Rage of The Dragons Moves and Combo FAQ v1.26 by TerryBogard

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===============================================================================
                     Rage of The Dragons Moves and Combo FAQ
                                  version 1.26

                                by: TerryBogard
===============================================================================
Copyright 2002 TerryBogard
Made in the Philippines
Gawang Pinoy 'to pre!  ^_^




Version History:

ver 1.26 - 11/29/2002
         - Changed link to neokbron's site.  Damn, I didn't even noticed I put
           a wrong one...  Now you can see selected combos in action!(you need
           kawaks though)  ^_^

ver 1.25 - 11/26/2002
         - ULTIMATE KANG-ANYONE COMBO DISCOVERED!!! What're you waiting for? Go
           to Team Combos section NOW!  :p
         - GAH!!  Found out the first 100% non infinite combo!!! Its in Team
           Combo section(Kang-Anyone combo)
         - Finished Character Combos
         - spell checks

ver 1.24 - 11/21/2002
         - Added another Team Combo for Sonia and Jimmy
         - Added Team Combo for Alice and Elias
         - Updated Credit section
         - Spell checks

ver 1.23 - 11/19/2002
         - Moved First Impact combos to Character Combos section
         - Added some Team Combos
         - 50% done on Character Combos

ver 1.22 - 11/18/2002
         - Added new section: Character Combos
         - Spelling checks

ver 1.12 - 11/14/2002
         - Updated Pupa's moves list.  She has 2 supers! what the hell?!?! O_o
         - Added something in the Game system section
         - Spelling checks
         - Updated credit section

ver 1.11 - 11/12/2002
         - Added more team combos

ver 1.10 - 11/11/2002
         - Thanked people in the credit section
         - Updated Game System section
         - Updated Character move list(move desc. & air blockability)

ver 1.00 - 11/10/2002 Started the FAQ
         - Put in moves list
         - Verified moves list
         - Finished Control Terms section
         - Finished Game system section
         - Added 1 Team combo for each special team.




==========
DISCLAIMER
==========
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.




==================
Table of Contents
==================

  I.  About the FAQ
 II.  Control Terms
III.  Game System/Features
 IV.  Character Moves List
  V.  Character Combos
 VI.  Team Combos
VII.  Credits




=================
I.  About the FAQ
=================

     Hi!  This is my first FAQ, so don't expect too much ok?  Any comments,
questions and violent reactions(I hope not...), drop me an email at
terrybogard77@hotmail.com.  This FAQ is more about the characters moves and
combos.  No game story here.  So if you're looking for character bios and
stories, you're better off going to Evoga's site:
http://www.evoga.com/indexeng.html or checking out other FAQs.  This was
supposed to be a combo only FAQ, but I added in the moves list since some of 
the moves listed on Evoga's site have mistakes.  I've written this FAQ assuming
you(reader) have knowledge of the basic controls of the game.  BTW, I didn't
Include Abubo and Johann here.  They're cheap.  :p

     This FAQ is made for non-profit purposes and should remain that way.  This
may be not be reproduced under any circumstances except for personal, private 
use. It may not be placed on any web site or otherwise distributed publicly 
without advance written permission to me. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.  May God strike you down if you violate these. >_<

This FAQ can be found at GameFAQs(http://www.gamefaqs.com), Buhawi League
(http://buhawileague.fateback.com) and Neo-Geo.com(http://www.neo-geo.com) web 
sites.  If you find any other web sites hosting this FAQ, please don't hesitate
to inform me.  Thank you.

With that said, lets get on with it.  ^_^




==================
II.  Control Terms
==================

These are the control terms I would be using in this FAQ:

 up - up
bck - back
fwd - forward
dwn - down
qcf - quarter circle forward (down, downforward, forward)
qcb - quarter circle back (back, downback, back)
hcf - half circle forward (back, downback, down, downforward, forward)
hcb - half circle back (forward, downforward, down, downback, back)
 DP - Dragon Punch motion (forward, down, downforward)


Attack Buttons:

A - weak punch
B - weak kick
C - strong punch
D - strong kick


In game terms:

Normals - regular attacks like punches and kicks
Bufferable - a move which can be comboed to a special move
Cancelable - see bufferable
Knock away - knocks opponent away where in sometimes you can follow up a 
             special move afterwards.
Knock down - knocks opponent down to the ground.  Cannot follow up anything
             afterwards.
B&B - Bread and Butter.  In other words, a character's main means of attack.
      Mostly used when pertaining to combos.


=================
III.  Game System
=================

     The game system resembles the King of Fighters game system with a few
added features.  Each character has the ability to do the following:

Dodge - Press AB.  Yup, the same dodge that was prevailent in the KOF series.
        Character is completely invulnerable while dodging.  You can be thrown
        out of it though.

Roll - Press fwd AB or bck AB.  Character Rolls forward or backward.  Same as
       the KOF version.  Your character will be invincible while rolling, but
       you are open to attacks just as you finish rolling.  Be careful.  You 
       can be thrown out of this too.

Tag - Press BC.  Your partner runs in and attacks the opponent(Usually a kick).
      Both characters  are invincible, though the attacking partner loses his 
      invincibility just as he performs his tag-in attack.  You need a full tag
      meter to perform a tag.  Once you tag, the tag meter will be empty and 
      will gradually fill up(a bit slow for some characters).  You are 
      vulnerable to throws while doing a tag-in attack.  The tag-in attack can
      be comboed into a command move, special or super move(all must be ground
      based).  A blocked tag-in attack will leave your character wide open, so
      be careful on using it.  You can negate the tag-in attack by doing a 
      dodge, forward or backward roll BEFORE your character performs his tag-in
      attack.  Useful in doing some wall combos(refer to Team Combos section 
      for examples).  ALL tag-in attacks CANNOT be air blocked.
      
First Impact(FI) - Press CD.  Character does a slow attack. If it hits,you have
                   the opportunity to either do a ground combo or an air combo.  
                   Each character has a different set of first impact combos 
                   both for ground and air(some are the same).  The button 
                   presses are shown above the super meter once a FI attack 
                   hits.  There are differences in using either ground or air 
                   combos after FI, although they deal the same damage. 
                   Ground combos build less super meter, but you can combo any 
                   command move(ground based of course),special or super moves,
                   even a tag-in attack. Only Oni and Pepe can combo thier Team
                   Duplex starters after a ground combo.
                   Air combos build more super meter, but you can't combo 
                   command moves afterward(with exception of some characters  
                   like Oni).  You also can't combo certain special and super 
                   moves.  You can't combo a tag-in attack after it either. But
                   you can combo a Team Duplex Starter easily after this.  What
                   can I say, You win some, you lose some...

