





..................Meira Soiree

Move List

Special Move

Capriciou Style
(Down + Both Kick)


Deadly Moves

Piledriver Dynamisch
(Down, Forward + Any Kick)

Zart Zap
(Forward, Down, Forward + Any Kick)

Swelling Danzen
(Both Punch)

Schlau Outburst
(Forward, Down, Back + Any Kick)


DOA Thrashing

Big Mittwoch
(Down, Forward, Down, Forward + Any Kick)
*Lv1*

Extreme Leidenschaft
(Down, Forward, Down, Back + Any Kick)
*Lv2*


    His best move ever in this game are





..................Beart Mingnon

Move List

Special Move

One Revolution
(Forward, Forward, Strong Kick)


Deadly Moves

Fire Ball
(Down, Forward + Any Punch)
-Fire Shot
 (Down, Forward + Any Punch)

Water Shield
(Forward, Down, Forward + Any Punch)

Lighting Bolt
(Near opponent, Forward, Down, Back + Strong Kick)

Windstorm
(Forward, Down, Back + Any Punch)


DOA Thrashing

Meteo-Strike
(Down, Forward, Down, Forward + Strong Punch)
*Lv1*
-Explosion (Down, Back + Strong Punch)
 *Lv1*

Thunderbolt
(Down, Back, Down, Back + Strong Kick)
*Lv2*


    Her best move ever in this game are

            Lighting Bolt
            (Near opponent, Forward, Down, Back + Strong Kick)
            Also
            Fire Ball
            (Down, Forward + Any Punch)
            -Fire Shot
              (Down, Forward + Any Punch)
            And
            Thunderbolt
            (Down, Back, Down, Back + Strong Kick)
            *Lv2*




..................Still Clark

Move List

Special Move

Slide Dash
(Forward, Back, Forward)


Deadly Moves

Galting Attack First
(Back, Forward + Any Punch)
-Galting Attack Second
 (Any Punch)

Galting Attack Second-Fake
(Back, Forward + Any Punch (Hold))

Super Argentine Backbreaker
(Near opponent, Back, Down, Forward + Any Kick)

Mounting Tackle
(Back, Down, Forward + Any Punch)
-Clark Lift
 (Down, Down + Light Punch)
................or....................
-Pull Out
 (Down, Down + Light Kick)
................or....................
-Rolling Cradle
 (Down, Down + Strong Kick)
................or....................
-Sleeper Lift (D.D.T.)
 (Down, Down + Strong Punch)

Frankensteiner
(Near opponent, Forward, Down, Forward + Any Kick)

Napalm Stretch
(Forward, Down, Forward + Any Punch)

Flashing Elbow
(After Deadly Move toss, Down, Forward + Any Punch)

Pull Out
(Near head of downed opponent, Both Punch)


DOA Thrashing

Running Three
(Back, Down, Forward, Back, Down, Forward + Any Kick)
*Lv1*

Ultra Argentine Backbreaker
(Near opponent, Forward, Down, Back x2 + Light Punch)
*Lv1*

MAX Version Ultra Argentine Backbreaker
(Near opponent, Forward, Down, Back, x2 + Strong Punch)
*Lv2*


    His best move ever in this game are

            Super Argentine Backbreaker
            (Near opponent, Back, Down, Forward + Any Kick
            Also
            Mounting Tackle
            (Back, Down, Forward + Any Punch)
            And
            Ultra Argentine Backbreaker
            (Near opponent, Forward, Down, Back x2 + Light Punch)
            *Lv1*






..................Leona

Move List

Special Move

Flip Flop
(During jump, Down, Light Kick)

Blinking Dunk
(During jump, Down, Strong Punch)

Stinger
(During jump, Down, Strong Kick)


Deadly Moves

Moon Slasher
(Down (briefly), Up + Any Punch)

Baltic Launcher
(Back (briefly), Forward + Any Punch)

Grand Saber
(Back (briefly), Forward + Any Kick)
-Gliding Buster
 (Forward + Strong Kick)

X-Calibur
(During jump, Down, Back + Any Punch)

Earring Explosive 1
(Down, Back + Any Kick)

Earring Bakudan 2: Heart Attack
(Back, Down, Back + Any Kick)
*After it hit
 (Back, Down, Back + Any Kick)


DOA Thrashing

V-Slasher
(During jump, Down, Forward, Down, Back + Any Punch)
*Lv1*

Grateful Dead
(Down, Forward, Down, Forward + Any Punch)
*Lv1*

Rebel Spark
(Down, Back, Down, Forward + Any Kick)
*Lv2*


    Her best move ever in this game are

            Moon Slasher
            (Down (briefly), Up + Any Punch)
            Also
            Earring Explosive 1
            (Down, Back + Any Kick)
            And
            Rebel Spark
            (Down, Back, Down, Forward + Any Kick)
            *Lv2*





..................Maxima

Move List

Deadly Moves

M4-1 Vapor Cannon
(Down, Back + Strong Punch)

M4-1 Faint Cannon
(Down, Back + Strong Punch (Hold))

M4-2 Vapor Cannon
(Down, Back + Light Punch)

M4-2 Faint Cannon
(Down, Back + Light Punch (Hold))

System 1-2: Maxima Scramble
(Down, Forward + Any Punch)
-Double Bomber
 (Down, Forward + Any Punch)
--Bull Dog Press
  (Down, Forward + Any Punch)

System 3: Maxima Lift
(Forward, Down, Back + Any Kick)
-Centaur Press
 (Forward + Any Kick)
...........or................
-Forward Roll
 (During Maxima Lift, Forward, Forward)

M-11 Dangerous Arch
(Near opponent, Back, Down, Forward + Any Kick)
-One More Time
 (Down, Forward + Any Kick)
....................or....................
-Faint
 (Down, Forward + Any Kick (Hold))

M19 Blitz Cannon
(Forward, Down, Forward + Any Kick)


DOA Thrashing

Bunker Buster
(Down, Forward, Down, Back + Any Punch)
*Lv1*
-Faint Buster Type-2
(Up + Any Punch)
*Lv1*