Team Duplex - Do qcf BC.  Doing one qcf BC will make your character do a Team
              Duplex Starter.  You need a full tag meter and 1 level of super
              meter to perform a Team Duplex Starter.  Your character will run
              and combo your opponent, then launch him in the air while your
              partner comes out.  To complete the Team Duplex combo, you need
              do another qcf BC which requires 1 level of super meter again.
              In other words, to perform a complete Team duplex combo, you need
              2 stocks from your super meter and a full tag meter.  Special
              teams have special full team duplex combos(refer to character
              moves on who the special partner for each character is).
              Team Duplex Starters are comboable after any cancelable normals,
              command moves, PROVIDED the character doesn't have a qcf motion
              move on ground.  qcf moves overlap the qcf BC command that you
              will input in trying to combo the Team Duplex.  So this means 
              Only Pepe and Oni can combo thier Team Duplex Starters after 
              thier normals, command moves and First impact ground combo.  The
              rest will just have to do it after thier First impact air combo.

Surrender - Done by pressing and holding the 4 attack buttons(ABCD).  Your
            current character will do a dizzy pose and all his life will be
            transfered to his partner PLUS an additional 2 stocks on your super
            meter.

Run - Done by tapping fwd twice then holding it.  The Same run you see in most
      fighting games.

Back Dash - Done by tapping bck twice.  This game inherited the Fatal Fury's
            version of the backdash... which means the character is fully
            invincible from the time he starts to back dash till the time he
            touches the ground.  Use it wisely.

Throw - press fwd or bck C near opponent.  Throws the opponent to the direction
        you pressed.  Unblockable.  Only one kind of throw per character.


Other Game features:

Air Blocking - You can block attacks while you're airborne.  You can't airblock
               Some selected moves(like Lynn's Ryu en Hou). Check out the moves
               section for details on which moves can be air blocked.

Guard Crush - This game also has guard crush.  If you hit a blocking opponent 
              with continuous attacks, it will break thier guard.  Its works
              just like in KOF.

Wall - Some stages have Walls(Think Real Bout Series).  If an opponent hits a
       wall, they will bounce back up for a free juggle.  Walls break down if
       it got hit twice.  Only the first hit gives a free juggle.


CD Counter - Press CD while blocking an attack.  Your character will counter
             attack instantly.  This will drain 1 level from your super meter
             though.  And this will send your opponent flying to the edge of
             the screen. So if it has a wall, Opponent will fly straight to it
             (No juggle given).  Good move for those who hates walls.

Throw Breaks - You can break ground throws by pressing C, and thats C button
               only.  Other buttons won't work.  Air grabs/throws are 
               UNBREAKABLE.

Jumps - There are 4 types of jumps available(If you've played most SNK games,
        you know this one already):
        
        a. Normal jump - Just press up/upfwd/upbck.  The regular jump.  Some 
                         characters jump higher and faster.
        b. Hyper Jump - Press down/dwnbck/dwnfwd then upfwd/upbck OR do a run
                        then jump.  This has more horizontal range(covers more
                        space). Character has shadows while doing the jump.  
                        There is no hyper vertical jump.
        c. Hop/Small Jump - Just tap up/upbck/upfwd.  Character jumps half the
                            hieght of his regular jump.  Useful for suprising
                            and getting in those jump in combos.
        d. Hyper Hop/Hyper Smal Jump - Press down/dwnbck/dwnfwd then tap upfwd/
                                       upbck OR do a run then hop.  Similar to
                                       Hyper jump, this covers more horizantal
                                       range and is faster.


     IMO, the game's main core engine plays like the KOF engine.  All the 
multi hitting combos are just there for eye candy and if someone makes a 
mistake. You can't just dish out FI moves that enable you to do high damage and
multihitting combos or you'll receive a FI from your opponent when it gets 
blocked.  So plan you moves carefully.  One wrong mistake can cause you a huge
portion of your life.




=========================
IV.  Character Moves List
=========================

*Move Names Courtesy of Evoga's web page http://www.evoga.com/commands.html
 If the webmaster's reading this, you need to update your moves list.  :p

(a) - means move can be air-blocked
(n) - means move cannot be air-blocked
no sign means air blocking is not applicable.

*All Team Duplex Starters cannot be air blocked.
*All Supers cannot be air blocked(with the exception of annie when she throws
 her super projectile).

Regarding Supers: Using the weak buttons(A/B) will do a level 1 super which
                  drains 1 level of your super bar.  Using strong buttons(C/D)
                  will do a level 2 which drains 2 levels of your super bar.


little tidbit: All move names(with the exception of command moves and some
               special moves) are the ones the characters are saying while 
               doing the move!!!  O_O 

*First Impact combos has been moved to the Character Combos Section


###############################################################################
                                   Jimmy
###############################################################################



Command moves:

(n)fwd A - overhead.  Slow and does not combo after any normal attacks.
           Bufferable.

(n)dwnfwd A - Does a slow uppercut.  Knock away.  Does not combo after his 
              normals.  Ever wonder what he's doing before he actually does the
              uppercut?  Well, its an AUTOGUARD.  It will block all high and
              mid hitting physical attacks, and if hit will go straight to the
              uppercut part.  Anyway, the beauty of this move is that its a 
              knockaway.  Very useful in adding hits on corner combos. 
              Bufferable.


Special moves:

(a)Red Rage - qcf A/C.  Throws a fireball... literally.  :p

(a)Sho Ryu Da - DP A/C.  Flaming uppercut. C version does 3 hits on ground.

(n)Heat Hurricane - hcb A/C.  Does a charging elbow into a straight punch then
                    a flaming punch.  The last flaming punch can be altered by
                    doing: 
                    up which is an overhead elbow attack
                    OR 
                    dwn which is an uppercut that must be blocked low.
                    (Thanks to Gen2000 for pointing this out to me)

(a)Cannon Kick - qcb B/D.  Looks exactly like Terry's Crack shoot.  Its an
                 overhead like Terry's crack shoot in garou.  


Super:

(n)Gun Blow - qcb hcf A/C.  Charges with a burning fist then uppercuts the
              opponent to the air in flames.  C version has fire geyser finish
              after the uppercut.  Great for combos.  A version has almost full
              screen distance, while C version travels full screen.  Stop
              stealing Terry's moves jimmy!  :p


Special Team Duplex Partner: Sonia



###############################################################################
                                 Sonia
###############################################################################


 
Command moves:

(n)fwd B - overhead axe kick.  Does not combo after normal attacks. Bufferable

(n)dwnfwd B - 2 hit sweep kick. Must be blocked low.  Does not knock down.  
              Comboable after Strong attacks.  Cancelable on both hits.