Faint Buster Type-1
(Down, Forward, Down, Back + Any Punch (Hold))
*Lv1*

Maxima Revenger
(Near opponent, Forward, Down, Back, x2 + Any Kick)
*Lv2*


    His best move ever in this game are

            M-11 Dangerous Arch
            (Near opponent, Back, Down, Forward + Any Kick)
            -One More Time
              (Down, Forward + Any Kick)
            Also
            Maxima Scramble
            (Down, Forward + Any Punch)
            -Double Bomber
             (Down, Forward + Any Punch)
            --Bull Dog Press
               (Down, Forward + Any Punch)
            And
            Bunker Buster
            (Down, Forward, Down, Back + Any Punch)
            *Lv1*


Why M-11 Dangerous Arch into One More Time?
    Although not as powerful as the others, it still is a grapple command, and
as you know grapple characters are very strong in this game.  So why M-11
instead of System 3: Maxima Lift? Because unlike the System 3: if you perform it
wrong you don’t have to worry about being up close, but at the same time you
would to be moving while still trying to grapple… it’s just depending on the
situation.

Example…
    Of course this move should definitely be used after any up close move that
is being done to Maxima, and since he is not only a fighter but a grappler as
well, this is the perfect opportunity to perform the M-11.  Though if you like
the System 3 better this will also work as well, since moves both have almost
the same attributes (except System 3 moves).  Also good if you are performing a
combo and they are blocking your combo, this is a great time if your close
enough to pull off the M-11 (System 3 doesn’t have to be close).

Why Maxima Scramble + add-ons?

    Although sort of useless since most of the fighting in this game relies on
Low Attacks, High Attacks, and Grapples you would think this move shouldn’t be
in here.  But there are times when you will confront your opponents while
standing and not guarding, just waiting to be attacked.  This would be it when
to use it… well then again your opponent is bound to stand up anyways, I mean
how else are they going to move from one point to the other also I since
opponents can be bounced off the walls while still grounded this is a great time
to use a Middle Attack.

Examples…
    No good examples yet, try combining it.  Or play around with it yourself.
It’s not a useless move (even I have fell for it plenty of times… LOL seriously)

Why Bunker Buster?
    So the Bunker Buster instead of the Maxima Revenger…  Yes but there is a
reason for it, the reason is Bunker Buster only cost a level and can be used as
a counter when opponents are up close to your Maxima performing any attack/s
(except grapples).  But Maxima Revenger is good for its unblock-able attributes,
in which can also counter any opponent if they are grounded and close.  Either
way you choose the best course of action when you feel the situation is needed.

Examples…
    Best used against air born opponents, Stylish Arts, Deadly Moves (when
Opponent is near), and DOA Thrashing (when Opponent is near)



..................Duke

Move List

Deadly Moves

Seismic Impact
(Down, Forward + Any Kick)

Tall Hammer
(Forward, Down, Forward + Any Kick)

Power Axe
(Down, Forward + Any Punch)

Swivel Gun
(Down, Back + Any Kick)


DOA Thrashing

Sledgehammer
(Down, Forward, Down, Forward + Strong Punch)
*Lv1*

Minefield
(During guard, Back, Down, Forward + Strong Punch)
*Lv1*

Ground Zero
(Down, Back, Down, Forward + Strong Kick)
*Lv3*

    His best move ever in this game are

            Swivel Gun
            (Down, Back + Light Kick)
            Also
            Ground Zero
            (Down, Back, Down, Forward + Strong Kick)
            *Lv3*
             And
            Minefield
            (During Guard, Back, Down, Forward + Strong Punch)
            *Lv1*





003..................Character's Counter Measures.



..................Kusanagi Kyo
..................Bogard Terry
..................Shiranui Mai
..................Sakazaki Yuri
..................Meira Alba

Alba, can be a pain if someone really good uses this character.  Probably one of
the most well rounded new character next to Soiree.  Now how does this character
fight?  Well this character can play offensive and defensive anytime he wants.

Luminescent Lash (Down, Back + Any Punch) Alba lifts his right hand then a
projectile that looks like a giant crescent (sort of looks like Mature’s
projectile) flies towards your opponent.  It’s big with descent speeds; most
likely a jump kick or a roll would take care of this move when in distant range
to attack this character.

Winds of Pain (Down, Forward + Any Punch) Alba dashes forward and strikes with
his left hand first too knock the opponent in the air, then the second hand
strikes the opponent with a huge wind tunnel. Very hard to counter attack
against it, probably the one of the safest Deadly Moves he’s got in this game.
Attacking with a Low Attack before it is pulled off works, but that is unlikely
since it’s very fast when pulled off.  I’d suggest try to side step twice before
advancing this move, or roll when you see the second punch pulling up to perform
the wind tunnel to avoid the move then advance while he recovers.

Thunderbolt Thrash (Down, Forward + Any Kick) He dashes at the opponents leg
while leaving a trail of lighting behind, then he sweeps your leg with his left
hand and plants two electric balls underneath his opponents, breaking their fall
with a shock that sends them flying. After you block this move he has a great
problem recovering back to standing position, take advantage of this time to
attack Alba, and don’t worry about being away too far since it doesn’t really
push you much anyways (unlike the Winds of Pain).

Captive Serpent Jab (Near opponent, Forward, Down, Back + Strong Kick) Grabs
opponent by the collar, punches the opponents in the gut lifting them into the
air and then finishes with them with a kick throw (Like Krizalid’s throw)  You
can’t really counter this, maybe a jump kick would work when you see it coming.
Most likely seen when he is performing a Stylish Arts and you’ve been blocking
his moves, or after you are coming close to ending your own move.  Most uppercut
moves have been able to stop this move from fully coming out, or a grapple of
your own would counter it if your opponent were to thinking of using a Captive
Serpent Jab on you.

Seizing the Dragon (Forward, Down, Forward + Any Punch) Alba readies himself
until you attack him, if you hit him with a Middle or High Attack, he will then
grab you, flip and toss you behind him.  It’s not very fast when it comes to
compare how fast Rock Howard pulls his off, but none the less fast enough.  Most
likely seen when performing a series of High and Middle Attacks, jump Attacks,
some Deadly attacks, and some DOA Thrashing.  Be careful not to use your High
and Middle Attacks too much to create some sort of pattern for Alba users, who
just might take this opportunity too use the Seizing the Dragon.