Special moves:

Fascination Sharp - hcb A/C.  Unblockable & comboable.  Her command grab. Lifts
                    opponent up and drops thier head to the ground.

(n)Serpent Bite - qcb B/D.  Rolls back, and does a charging swing kick that
                  electricutes opponent.  D version does a sweep kick first
                  then the swing kick.  The roll back animation has full
                  invincibility like a regular back roll.

(a)Sepent Slash - DP B/D.  Does a jumping knee then a knockdown kick.  D 
                  version's rising knee hits twice.  Also, the knockdown kick
                  finisher of the B version is an OVERHEAD.

(a)Snake Hold - qcf A/B/C/D. A - throws a knife straight
                             B - throws a knife, turns in the middle of the 
                                 screen then goes diagonally up forward
                             C - throws a knife, turns in the middle of the
                                 screen then goes straight forward
                             D - throws a knife, turns in the middle of the
                                 screen then goes straight up

                                
Super:

(n)Guardian Mercy - qcf x 2 A/B/C/D.  Raises her hands and releases a pillar of
                    light.  A/B are level 1 supers.  Button pressed determines
                    where the light pillar will come out.  Same applies for C/D
                    level 2 supers.  Its fast and a good anti air. C/D versions
                    releases 2 pillars of light.


(n)Special Team Duplex Partner: Jimmy



###############################################################################
                                  Billy
###############################################################################


Command moves:

(n)fwd B - Overhead axe kick.  But this ones better 'coz its a knock away when 
           you hit the opponent with this in the air. Made specially for juggle
           combos.  Does not combo after his normals.  Bufferable.

Special moves:

(a)Slash Cross - qcf A/C x 2.  He slashes and creates a blue wave of energy.
                 A version becomes a full screen projectile after the 2nd
                 qcf A which looks like heidern's cross cutter move.  C version
                 creates a stationary 2 hit cross cutter in front of him, 
                 doing another qcf C will make billy throw it in a very short
                 distance and send the opponent away in flames.

(a)(n)Ko Ryu Kyaku - DP B/D.  Does a flying kick upwards.  D version does a 
                     slide kick, which must be blocked low, before the rising
                     kick.  B version can easily be airblocked.  The D version
                     however can only be air blocked if opponent is high in 
                     the air.

(n)Lightning Tail - qcf B/D.  Rapid kicks into kick finisher.  Think Robert's
                    multihit kick move.

(a)Blue Rage - qcb B/D. Does a horizontal flying kick that knocks opponent
               away.  D version can be done up to 3x and only the 3rd hit
               knocks away.  Both versions can be done in air.  On ground, 
               D version only combos after fwd B.


Super:

(n)Back Slash - qcb hcf B/D.  Does a somersault kick with a power geyser
                emission.  D version does 2 somersaults with 2 geyser emisions.
                Great anti air.

(n)Special Team Duplex Partner: Lynn



###############################################################################
                                   Lynn
###############################################################################



Air throw - fwd C in air near opponent


Command moves:

(n)fwd A - Overhead. Does not combo after her normals. Non-Buffereable, BUT it
           recovers very fast(almost zero lag) you can actually link any of
           her weak attacks(even Team Duplex starter) after opponent gets hit 
           with this.

(a)bck B in air - cross up kick.  Think Iori's Jump bck B.


Special moves:

(n)Enretsuken - hcb A/C. Short range dashing palm strike.  A version does 1 hit
                C version does 2.  Both burns and knocks away opponent.

(a)Koo Ryu Shozanha - qcf A/C.  Another fireball... this game loves fire. :p
                      It stuns opponent a little longer than other fireballs
                      though.  You can actually dash in and follow up a weak
                      normal after it in corner.  Can only combo after her 
                      dwn C(Thanks to neokbron for this).

(n)Ryu En Hou - DP A/C, qcf B/D, B/D.  She does a stationary palm strike that
                releases a short range burst of flames. Doing qcf B/D will make
                her do an upward jump kick.  Pressing B/D will make her do a
                finishing kick that sends opponent flying.

(a)Koo Ryu Kyaku - hold dwn~up B/D.  Her anti air. She does an upwad kick with
                   flames.


Super:

(n)Tobi Ryu - qcb hcf B/D.  Does a flaming kick upwards then a flaming dive
              kick.  D version will make her use the opponent as a surboard
              while doing the dive kick downward.  ^_^;


(n)Special Team Duplex Partner: Billy



###############################################################################
                                Cassandra
###############################################################################



Command moves:

(n)dwnfwd B - Slide kick. Must be blocked low. Does not knock down. Comboable
              after her strong normals.  Bufferable.

(n)fwd B - Overhead.  Does not combo after her normals.  Her illusion can combo
           after this though.  Bufferable.


Special moves:

(a)Fallen Angel - air qcb B/D. She does a spinning dive kick downwards.

(a)Angel Slash - DP A/C.  Jumps low and does an upward chop.   Decent anti air.

(n)Illusion -  qcf B/D.  She teleports and hits the opponent(kinda bumps into
               them).  B version makes her appear in front of the opponent.  D
               version makes her appear at the back.  You can be hit while
               teleporting.  A bit slow to combo after her strong normals. :(

Innocence - hcb A/C.  Counter move.  She does a Hanzo or Galford's Head strike
            move if she is hit during this move.  BTW, this move counters all
            high and mid hitting physical contact moves(no projectile).  And
            yes, it can counter physical hitting supers as well.


Super:

(n)White Wave - qcb hcf A/C. She hits the ground and releases a pillar of white
                energy.  Great anti air, 2 hits if fully connected.  Funny, the
                move's name is White wave, yet in the game I hear her say 
                'Ground' wave instead.  Raging storm anyone?  :p

(a)(n)Air White Wave - qcf hcb A/C.  Does a dive kick first then comboed into a
                    white wave when she reaches the ground.  The initial dive
                    kick is air blockable, but the succeeding white wave isn't.
                    So even if you air block the inital dive kick, you'd still
                    get hit.


Special Team Duplex Partner: Oni



###############################################################################
                                     Oni
###############################################################################



Air throw - fwd C in air near opponent


Command moves:

(n)dwnfwd B - He does high kick to the opponent's face.  Knock away, comboable
              after his Strong attacks and fast. Bufferable too.  This gets my
              vote for the best command move in the game.  Downside is it has a
              short range horizontally.