Surreptitious Punch of the Thundergod (Down, Forward, Down, Forward + Light
Punch) *Lv1* Charges back with his right hand then lunges a far as he can while
creating a electrical field in front of his fist.  Cannot do much except stay
back and wait, or if you are right in front of him, there is a possibility that
it can be knocked away from performing his DM by just attacking him with a
regular attacks (Need testing, more on this later).

Hallowed Slug of the Heavenly Conqueror (Down, Forward, Down, Forward + Strong
Punch) *Lv2* Charges back with his right hand then lunges a far as he can while
creating a huge electrical thundering field in front of his fingers and launches
it. Roll, roll, roll!!!  High chance that you might of successfully rolled past
it and is now in front of Alba.  Best way to know if he is perform this version
instead of the Surreptitious Punch of the Thundergod is to consistently or
periodically glance at Alba’s Super gauge, if he pulls off the move when he only
has a level one its most likely not this one so just stay back and guard, if you
see it’s a level 3 then he pulls off a DOA Thrashing and it states he only has a
level 1 left then roll!!!.  A better way then to keeping your eyes on the super
gauge meter is when he pulls off the super it sounds like he is saying either
“Hallowed” or some sort of “H” sound like “HOOOH” before he pulls off the super.
 His level 1 doesn’t say “HOOOH”. (Please e-mail if anyone knows what he is
saying)

Alba's Weakness from certain characters


Kyo - 427 Torment Trigger (Forward, Down, Back + Strong Kick) best used when
close (Alba is cornered is best), abuse it!
- Fire Ball (Forward, Down, Forward + Any Punch) countering stylish arts

Terry – Rising Tackle (Down (briefly), Up + Strong Punch) after Alba's deadly
moves
- Crack Shoot (Down, Back + Any Kick) countering most of his ground attacks, or
when he is guarding low.

Mai - Stylish Art 7 (Down + Light Kick, Light Kick, Strong Punch, Strong Punch,
Strong Punch) pull off immediately again
- Stylish Art 2 (Light Kick, Light Kick, Down + Light Kick, Down + Light Kick)
abuse it with 7 when Alba is guarding low.

Yuri - Stylish Art 20 (Back + Strong Kick, Strong Kick) countering stylish arts
- 100 Blows (Forward, Down, Back + Strong Kick) best used to countering his
Deadly Moves and DOA Thrashing while Alba is recovering from them.

Alba – May the best…
-  Alba wins…

Athena - Stylish Art 14 (Down/Back + Strong Kick, Up + Strong Kick) best before
he starts stylish arts or after
- Pyscho Sword (Forward, Down, Forward + Any Punch) best countering air born
attacks

Ralf - Ralf Tackle into Buffalo Ralf (Forward, Forward + Strong Kick, Strong
Kick) Countering stylish arts
- Super Argentine Backbreaker (Near opponent, Back, Down, Forward + Any Kick)
after Alba’s stylish arts

Chae - Flying Swallow Slicer (Down (briefly), Up + Light Kick) countering
everything
- Phoenix Kick (Down, Back, Down, Forward + Any Kick) *Lv1* best used to counter
stylish arts

K' - Black Out (Down, Forward + Strong Kick) getting out of tight spots (most
out of corners)
- The Trigger (Down, Forward + Any Punch) any add-ons after Black out

Rock - Vacuum Slam (Near opponent, 360 + Strong Punch) abuse a lot, has auto two
hit guard for some strange reason.
- Shining Knuckle Lv2 (Down, Forward, Down, Forward + Strong Kick) *Lv2*
Countering stylish arts and deadly moves

Iori - Demon Scorcher 100 (Forward, Down, Forward + Strong Punch) countering
everything
- Stylish Art 9 custom (Strong Punch, Forward/Down + Strong Punch, Forward,
Down, Forward + Light Punch (pray to god they don't roll here), Forward, Down,
Back + Strong Kick, If hit, Down, Forward, Down, Back + Strong Punch) Need lv1
at least

Seth – None for
- Now sorry

Lien - Need more Time
- So slow, must have something good

Ryo - Tiger Blast (Forward, Down, Forward + Any Punch) countering everything.
- Jump Kicks and Sweeps

Soiree - Zart Zap (Forward, Down, Forward + Any Kick) countering any Stylish
Arts, most Deadly Moves (especially his Captive Serpent Jab).
- Big Mittwoch (Down, Forward, Down, Forward + Any Kick)
*Lv1* should be used when Alba is jumping or performing High or Middle Attacks.

Mingnon - Lighting Bolt (Near opponent, Forward, Down, Back + Strong Kick) after
his stylish arts
- Stylish Art 3 (Light Kick, Light Kick, Light Kick)

Clark - Stylish Art 4 Custom (Forward + Light Kick, Forward + Light Kick,
Forward + Light Kick, wait, Back, Down, Forward + Any Punch, Down, Down, Strong
Kick)
- Super Argentine Backbreaker (Back, Down, Forward + Any Kick) after his stylish
arts

Leona – Stylish Arts 11 & 7 Custom Lv 2
(Strong Punch, Down + Light Kick, Down + Light Kick, Down + Light Kick(pause),
Down + Light Kick(pause), Down + Light Kick(pause), Down + Light Kick,  Down +
Light Kick, Down + Strong Kick, Down, Back, Down, Forward + Any Kick)

Maxima - M-11 into one more time (Back, Down, Forward + Any Kick, Down, Forward,
Any Kick) after Alba’s stylish arts
- Stylish Art 7 custom (Down + Light Kick, Down + Light Kick, Down + Light Kick,
Forward, Down, Forward + Any Kick)

Duke - Already Cheap as it is
- If you can't beat anyone with him then you’re not trying


..................Athena Asamiya
..................Jones Ralf
..................Lim Chae
..................K'
..................Howard Rock
..................Yagami Iori
..................Seth
..................Neville Lien
..................Sakazaki Ryo
..................Meira Soiree

Soiree is probably the most difficult opponent to defeat for players who are new
to the KOF MI, but as long as you know all of his weakness, even skilled Soiree
players will have difficult fighting against you.  And since a lot of buddies of
mine like use Soiree a lot, I have learned a lot about this character.  So I'll
share some knowledge with you. If you know some that I don’t know feel free to
share some with me too.

1. a lot of his moves are Low Attack based, mostly Stylish Arts, so defending
low a lot would help out.
2. Most of his High Attacks lag a bit before he hits, giving you plenty of
warnings before he strikes with a High Attack

Capriciou Style (Down + Both Kicks) this move of his makes him do a hand stand,
and he is at most Vulnerable to Low Attacks, projectiles, and of course DOA
Thrashing (mostly projectile based). Don’t jump when this move is being pulled
off or up close, it will hit you believe it or not.

Piledriver Dynmaisch (Down, Forward + Any Kick) is possibly the worst recovery
time for this character.  Soiree jumps in the air and does a crescent spin
downwards and lands on both feet.  It's a High Attack, gives you plenty of time
to realize it's coming, after he lands all you have to do is pull off the fast
Stylish Arts you have (If your close enough)

Zart Zap (Forward, Down, Forward + Any Kick) The Light one does a back flip
Forwards and the Strong one does a back flip moving backwards, probably the best
move he has, the lag time is safe enough for him to do whatever he wants
afterwards, unless you have a projectile type character.  Or a character that
has a dash type move.  But if you block it and hit Forward, Forward immediately
you should be able to run at the character before he lands (must be guarding
while standing to do this)

Swelling Dazen (Both Punches) Soiree does a spin with both legs like a
helicopter.  If you are crouching when this move is pulled on you, you are the
luckiest son of a gun, because as soon as soiree stops hitting you, he is still
wide open for any ground based attack

Schlau Outburst (Forward, Down, Back + Any Kick) probably the most noticeable
attack ever.  He dashes at you leaving bright shadows behind him.  After he does
that he stops, then he does a High Attack double kick spin thingy.  How do you
counter?  Easy, all that time he is dashing and stopping, he doesn't hit you,
so, since he is dashing towards you, you can do any Low Attack Stylish Arts,
since Soiree is sort of ducking while dashing you can't really do any standing
attacks.

Big Mittwoch (Down, Forward, Down, Forward + Any Kick)
*Lv1* the best super this character has, and the most deadly since it can be
pulled off immediately after the first one finishes.  What Soiree does is he
does a sweep attack then performs a round house which makes a wind tunnel (Looks
like Krizald’s move) that’s the size of almost a character an half (don’t add
two Maximas/Dukes together you sillies), all High Attacks and most Middle
Attacks will not have effect on this character (This also goes for jump attacks
as well).  How to counter?  You can’t really roll into the super anytime, you
have to block the first kick and wait for the second kick which then you have to
time and roll past the attack, but even then you can’t really do much because
the wind tunnel you hit you if you try to attack.  What you can try to do is run
a little bit so you can in safe range to too attack again, even then you have a
high chance that Soiree is already recovered.  If you have characters like
Clark, or Maxima, their grab supers will go through and grab Soiree.  Since the
move does have a lag in super pause, try mash a Low Attack (If you’re close
enough) when this happens.  This will stop his super from being unleashed (If
you can try to pull off a Stylish Arts).

Extreme Leidenschaft (Down, Forward, Down, Back + Any Kick)
*Lv2* this move is a Middle Attack, in which Soiree does a shoulder attack; if
it connects he will do a series of kicks.  How to counter it?


Soiree's Stylish Arts are pretty scary, but most of real threatening ones are
his 3 low kicks and the one he does a one arm handstand and kick.  But those are
easily counter able if you press attack after the last attack hits you... um
example is if he kicks you and you tap block and press Light Kick immediately,
your character will spark white towards where he/she just guarded at the same
time will attack your opponent almost immediately after your opponent hit you.
Most of Soiree’s Stylish Arts gives you time to block after the first couple
hits has been made to your character, sometimes you have to guard High or Low to
do this, but certain combos cannot be blocked out of so hold back if your
getting hit by a Stylish Arts you don’t know because chances are there is a lag
in the combo.

Soiree's Weakness from certain characters


Kyo - 427 Torment Trigger (Forward, Down, Back + Strong Kick) best used when
close (Soiree is cornered is best), abuse it! (Light Kick version is good for
countering all of Soiree’s DM and SDM while it’s being performed.)
- Fire Ball (Forward, Down, Forward + Any Punch) countering stylish arts

Terry - Burn Knuckle (Down, Back + Light Punch) after Soiree's deadly moves
- Power Dunk (Forward, Down, Forward + Any Kick) countering his stylish arts

Mai - Stylish Art 7 (Down + Light Kick, Light Kick, Strong Punch, Strong Punch,
Strong Punch) pull off immediately again
- Stylish Art 2 (Light Kick, Light Kick, Down + Light Kick, Down + Light Kick)
abuse it with 7 when Soiree is crouching

Yuri - Stylish Art 20 (Back + Strong Kick, Strong Kick) countering stylish arts
- 100 Blows (Forward, Down, Back + Strong Kick) best used to countering his
Deadly Moves and DOA Thrashing while Soiree is recovering from them.

Alba - Captive Serpent Jab (Near opponent, Forward, Down, Back + Strong Kick)
best used after Soiree's stylish arts
- Winds of Pain (Down, Forward + Any Punch) after Soiree's deadly moves

Athena - Stylish Art 14 (Down/Back + Strong Kick, Up + Strong Kick) best before
he starts stylish arts or after
- Pyscho Sword (Forward, Down, Forward + Any Punch) best countering air born
attacks

Ralf - Ralf Tackle into Buffalo Ralf (Forward, Forward + Strong Kick, Strong
Kick) Countering stylish arts
- Super Argentine Backbreaker (Near opponent, Back, Down, Forward + Any Kick)
after Soiree's stylish arts

Chae - Flying Swallow Slicer (Down (briefly), Up + Light Kick) countering
everything
- Phoenix Kick (Down, Back, Down, Forward + Any Kick) best used to counter
stylish arts

K' - Black Out (Down, Forward + Strong Kick) getting out of tight spots (most
out of corners)
- The Trigger (Down, Forward + Any Punch) Second Shoot (Forward + Light Kick)
after Black out