(n)fwd A - Does a spinning backfist.  2 hits, and can combo after his strong 
           attacks.  Cancellable on both hits.


Special moves:

The Ripper - hcf A/C.  Dashes in, holds the opponent by the neck, then cuts it.
             This move does not combo but is unblockable.

(a)Air Cut - DP A/C.  He does a slash downward from the top of his head. Decent
             anti air.  C version does 2 hits.  Both knocks away opponent.

(n)Cold Steel - qcb A/C x 3.  3 hit slash move.

(a)(n)Cutting Edge - air qcb A/C.  Does a 45 degree downward slash move in the
                     air.  It has a good range and knocks away when it hits.  
                     C version does 2 hits and cannot be air-blocked.


Super:

(n)Bloody Mess - qcf x 2 B/D.  Slashes upward with a wave of fire.  D version
                 has an additional claw attack afterwards.  The claw attack can
                 be delayed by holding D button.  The claw attack also guard
                 crushes upon contact with a blocking opponent.  No useful 
                 follow ups found so far after the guard crush.
 

(n)Special Team Duplex Partner: Cassandra



###############################################################################
                                     Pepe
###############################################################################



Air throw - fwd C in air near opponent


Command moves:

(a)(n)dwnfwd B - Does a spin kick then a kick to the face. 2 hits, only 2nd hit
                 is a knock away(too bad...).  Fast enough to combo after his 
                 normals.  Cancelable on Both hits. 1st hit can be air blocked,
                 the 2nd can't.

(n)fwd A - Does a leaping palm attack. Overhead.  Does not connect after his 
           normals.  Only his Temoc can combo after it.

Special moves:

(a)Ariba - DP B/D.  Rising knee move.  Good anti air. D version has a 3rd knock
           away kick move.

(n)Istak - qcb A/C.  Dashes in and does a 6 hit electric punch.  Only A version
           is comboable.  C version does 8 hits.

Cuautli - hcb A/C.  Kicks the opponent 8 times sending them flying up and
          finally eletrecutes them when he lands.  Cool looking move.  This is
          his command grab.  Its unblockable and comboable too.

(a)(n)Temoc - air qcb B/D.  Does a 1 hit dive kick(knocks away) then an 
              electric axe kick. The axe kick is an overhead.  This move is 
              easily punishable when performed at the wrong distance.  Use with
              caution.  Button pressed determines the angle of his dive.  The
              dive kick can be air blocked but the lightining after it can't.


Super:

(n)Quetzalcoatl - qcf x 2 A/C. Dashes in and rams opponent, then releases a
                  lighting upward, hitting the opponent. C version has a bigger
                  lighting explosion.  Both versions does not combo after his
                  First Impact air combo.


(n)Special Team Duplex Partner: Pupa



###############################################################################
                                    Pupa
###############################################################################



Command moves:

(n)fwd A - Hits you with a wrench.  Overhead, slow, doesn't combo after her 
           normals.  Bufferable.
        

dwnfwd B - 3 hit breakdance kick.  Must be blocked low.  Last hit is a knock
           away.  Comboable after her strong normals.  Cancelable on any of the
           3 hits.


Special moves:

(n)Parafuso - hcb B/D.  3 hit aerial kick move.  Last hit is a knock away.
              Button pressed determines the range of the move.

(a)Bencao - qcf A/C.  She throws a wrench.  A version goes straight, C version
            goes diagonally upward in a 45 degree angle.

(a)Flying Dance - DP B/D.  She does a 2 hit kick upwards.  You can add dwn A/C
                  after this for an additional knockdown hit with her wrench.

(n)Queixada - Hold D for 2 or more seconds then release. Does a split kick that
              looks like an overhead but its not.  Only combos after the 1st or
              2nd hit of her dwnfwd B command move(and after hitting the wall 
              of course :p), and its not a knockdown move.  There is a super 
              version of this(Thanks to AnotherGamer of GameFAQs MB for telling
              me), refer to her super section.

(n)Fast Kicks - Press B/D rapidly.  She does Rapid kicks like chun li. She has 
                a finisher by doing qcf B/D where She does a charging straight
                kick thats send the opponent flying.


Super:

(n)Au - qcf x 2 B/D.  Does 2 cartwheel attacks(2 hits per cartwheel attack).
        Initial hit of EVERY cartwheel is an overhead.  C version does 4
        cartwheels.  Bob wilson's gonna get mad...  :p

(n)Queixada - Hold D for 10 seconds.  If you have one super bar available, she
              will do a super version of her split kick move when button is 
              released.  This version is an OVERHEAD move and is fast enough
              to combo after the 1st or 2nd hit of dwnfwd B.
              Now, if you hold the D button for 30 seconds and have 2 super 
              bars, she will do a level 2 super version of this move.  This 
              level 2 version is UNBLOCKABLE and does a whooping 45% damage!
              The level 2 doesn't combo from anything though(again except after
              hitting the wall).  The 2 versions knock away opponent after 
              being hit.


(n)Special Team Duplex Partner: Pepe



###############################################################################
                                   Alice
###############################################################################



Command moves:

(n)fwd A - Puts her hands together and steps forward to deal 3 hits. Good range
           and is comboable after her strong attacks.  Cancelable at any hit.

(n)air dwn B - Puts her legs together for a stomp like move.  Knocks the
               opponent down when hit. Her qcb K can be done after it(it won't
               hit 'coz it knocks opponent down).


Special moves:

(n)Eat it - qcb A/C.  She swings both her arms down like a double sledgehammer
            move.  A version is fast and comboable.  C version is slow but has
            overhead properties and hits twice(2nd hit knocks down).  What a
            wierd name...

(n)Rising Hell - DP A/C.  She raises her hand and a wave of purple energy comes
                 out from the ground.  Decent anti air.  Button pressed 
                 determines where the wave would come out.  A is right next to
                 her while C is 3/4 screen distance away from her.

(a)Twinkle Twinkle - qcf A/C.  Her version of Geese/Rock's Reppuken/Double
                     Reppuken.  C version fires 2 seperate projectiles
                     consecutively.  Stuns the opponent a bit long.  Twinkle 
                     twinkle?  Can't they think of a better name?  :p

(a)Heads off - air qcb B/D.  She does a knee dive with purple energy. Knockaway
               and comboable after any of her air normals or air command move.


Super:

(n)Red Rose - hcb fwd A/C.  She makes a purple shield in front of her.  If it
              touches the opponent, he gets stunned and she will fire a huge 
              blast of purple energy.  This also acts like a counter super.  If
              ANY attack(including projectiles and super projectiles) hits the
              purple shield, it will negate the opponent's attack and she'll
              proceed to fire a huge blast of purple energy.  Its like a 
              modified version of Jin Chon Rei's P Power move in RB series.


(n)Special Team Duplex Partner: Elias



###############################################################################
                                   Elias
###############################################################################



Command moves:

(n)fwd A - Does a punch downward.  Overhead.  Can't combo after his normals.
           Bufferable.  Looks short ranged, but its hit box is longer than
           expected.

(n)fwd B - 2 hit low kick.  Must be blocked low.  Comboable after his strong
           normals.  Cancelable on both hits.


Special moves:

Sinful - DP A/C.  Grabs the opponent by his shirt and punches him 4 times that
         sends him flying.  This move is unblockable and comboable.

(a)Magnus - qcb A/C.  Punches upward and a fire wave rises up near him.  C 
            version dashes in a short deistance before doing the punch.  
            A version is comboable, C isn't.

(a)Holy Flare - qcf A/C.  Raises his hands and releases 2 fireballs in circular
                motion.  Its slow as hell to come out, but its bigger than any
                of the other projectiles that most characters can't jump over
                it.  Stuns the opponent a bit long

(a)Heaven or Hell - hcf B/D.  He runs in, if it connects, he strangles the
                    opponent with one hand burning in white flame, then throws
                    them away. 30%-40% of the damage you inflict with this move
                    alone adds up to your life.


Super:

Maximum Desiderium - hcb fwd A/C.  Runs toward the opponent.  If he hits, he
                     holds the opponent on the neck with both hands in white
                     flame for a short time then throws them away.  40%-50% of
                     the damage you inflict with this super is added to your
                     life.  Its fast enough to be comboed.


Special Team Duplex Partner: Alice



###############################################################################
                                   Annie
###############################################################################



Air throw - fwd C in air near opponent


Command moves:

(n)fwd B - 2 hit lounging knee.  Comboable after her strong normals. Cancelable
           on both hits.


Special moves:

(n)Zuum - qcf A/C.  Dashes in and performs a horizontal chop.  Knocks away
          opponent.  C version does 2 hits.
       

(a)Zuum Cross - DP A/C.  She does a chop-like uppercut.  C version makes her do
                a rolling attack(1 hit) downward in a 45 degree angle after the 
                uppercut. She has good recovery after the C version, but its
                still punishable.

(n)Ichi Ni San - hcb B/D.  She dahes in, if it connects, she holds the opponent,
                 slaps them 4 times and kicks them upward.  Opponent must be on
                 ground when you hit them with the initial dash in hit, or else
                 the rest won't connect.  Too bad... this move can't be air 
                 blocked, what a waste...  BTW, this move only combos after the
                 first hit of her fwd B. Close D, fwd B(1 hit), hcb B connects.
                 Team Duplex starter combos after this move ANYWHERE on screen.
                 Cross Sword Super connects after this move only in corners.


(a)Comet - air qcf A/C.  She throws a purple shiruken shaped projectile that 
           electricutes enemies.  Button pressed determines the angle of the
           projectile.

(a)Cat Attack - hcb A/C.  She jumps toward the opponent with her knees out.  If
                it hits, she'll get on the opponent and scratch thier face 4
                times then lets go.  Only A version is comboable.  C version
                jumps higher and has more range.


Super:

(n)(a)Cross Sword - qcb x 2 A/C.  She charges a big star shaped energy on her
                    head then throws it.  C version throws 2 big star shaped
                    energy projectiles.  Both versions can be delayed by 
                    holding the A or C button.  When you delay this, the big
                    energy she's holding can't be air blocked.  But once you 
                    release it, it can be air blocked.  Also, her upper body 
                    is invincible to attacks when this is delayed.  Great anti
                    air.


(n)Special Team Duplex Partner: Radel



###############################################################################
                                    Radel
###############################################################################



Command moves:

(n)dwnfwd B - 2 hit gut then face kick.  Comboable after his strong normals.
              Cancelable on both hits.


Special moves:

(n)Escape - qcf A/C.  Shoulder ram then an electric punch that sends the
            opponent to the edge of the screen.  A and C versions are both
            comboable, but C version does 3 hits and has more range.

Head Execution - hcb A/C.  Goes over opponents shoulder and throws them.  Its
                 unblockable and comboable.  It has a follow up qcb A/C where
                 He does a dashing electric punch the sends the opponent to the
                 edge of the screen.  If you didn't do the follow up, you can 
                 connect a Team Duplex Starter.

(a)Screw Kick - hcb B/D.  Does a series of kicks.  B version sends the opponent
                flying away dealing 2 hits, while D version sends the opponent
                the the edge of the screen and deals 3 hits.  Both versions are
                comboable.  Is it just me or he really looks stupid doing this
                move? o_O

(a)Dead Dragon - DP A/C.  Does a doublesledgehammer move upward. Good anti air,
                 and is comboable.  C version does 2 hits, and both versions 
                 sends opponent flying away.


Super:

(n)Shadow Sword - qcf hcb A/C.  Does a shoulder ram and a series of electric
                  punches.  Good thing about this is that even if you hit the
                  opponent in the air with the initial shoulder ram, it will 
                  still fully connect.


(n)Special Team Duplex Partner: Annie



###############################################################################
                                   Kang
###############################################################################



Command moves:

(n)fwd B - overhead kick.  If you manage to hit the opponent in the air while 
           his feet is still up, it will be a knock away.  Doesn't combo after
           his normals. Bufferable.

(n)dwnfwd A - 4 hit sumo palm attack that sends the opponent to the edge of the
              screen on the last hit.  Comboable to his strong normals. 
              Cancelable on any hit

dwnfwd C - This is a counter command move.  He puts his hands out while
           breathing in, if he's hit by any high and mid hitting normal at that
           time, he will counter attack using his big tummy.  This knocks up
           the opponent for a juggle.  The tummy counter is bufferable into all
           of his moves(some will miss like his super and Kang Attack).
           This command move counter can counter ANY high and mid hitting
           physical attacks... even supers!!!  O_o!


Special moves:

(a)Fire Bomb - qcf A/C.  He blows a wave of fire... like dhalsim's yoga flame
               but has more range.  It is comboable.