Rock - Vacuum Slam (Near opponent, 360 + Strong Punch) abuse a lot, has auto two
hit guard for some strange reason.
- Shining Knuckle Lv2 (Down, Forward, Down, Forward + Strong Kick) *Lv2*
Countering stylish arts and deadly moves

Iori - Demon Scorcher 100 (Forward, Down, Forward + Strong Punch) countering
everything
- Stylish Art 9 custom (Strong Punch, Forward/Down + Strong Punch, Forward,
Down, Forward + Light Punch (pray to god they don't roll here), Forward, Down,
Back + Strong Kick, If hit, Down, Forward, Down, Back + Strong Punch) Need lv1
at least

Seth – Torso Crusher A into Tripper (Back, Down, Forward + Light Kick, Down,
Down + Any Punch) Good for countering Soiree’s Deadly Moves
-Bow Moon into Arrow Moon (Forward, Down, Back + Any Kick, Forward + Any Kick)
Best for quick attacks or counter.

Lien - Need more Time
- So slow, must have something good

Ryo - Tiger Blast (Forward, Down, Forward + Any Punch) countering everything.
- Jump Kicks and Sweeps

Soiree - Why would you need one for soiree if your Soiree?
- If you loose try getting better, it's all about the better skills here

Mingnon - Lighting Bolt (Near opponent, Forward, Down, Back + Strong Kick) after
Soiree's stylish arts
- Stylish Art 3 (Light Kick, Light Kick, Light Kick)

Clark - Stylish Art 4 Custom (Forward + Light Kick, Forward + Light Kick,
Forward + Light Kick, wait, Back, Down, Forward + Any Punch, Down, Down, Strong
Kick)
- Super Argentine Backbreaker (Back, Down, Forward + Any Kick) after Soiree's
stylish arts

Leona – Stylish Arts 11 & 7 Custom Lv 2
(Strong Punch, Down + Light Kick, Down + Light Kick, Down + Light Kick(pause),
Down + Light Kick(pause), Down + Light Kick(pause), Down + Light Kick,  Down +
Light Kick, Down + Strong Kick, Down, Back, Down, Forward + Any Kick)

Maxima - M-11 into one more time (Back, Down, Forward + Any Kick, Down, Forward,
Any Kick) after soiree's stylish arts
- Stylish Art 7 custom (Down + Light Kick, Down + Light Kick, Down + Light Kick,
Forward, Down, Forward + Any Kick)

Duke - Already Cheap as it is
- If you can't beat anyone with him then you’re not trying

..................Beart Mingnon
..................Still Clark
..................Leona
..................Maxima
..................Duke

I’m not really going to go through all of how to perform Duke’s movements
because then I’ll be helping you out on a cheesy character that you don’t need
to play with.  But what I will do is tell you what all of the moves that he does
and how to counter it.

Seismic Impact ( It’s when Duke steps on the ground and makes a wave, then soon
after comes after you with a running hook punch.) To guard the wave you must be
guarding low, and if guarded Duke won’t run after you.  You usually won’t see
the computer pull this move off unless you are in his combo.

Tall Hammer (It’s when Duke runs a bit and uppercuts you.)  Just guard high to
defend against this usually you won’t see this move unless it’s being combined
with Power Axe.

Power Axe (It’s when Duke runs then when in range performs a hook punch.)  This
move you’ll see a lot from Duke, only because he can combine another one of
these or a Tall Hammer.  Mostly seen when you jump over Duke while he is
performing Power Axe then you’ll see Duke do a complete U-Turn while still
glowing and Power Axe’s you before you get to turn around. (This is when he
performed it twice)

Swivel Gun (It’s a wannabe of the Genocide Cutter ((jap)God/(u.s)Omega Rugal’s
Trademark move) Duke either just performs it where he stands or runs a little
then performs a kick going straight up while jumping then spins and does another
kick side ways (roundhouse basically)) Usually won’t see this move unless you
jump at him or he is performing a different combo.

Sledgehammer (He shoots a stream of fire on the ground) mostly see this move
when far away from Duke.  Easy to dodge because that’s all you have to do.

Minefield (He guards and within that he does a move where he sort of explodes
with flames coming out of him… It reminds me of that one move from the huge gang
leader from Rival Schools, its Akira’s older brother, starts with a letter D.

Ground Zero (Lifts one hand in the air, takes every blow you can give him while
he punches the ground after a second later exploding everything around him.)
Huge damaging move if you are countered.  Probably the cheesiest move ever in
the game, unless you know how to counter it.  Not only that this is one of the
moves that makes him hold the title of boss (since he has unlimited supers like
all the previous KOF bosses starting from 2k I believe? Correct me if I’m wrong)
 And also of course his combos in which you can’t get out of most of the time
because you bounced off the walls, which sometimes messes with your abilities to
land so you can roll.  Also you tend to always land Front first instead of your
back.

Kyo - 427 Torment Trigger (Forward, Down, Back + Strong Kick) best used when
close (Duke is cornered is best), abuse it! (Light Kick version is good for
countering Duke’s Lv 3 SDM while it’s being performed, you go through the huge
explosion and at the same time hit Duke in the face.)
- Fire Ball (Forward, Down, Forward + Any Punch) countering stylish arts

Terry - Burn Knuckle (Down, Back + Light Punch) after Duke’s deadly moves
- Power Dunk (Forward, Down, Forward + Any Kick) countering his stylish arts

Mai - Stylish Art 7 (Down + Light Kick, Light Kick, Strong Punch, Strong Punch,
Strong Punch) pull off immediately again
- Stylish Art 2 (Light Kick, Light Kick, Down + Light Kick, Down + Light Kick)
abuse it with 7 when Duke is crouching

Yuri - Stylish Art 20 (Back + Strong Kick, Strong Kick) countering stylish arts
- 100 Blows (Forward, Down, Back + Strong Kick) best used to countering his
Deadly Moves and DOA Thrashing while Duke is recovering from them.