(n)Kang Attack - hcf B/D. Prepares his head and does a bull ram move that sends
                 the opponent to the edge of the screen. This move is VERY SLOW
                 to come out, but when he starts to ram, it is invulnerable to 
                 ANY Physical attacks... even SUPERS!!! O_O!  You can be hit by
                 Projectiles AND when he's preparing to ram though.  Can I say
                 Ralf tackle?  :p

(a)Rolling Fire - qcb A/C, He somesaults while doing a fire bomb.  Can act as a
                  decent anti air.  Also comboable.

(a)Kang Screw - DP A/C.  He jumps up vertically while spinning like a top. 
                Great as anti air and does multiple hits.  Good for combos and
                builds and awful lot of super meter.  Not to mention it deals a
                good amount of tick damage if opponent air blocks it.  :D


Super:

Body Press Special - hcb x 2 B/D.  Throws you up then follows up with a very
                     high Kang Screw.  D version has an additional butt press
                     while opponent is falling down.  Unbloackable and 
                     comboable.


(n)Special Team Duplex Partner: Mr. Jones



###############################################################################
                                 Mr. Jones
###############################################################################



Air throw - fwd C in air while near opponent


Command moves:

(n)fwd A - Does an overhead elbow attack.  Does not combo after his normals.
           Bufferable. 

(n)dwnfwd B - Does a 2 hit frog-like kick.  Must be blocked low.  Comboable
              after his Strong normals.  Cancelable on both hits.


Special moves:

(n)Retro Knuckle - qcb A/C. Does a hoping punch forward that sends the opponent
                   away.  C version does 2 hits and has more range.  Only A 
                   version is comboable.  Its like Tung Fue Rue's
                   qcb A/C move in the RB series.

(n)Gaudy Punch - Press A/C rapidly.  Does a flurry of punches.  Too bad he
                 doesn't have a finisher for this move.

(a)Arc Fliegen - qcb B/D.  Jumps and spins around with his feet out like a
                 wheel.  B version jump straight up, D version moves forward.
                 Decent anti air.  Hits twice.

(n)Funky Impacto - qcf A/C.  Does a short range palm strike that sends the
   (Funky Impact)  opponent to the edge of the screen.  A version is fast and
                   comboable.  C version is very slow, but can guard crush a
                   blocking opponent.  No follow ups though, so its pretty
                   useless(the guard crush I mean). ~_~


Super:

(n)Groove Master - qcb x 2 B/D.  Does a slide then a flying kick upwards.  
                   Inital hit on both versions must be blocked low.
                   Can I say Gato's Super? :p


(n)Special Team Duplex Partner: Kang




====================
V.  Character Combos
====================

     This section deals with Combos for a specific character alone.  I will try
to give some tips too, so lets get the ball rolling.


General Tip #1:
     All command moves with overhead properties can be linked after a normal
attack, but opponent can block it(unlike in KOF series) because its slow to 
come out.  The main reason why overheads do not connect after any normal(unlike
in other games) is because it NEVER loses its overhead property. So even if you
combo your overhaed command move after a normal, it will still be an overhead.  
And the scary part is... all overhead command moves(except lynn's) are 
BUFFERABLE, meaning you can combo a special or super move after it and it will 
connect.


General Tip #2:
     Characters with overhead and low hitting command moves(Sonia and Cassandra
for example) can mess up with thier opponent's mind with these.  Mix it up
often.


*All combos are done with empty super meter at start, unless specified.

*On all combos, Jump D is optional. You can start the combo with the move after
 the optional jump D.

*Trick combos: These are combos used for mind games, in other words, making 
               your opponent guess where to block.

*Wall Combos:  Combos that needs a wall.  duh!  :p


###############################################################################
                                   Jimmy
###############################################################################

First Impact combos:
Ground - A, A, B, C, C
Air    - B, A, C, D, D

-When doing a First impact ground combo, its usually better to add a dwnfwd A
 before any special or super move finisher.  Additional damage, additional hit,
 but you need to get the timing though.

My preferred B&B combo:  Jump D, close C(2 hits), qcf C

-why?  Its safe when blocked.

Other Combos:
-Jump D, close C(2 hits), DP C
-Jump D, close D, hcb A(follow up of your choice)
-Jump D, close C(2 hits), qcb hcf A/C


Trick combos:

-dwn B, fwd A, qcb B(double overhead trick)
-dwn B, fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, qcb hcf A/C.

As you can see, Jimmy is suitable for those who like to block low most of the
time.  hehe...  ^_~


Wall combos:

-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A,
 qcb hcf A.  14 hits, approximately 50% damage.

(needs at least 2 levels of super meter at start)
-Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A,
 qcb hcf A.  15 hits, approximately 60% damage.



###############################################################################
                                 Sonia
###############################################################################

First Impact combos:
Ground - A, A, C, C, D
Air    - B, A, B, A, C


My B&B combo: Jump D, close D, dwnfwd B(2 hits), hcb A.

-If opponent blocks the combo I do qcb B or qcf A instead.  You can do DP B/D
 or super in place of hcb A if you wish.

Other Combos:
-Jump D, close D, dwnfwd B(2 hits), DP B/D
-Jump D, close D, dwnfwd B(2 hits), qcf x 2 A/B/C/D


Trick Combos:

-Jump D, dwn B, fwd B, DP B.  (double overhead trick)
-Jump D, dwn B, fwd B, hcb A.  yes, hcb A will connect IF you hit them with the
 fwd B
-Jump D, close C, dwnfwd B(1 hit), DP B.  (Low-high trick)

lotsa mind games with her by mixing up her fwd B and dwnfwd B command moves.


Wall combos:

-Jump D, close D, dwnfwd B(2 hits), DP D, hits wall, CD, air B, A, B, A, C,
 qcf x 2 A.  14 hits, approximately 60% damage.

(needs at least 1 and 1/2 super meter at start)
-Jump D, close D, dwnfwd B(2 hits), qcf x 2 C, qcf A(miss), hits wall, CD, air
 B, A, B, A, C, qcf x 2 A.  13 hits, approximately 80% damage.


###############################################################################
                                  Billy
###############################################################################

First Impact combos:
Ground - B, A, C, D, D
Air    - A, B, B, C, D

My B&B Combo: Jump D, Close C(1 hit), qcf A/C

-I use close C 1 hit only 'coz some of his moves only combo after the 1st hit.
 2nd hit pushes opponent way back.
-You can use qcf B/D, qcb B, DP B/D instead of qcf A/C.