Alba - Captive Serpent Jab (Near opponent, Forward, Down, Back + Strong Kick)
best used after Duke’s Lv 3 SDM

Athena - Stylish Art 14 (Down/Back + Strong Kick, Up + Strong Kick) best before
he starts stylish arts or after
- Pyscho Sword (Forward, Down, Forward + Any Punch) best countering air born
attacks

Ralf – Galactica Phantom
(Down, Forward, Down, Forward + Any Punch) Countering while Lv 3 SDM from Duke
is performed
- Super Argentine Backbreaker (Near opponent, Back, Down, Forward + Any Kick)
before Duke's Lv 3 SDM

Chae - Flying Swallow Slicer (Down (briefly), Up + Light Kick) countering
everything
- Phoenix Kick (Down, Back, Down, Forward + Any Kick) best used to counter
stylish arts

K' - Black Out (Down, Forward + Strong Kick) getting out of tight spots (most
out of corners)
- The Trigger (Down, Forward + Any Punch) Second Shoot (Forward + Light Kick)
after Black out or very far away

Rock - Vacuum Slam (Near opponent, 360 + Strong Punch) abuse a lot, has auto two
hit guard for some strange reason.
- Shining Knuckle Lv2 (Down, Forward, Down, Forward + Strong Kick) *Lv2*
Countering stylish arts and deadly moves

Iori - Demon Scorcher 100 (Forward, Down, Forward + Strong Punch) countering
everything
- Crescent Moon Crunch (Down, Back + Strong Kick (repeat immediately after Iori
recovers) keeps Duke from attack for awhile.

Seth – Torso Crusher A into Tripper (Back, Down, Forward + Light Kick, Down,
Down + Any Punch) Good for countering Duke’s Deadly Moves
-Bow Moon into Arrow Moon (Forward, Down, Back + Any Kick, Forward + Any Kick)
Best for quick attacks or counter.

Lien - Need more Time
- So slow, must have something good

Ryo - Tiger Blast (Forward, Down, Forward + Any Punch) countering everything.
- Jump Kicks and Sweeps

Soiree – Good luck… LOL I’ll make one later

Mingnon - Lighting Bolt (Near opponent, Forward, Down, Back + Strong Kick) when
Duke is too close
- Stylish Art 3 (Light Kick, Light Kick, Light Kick)

Clark - Stylish Art 4 Custom (Forward + Light Kick, Forward + Light Kick,
Forward + Light Kick, wait, Back, Down, Forward + Any Punch, Down, Down, Strong
Kick)
- Super Argentine Backbreaker (Back, Down, Forward + Any Kick) after Duke's
stylish arts

Leona – Stylish Arts 11 & 7 Custom Lv 2
(Strong Punch, Down + Light Kick, Down + Light Kick, Down + Light Kick(pause),
Down + Light Kick(pause), Down + Light Kick(pause), Down + Light Kick,  Down +
Light Kick, Down + Strong Kick, Down, Back, Down, Forward + Any Kick)

Maxima - M-11 into one more time (Back, Down, Forward + Any Kick, Down, Forward,
Any Kick) after Duke's stylish arts
- Stylish Art 7 custom (Down + Light Kick, Down + Light Kick, Down + Light Kick,
Forward, Down, Forward + Any Kick)

Duke - Already Cheap as it is
- If you can't beat anyone with him then you’re not trying



004..................Character's Best Combos or Stylish Arts.

All Combos have been tested for escape rolls if it’s escapable it will be
written.  Enjoy. I also changed the settings a bit so that you can read the
combos easier.  If anyone has problems reading it this way please tell me, and
I’ll find a better way for you too view the combos easier.

Total Damage:
How much damage a combo inflicts when performed at it’s fullest.

Max Hit:
How much hits needed to inflict the correct damage seen on Total Damage.

Difficulty:
Novice = Almost anyone can perform the combo within a few runs
Player = It will take some time too perform combo
Gamer = It will take lots of time too perform combo
Expert = Need to know the timing perfectly too perform combo


..................Kusanagi Kyo

Stylish Arts 15 Custom
Total Damage: 66
Max Hit: 8
Difficulty: Player
Down + Strong Kick
-Down + Strong Punch
 -Forward, Down, Back + Light Kick
  -Down, Forward + Strong Punch
   -Strong Punch
    -Strong Punch
     -Forward, Down, Forward + Strong Punch

Stylish Arts 6 Custom Lv1
Total Damage: 78
Max Hit: 9
Difficulty: Player/Gamer
Light Kick
-Strong Kick
 -Down, Forward + Light Punch
  -Forward, Down, Back + Light Punch
   -Down + Light Kick
    -Down + Strong Kick
     -Down + Light Kick
      -Down, Back, Down, Forward + Light Punch


..................Bogard Terry

Stylish Arts 8 Custom
Total Damage: 62
Max Hit: 11
Difficulty: Player
Forward + Light Kick
-Down + Light Kick
 -Down + Strong Kick
  -(Wait until first bounce) Down + Light Kick
    -Forward + Light Kick
     -Down + Light Kick
      -Down + Strong Kick
       -Up + Strong Punch

Stylish Arts 8 Custom Lv2
Total Damage: 89
Max Hit: 10
Difficulty: Player/Gamer
Forward + Light Kick
-Down + Light Kick
 -Down + Strong Kick
  -(Wait until first bounce)
   -Down + Light Kick
    -Forward + Light Kick
     -Down + Light Kick
      -Down + Strong Kick
       -Down, Back, Down, Forward + Strong Punch)

..................Shiranui Mai

Stylish Arts 7
Total Damage: 40
Max Hit: 5
Difficulty: Novice/Player
Down + Light Kick
-Light Kick
  -Strong Punch
   -Strong Punch
    -Strong Punch

Stylish Arts 6 Custom Lv1
Total Damage: 69
Max Hit: 12
Difficulty: Novice/Player
Down + Light Kick
-Light Kick
 -Strong Punch
  -Down + Strong Kick
    -Down/Forward + Light Kick
     -Down, Forward, Down, Forward + Any Punch

..................Sakazaki Yuri

Stylish Art 8 & 12 Custom
Total Damage: 71
Max Hit: 9
Difficulty: Player
Forward + Light Kick
-Forward + Light Kick
 -Down + Strong Kick
  -Down/Forward + Light Kick
   -Forward + Light Punch
    -Up + Strong Kick
     -Forward, Down, Forward + Strong Punch
      -Forward + Strong Punch