Other combos:
-Jump D, hop forward D, air qcb B
-fwd B, qcb D x 2, close C(1 hits), qcf B/D
-fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D


Trick Combos:

-Jump D, dwn B, fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D
-Jump D, close D(1 hit), fwd B, DP D.  (High-low trick)


Wall Combos:

-Jump D, close D(1 hit), qcf D, qcb B(miss), hits wall, CD, B, A, C, D, D,
 fwd B, qcb hcf B.  23 hits, approximately 45% damage

(needs at least 2 levels of super meter at start)
-Jump D, close D(2 hits), qcb hcf D, hits wall, CD, B, A, C, D, D, fwd B,
 qcb hcf B.  19 hits, approximately 70% damage.


###############################################################################
                                   Lynn
###############################################################################

First Impact combos:
Ground - A, A, A, C, C
Air    - A, A, A, C, C

My B&B Combo: Jump D or cross up bck B, close C, [DP A, qcf B, B] OR hcb A/C

-Don't use DP A if your opponent has a fast move the travels forward.  DP A has
 a lag after it, fast specials and supers will hit you if its blocked.
-Use hcb A/C if the combo gets blocked


Other Combos:
-Jump D, dwn C, qcf A/C
-dwn C, qcf A, dash in dwn B, qcb hcf D(corner only)

Infinite Combo(courtesy of neokbron):
-Crounching opponent in corner, dwn C, qcf A/C, repeat from dwn C.


Trick combos:

-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), hold dwn~up D
-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), qcb hcf D
-Jump D, dwn B, fwd A, qcf BC, qcf BC


Wall combos:

-Jump D, close D, DP A, qcf B, B, qcf A(miss), hits wall, CD, air A, A, A, C, 
 C, qcb hcf B.  13 hits, approximately 55% damage

(needs at least 2 levels of super meter at start)
-Jump D, close D, qcb hcf D, hits wall, CD, air, A, A, A, C, C, qcb hcf B.  13
 hits, approximately 75% damage.


###############################################################################
                                Cassandra
###############################################################################

First Impact combos:
Ground - A, B, C, C, D
Air    - A, B, C, C, D


My B&B combo:  Jump D, close C, dwnfwd B, DP A/C OR qcf B/D

-If opponent blocks the combo, use qcf B/D.  Its a safe move when blocked, plus
 you'll still be in range to keep the pressure on your opponent.

Other Combos:
-Jump D, hop forward D, air qcb B.
-Jump D, hop forward D, air qcf hcb A/C


Trick combos:

-Jump D, dwn B, fwd B, qcf B/D
-Jump D, dwn B, dwnfwd B, qcf B/D OR DP A/C
-Close C, fwd B, qcf B/D
-close C, dwnfwd B, qcf B/D OR DP A/C


Wall Combos

-Jump D, Close D, dwnfwd B, DP C, hits wall, CD, A, B, C, C, D, qcb hcf A.  12
 hits, approximately 55% damage.

(Needs at least 2 levels of super meter at start)
-Jump D, hop forward D, qcf hcb C, qcb upbck B(miss), hits wall, CD, A, B, C,
 C, D, qcb hcf A.  13 hits, approximately 70% damage.



###############################################################################
                                     Oni
###############################################################################

First Impact combos:
Ground - A, A, C, C, D
Air    - A, B, C, C, D

My B&B combo: Jump C, close C(2hits), fwd A(2 hits), qcb C x 3

Other combos:

-Close C, dwnfwd B, DP C
-Jump C or D, Jump C or D, air qcb A.


Trick combo:

-Jump D, qcb upbck A.


Wall Combos:

(needs at least 1/8 super meter at start)
-Jump C, close C(2hits), fwd A(2 hits), qcb C x 3, hits wall, CD, air A, B, C,
 C, D, dwnfwd B, qcf x 2 D.  19 hits, approximately 60% damage.

(needs at least 2 and 1/2 levels of super meter at start)
-Jump C, close C(2 hits), fwd A(2 hits), qcf x 2 D, CD, air A, B, C, C, D,
 dwnfwd B, qcf x 2 D.  20 hits, approximately 75%-80% damage.  Double level 2
 super combo!!!



###############################################################################
                                     Pepe
###############################################################################

First Impact combos:
Ground - A, B, C, D, D
Air    - B, A, C, D, D

My B&B combo:  Jump D, Close D(2 hits), dwnfwd B(1 hit), qcb A.

Other combos:
-Jump D, close D(1 hit), dwnfwd B(1 hit), hcb B/D
-Jump D, close D(2 hits), dwnfwd B(2 hits), DP B/D
-Jump D, close D(2 hits), dwnfwd B(2 hits), qcf x 2 A/C


Trick Combos:

-Jump D, close D(any hit), fwd A, qcb B
-Jump D, dwn B, fwd A, qcb B


Wall Combos:

-Jump D, close D(2 hits), dwnfwd B(2 hits), DP D, hits wall, CD, A, B, C, D, D,
 qcf x 2 A.  16 hits, approximately 65% damage.

(needs at least 2 and 1/2 levels of super meter at start)
-Jump D, Close D(2hits), dwnfwd B(2 hits), qcf x 2 C, hits wall, CD, A, B, C,
 D, D, qcf x 2 A.  15 hits, approximately 60% damage.



###############################################################################
                                    Pupa
###############################################################################

First Impact combos:
Ground - A, A, B, B, D
Air    - B, B, D, D, D

My B&B combo: Jump D(hold D), dwn C, dwnfwd B(2 hits), release D or qcf A

-You can use DP B then dwn C or hcb B/D or the rapid kicks, but Queixada is 
 better since its safe when blocked.
-Holding D button with her can do a lot of wonder...  ^_^

Other combos:
-Jump C, dwn C, dwnfwd B(2 hits), hcb B/D
-Jump C, dwn C, dwnfwd B(2 hits), press B/D rapidly, qcf B/D
-Jump C, dwn C, dwnfwd B(2 hits), qcf x 2 B/D


Trick Combos:

-Jump D(hold D), dwn C, fwd A, release D or hcb B/D
-Jump D(hold D), dwn C, dwnfwd B(2 hits), release D or hcb B/D
*mix up the 2 combos above.  If you've held the D button for 30 seconds, do:
-dwn C, release D button.

If you're opponent got used to blocking yor combos, chances are, he'll get hit
by the super 'coz its unblockable.  ^_^


Wall Combos:

-Jump D, dwn C, dwnfwd B(2 hits), DP D then dwn C, hits wall, CD, air B, B, D,
 D, D, qcf x 2 B.  17 hits, approximately 55% damage.