Stylish Art 8 & 12 Custom Lv1
Total Damage: 83
Max Hit: 24
Difficulty: Player/Gamer
Forward + Light Kick
-Forward + Light Kick
 -Down + Strong Kick
  -Down/Forward + Light Kick
   -Forward + Light Punch
    -Up + Strong Kick
     -Down, Forward, Down, Back + Any Kick

..................Meira Alba

Stylish Art 13 Custom
Total Damage: 56
Max Hit: 11
Difficulty: Novice/Player
Strong Punch
-Strong Punch
 -Back + Light Kick
  -(After Hit 6) Forward, Down, Back + Strong Kick

Stylish Art 12 Custom Lv2
Total Damage: 96
Max Hit: 9
Difficulty: Novice/Player
-Strong Punch
 -Strong Punch
  -Back + Light Punch
   -(After Hit 6)Down, Forward, Down, Forward + Strong Punch

..................Athena Asamiya
Stylish Arts 1
Total Damage: 42
Max Hit: 6
Difficulty: Novice
Light Punch
-Light Punch
 -Light Punch
  -Light Punch
   -Strong Punch
    -Light Kick
     -Forward, Down, Forward + Strong Punch

Stylish Arts 2 & 8 Custom
Total Damage: 61
Max Hit: 8
Difficulty: Player/Gamer
Forward + Light Punch
-Forward + Light Punch
 -Strong Punch
  -Forward, Forward + Light Kick
   -Forward, Forward + Light Kick
    -Forward, Down, Forward + Strong Punch

..................Jones Ralf

Stylish Arts 8 Custom
Total Damage: 48
Max Hit: 5
Difficulty: Novice/Player
Back + Strong Punch
-Back + Strong Punch
 -Forward + Strong Punch

Stylish Arts 9 & 12 Custom Lv1
Total Damage: 81
Max Hit: 16
Difficulty: Player/Gamer
Back/Down + Strong Punch
-Back/Down + Strong Kick
 -Down + Light Kick
  -Down + Light Kick
   -Forward/Down + Strong Kick
    -Forward/Down + Strong Kick
     -Forward/Down + Strong Kick
      -Down, Forward, Down, Back + Any Punch

Stylish Arts 9 & 12 Custom Lv2
Total Damage: 90
Max Hit: 8
Difficulty: Gamer
Back/Down + Strong Punch
-Back/Down + Strong Kick
 -Down + Light Kick
  -Down + Light Kick
   -Forward/Down + Strong Kick
    -Forward/Down + Strong Kick
     -Forward/Down + Strong Kick
      -Down, Forward, Down, Forward + Any Punch

..................Lim Chae

Stylish Arts 7 Custom Lv1
Total Damage: 88
Max Hit: 17
Difficulty: Player/Gamer
Back + Light Kick
-Down + Light Kick
 -Down + Strong Kick
  -Back + Light Kick
   -Down + Light Kick
    -Down + Strong Kick
     -Down, Down + Strong Kick
      -Down, Forward, Down, Back + Any Kick

Stylish Arts 3 Custom Lv2
Total Damage: 77
Max Hit: 14
Difficulty: Player
Light Kick
-Strong Kick
 -Forward/Down + Strong Kick
  -Down, Forward, Down, Forward + Any Kick
   -Down, Forward, Down, Back + Any Kick

..................K'

Stylish Arts 4 Custom
Total Damage: 114
Max Hit: 23
Difficulty: Player
Down + Strong Kick
-Light Kick
 -Light Kick
  -Down, Forward + Any Punch
   -Back + Any Kick
    -Forward, Down, Forward + Strong Punch
     -Forward + Strong Kick
      -Down, Forward, Down, Back + Any Punch

Stylish Arts 4 Custom
Total Damage: 86
Max Hit: 10
Difficulty: Gamer/Expert
Down + Strong Kick
-Down, Forward + Any Punch
 -Back + Any Kick
  -Light Kick
   -Light Kick
    -Down, Forward + Any Punch
     -Back + Any Kick
      -Light Kick
       -Light Kick
        -Forward, Down, Forward + Light Punch

Stylish Arts 4 Custom Lv2
Total Damage: 122
Max Hit: 24
Difficulty: Gamer/Expert
Down + Strong Kick
-Light Kick
 -Light Kick
  -Down, Forward + Any Punch
   -Back + Any Kick
    -Light Kick
     -Light Kick
      -Down, Forward + Any Punch
       -Back + Any Kick
        -Down, Forward, Down, Back + Any Punch

..................Howard Rock

Stylish Arts 7 & 5 Custom
Total Damage: 69
Max Hit: 12
Difficulty: Player/Gamer
Forward + Light Kick
-Down + Light Kick
 -Down + Strong Kick
   -(Wait for the first bounce) Down + Light Kick
    -Light Kick
     -(Hold down)Strong Kick
      -Down + Strong Kick
       -Up + Strong Punch

Stylish Arts 7 & 5 Custom Lv 1
Total Damage: 81
Max Hit: 8
Difficulty: Player/Gamer
Forward + Light Kick
-Down + Light Kick
 -Down + Strong Kick
  -(Wait for the first bounce) Down + Light Kick
   -Light Kick, Strong Kick
    -Down + Strong Kick
     -Down, Forward, Down, Forward + Strong Punch

..................Yagami Iori

Stylish Arts 17 & 13 Custom
Total Damage: 73
Max Hit: 9
Difficulty: Player
Strong Kick
-Down + Light Kick
 -Down + Strong Kick
  -Down + Light Kick
   -Strong Punch
    -Forward + Strong Punch
     -Down + Strong Punch
      -Forward, Down, Forward + Strong Punch

Stylish Arts 17 Custom Lv 2
Total Damage: 132
Max Hit: 25
Difficulty: Gamer/Expert
Strong Kick
-Down + Light Kick
 -Down + Strong Kick
  -Down, Back + Any Kick
   -(As soon as Iori recovers) Down Back + Strong Kick (This
   -move can be done over and over again until you are near a wall,
   -note that Strong Kick has a easier catch time, and that this move
   -needs too be pulled off as soon as Iori recovers
   -(20hits is max just alone)
    -(After Hit 13) Down, Forward, Down, Back + Any Punch
     -Down, Forward x4 Both Punch

..................Seth

Stylish Arts 3 Custom Lv 2
Total Damage: 93
Max Hit: 15
Difficulty: Player
Light Kick
-Light Kick
 -Down + Strong Kick
  -Down + Strong Kick
   -Down, Forward, Down, Back + Any Kick
    -Down, Forward, Down, Forward + Any Punch

Stylish Arts 7 Custom
Total Damage: 48
Max Hit: 6
Difficulty: Novice/Player
Forward/Down + Strong Punch x4
-Forward, Down, Back + Strong Kick
  -Forward + Strong Kick

Stylish Arts 7 Custom (Crouching Opponents)
Total Damage: 44
Max Hit: 5
Difficulty: Novice/Player
Forward/Down + Strong Punch x3
-Forward, Down
 -Back + Strong Kick
  -Forward + Strong Kick

..................Neville Lien

Stylish Arts 16 & 7 Custom Lv1
Total Damage: 93
Max Hit: 7
Difficulty: Player
Forward + Strong Kick
-Down + Strong Kick
 -Forward + Light Kick
  -Light Kick
   -Strong Kick
    -Down, Back, Down, Forward + Strong Kick

..................Sakazaki Ryo

Stylish Arts 6 Custom Lv2
Total Damage: 94
Max Hit: 34
Difficulty: Gamer
Back + Light Kick
-Strong Kick
 -Strong Kick
  -Down + Strong Kick
   -Forward, Back, Forward + Light Punch
    -Down, Forward, Down, Back + Strong Punch

..................Meira Soiree

Stylish Arts 1 & 19 Custom
Total Damage: 61
Max Hit: 7
Difficulty: Player/Gamer
Light Punch
-Light Punch
 -Down + Strong Kick
  -Down + Strong Kick
   -Down + Strong Kick
    -Down + Strong Kick
     -Down, Forward + Light Kick

Stylish Arts 19 Custom Lv1
Total Damage: 81
Max Hit: 6
Difficulty: Player/Gamer
Down + Strong Kick
-(pause)Down + Strong Kick
 -Down + Strong Kick
  -Down + Strong Kick
   -Down, Forward, Down, Forward + Any Kick

..................Beart Mingnon

Stylish Arts 6 & 3 Custom
Total Damage: 51
Max Hit: 6
Difficulty: Player
Forward + Light Kick
-Down + Strong Kick
 -(Wait)Light Kick
  -Light Kick
   -Light Kick
    -Forward, Down, Forward + Light Punch

..................Still Clark

Stylish Arts 4 Custom
Total Damage: 59
Max Hit: 9
Difficulty: Novice/Player
Forward + Light Kick
-Forward + Light Kick
 -Forward + Light Kick
  -Back, Down, Forward + Strong Punch
   -Down, Down + Strong Kick
    -Down, Forward + Any Punch

..................Leona

Stylish Arts 11 & 7 Custom Lv2
Total Damage: 107
Max Hit: 11
Difficulty: Player/Gamer
Strong Punch
-Down + Light Kick
 -Down + Light Kick
  -Down + Light Kick (Pause)
   -Down + Light Kick (Pause)
    -Down + Light Kick (Pause)
     -Down + Light Kick
      -Down + Light Kick
       -Down + Strong Kick
        -Down, Back, Down, Forward + Any Kick


..................Maxima

Stylish Art 7 custom
Total Damage: 39
Max Hit: 4
Difficulty: Novice
Down + Light Kick
-Down + Light Kick
 -Down + Light Kick
  -Forward, Down, Forward + Any Kick

..................Duke



005..................Fun Stuff



..................More Combos
Keys
p = Light Punch                              k = Light Kick
P = Strong Punch                            K = Strong Kick

d = Down           f = Forward           dp = Forward, Down, Forward
u = Up                b = Back                q = Quarter
h = Half              c = Circle

Strongest
Athena - corner only p,f+p,P, hcbx2+p or P x3 instant kill

Yuri - df+k, f+k, dp+P, (df+k, dp+P)x3, dp+P

Mai- k,k, d+k, df+k, (df+k)x4, qcf+p

Leona- P, d+k, f+k, d+P, qcfx2 +P

Maxima's advance combo
p, p, P, (hcf+k, qcf+hold k) loop then hcbx2+K

Kyo (all mu shiki ) ^^
df+p,P,P, timed hcb+k, qcf+P, hcb+P, P, P, qcf+p, qcb+p hcb+k

Alba (uber cheap)
jump-in K, P,P, b+p, f+P, qcfx2+p (not P it gives you lvl2 for 98 damage lvl 1
gives you 108 damage)

Lien
P,P, K, d+K, qcf+P, qcbqcf+P (just for show)
P,P,K,d+K, qb,qcf+k (better 98 damage for 1 lvl =p)

Iori
P,P,f+P,hcb+k(loop extremely tight timing though better in corners) , (qcfqcb+p,
qcfx4+p+P, qcfqcb+p ) (not that much worth it to finish this combo but looks
cool anyway)

Kyo (all mu shiki variation)
df+p, P,P, hcb+k, qcf+p, hcb+p (may not connect), hcb+k, qcf+P, hcb+P, f+P, P,
(qcf+k,k, qcbqcf+2p (might be corner only =p)

Chae
k,K,df+K, u+k or qcfx2+k, qcbqcf+k (nothing out of the ordinary), hold d, u+k
(near wall) qcbqcf+k (didn't need the slide after all too weak +3 damage only
X_x)

By: Kensyu

…………Glitch or Just Something else.

Hand in hand -
“Choose both Clarks and leave them to stand in front of each other there hands
go though each other its like Kano from MK1 fatality digging for a heart it
looks dumb its like they are both killing each other.”

By: Michael Mantle aka Jericho_mpm
  Quotes:
 “Finished undefeated with team chae lim, ralf and clark 324 wins + best player
I have
   seen on it using total basics...”