(needs at least 2 levels of super meter at start)
-(Hold D for at least 8 seconds before starting the combo), Jump C, dwn C,
 dwnfwd B(2 hits), release D(super), hits wall, CD, air B, B, D, D, D, qcf x 2
 D.  19 hits, approximately 60% damage.

(needs 3 levels of super meter at start)
-(Hold D for at least 20 seconds or 13 game seconds before starting the combo),
 Jump C, dwn C, dwnfwd B(2 hits), qcf x 2 B, hits wall, release D(super).  9 
 hits, approximately 75% damage.  This is probably the most damaging single
 character wall combo(with the exception of the infinites).





###############################################################################
                                   Alice
###############################################################################

First Impact combos:
Ground - A, A, C, C, C
Air    - B, A, C, D, D

My B&B Combo: Jump D, close D, fwd A(3 hits), qcf A or C/DP A/qcb A

Her ground moves have good recovery... almost zero lag.  Even her super pushes
opponents back far when blocked.  So abuse the recovery of her moves.

Other combos:
-Jump D, hop forward D, air dwn B
-Jump D, close D, fwd A(3 hits), hcb fwd A/C


Infinite combo(courtesy of neokbron):

-CD, air B, A, C, D, D, dwn B(miss), repeat from CD.

I suggest you refrain from using this one, but use its structure on some of
your FI combos.


Trick Combos:
-Jump D, dwn B, fwd A, qcb C
-dwn B, qcb A, qcb C.


Wall Combos:

-Jump D, close D, fwd A, DP A, qcb upbck B(miss), hits wall, CD, air B, A, C, 
 D, D, dwn B(miss), CD A, A, C, C, C, hcb fwd C.  24 hits, approximately 70%
 damage.

(needs at least 2 and 1/2 levels of super meter)
-Jump D, Close D, fwd A, hcb fwd C, hits wall, dash in hcb fwd A.  14 hits,
 approximately 55% damage.




###############################################################################
                                   Elias
###############################################################################

First Impact combos:
Ground - A, B, A, C, D
Air    - A, C, D, D, D

My B&B Combo:  Jump D, close C(2 hits), fwd B(2 hits), qcb A.

Other combos: 
-Jump D, close C(2 hits), fwd B(1 hit), hcb B/D
-Jump D, close C(1 hit), fwd B(1 hit), DP A/C
-Jump D, close C(2 hits), fwd B(1 hit), hcb fwd A/C


Abuse his qcf A/C.  Its huge size makes it possible for you to pin your
opponent to the other side.  Yes, it can be air blocked, but his super can't...
get my drift?  ;)


Trick Combos:

-close B, fwd A, qcf A (his close B must be blocked low.  ^_^)
-Close C(1 hit), fwd B or fwd A, qcb A.  mix up his fwd A and fwd B
-qcf A, opponent air blocks it, hcb fwd A/C OR qcf BC.  At the right distance,
 Elias can catch the opponent with his super or Team duplex starter before he 
 lands from the air block.  ^_^
-qcf A, opponent dodges/rolls fwd or bck, dash in DP A/C.


Wall Combos:

-Jump D, Close C(2 hits), fwd B(1 hit), hcf B, hits wall, CD, A, B, A, C, D,
 hcb fwd A.  12 hits approximately 50% damage plus 10% addition to your life.

(needs at least 2 and 1/2 levels of super meter at start)
-opponent full screen distance, qcf A, hcb fwd A, hits wall, Cd, A, B, A, C, D,
 hcb fwd C. 9 hits, 55% damage Plus 10% addion to your life.


###############################################################################
                                   Annie
###############################################################################

First Impact combos:
Ground - A, A, B, C, C
Air    - A, A, B, D, C

My B&B combo:  Jump D, Close D, fwd B(2 hits), qcf A.

Other combos:
-Jump D, Close D, fwd B(2 hits), hcb A
-Jump D, Close D, fwd B(1 hit), hcb B/D, DC C
-Jump D, Close D, fwd B(1 hit), hcb B/D, qcb x 2 A/C(corner only)


Trick Combos:

-Jump D, dwn B, hop forward D, air qcf A.  If air qcf A hits, continue with any
 of her combos starting with close D.


Wall Combos:

-Jump D, Close D, fwd B(1 hit), hcb B, DP C, qcf A(miss), hits wall, CD, A, A,
 B, C, C, qcb x 2 A.  19 hits, approximately 55% damage.

(needs at least 2 levels of super meter at start)
-Jump qcf A, close D, fwd B(1 hit), hcb B, qcb x 2 C, qcf A(miss), hits wall, 
 CD, A, A, B, C, C, qcb x 2 A.  20 hits, approximately 65% damage.



###############################################################################
                                    Radel
###############################################################################

First Impact combos:
Ground - A, A, A, C, D
Air    - A, A, A, C, D

My B&B combo:  Jump D, close D(2 hits), dwnfwd B, qcf A/DP A.

-Be careful on characters with fast moves and supers(like Jimmy and his gun
 blow) 'coz all of Radel's moves have a tiny lag in which fast moves and supers
 can exploit.

Other combos:
-Jump D, close D(2 hits), dwnfwd B, hcb B.
-Jump D, dwn B, qcf A.
-Jump D, close D(2 hits), hcb A/C, qcb A/C
-Jump D, close D(2 hits), dwnfwd B, qcf hcb A/C.


I have no Trick Combos for him.


Wall Combos:

(needs at 2 levels of super meter)
-Jump D, close D(2hits), dwnfwd B(2 hits), qcf hcb A, hits wall, CD, A, A, A,
 C, D, qcf hcb C.  22 hits, approximately 70% damage.



###############################################################################
                                   Kang
###############################################################################

First Impact combos:
Ground - A, A, A, A, C
Air    - A, A, A, A, C

My B&B combo: Cross up/regular jump D, dwn C, dwnfwd A(3 hits), qcf A

-His Jump D is a great cross up move.  Abuse it.  Use Kang screw(DP A/C) every
 chance you get.  It builds up super meter fast, deals tremendous amounts of
 hits, and has high dizzy potential.


Other Combos:
-Cross up jump D, dwn C, dwnfwd A(3 hits), DP A/C
-Cross up jump D, dwn C, dwnfwd A(3 hits), qcb A
-Cross up jump D, dwn C, dwnfwd A(3 hits), hcb x 2 A/C


Trick Combos:

-dwn B, fwd B, qcf A or qcb A
-dwn B, fwd B, hcb x 2 A/C
-dwn B, dwn A, dash in hcb x 2 A/C


Wall Combos:

-Jump D, dwn C, dwnfwd A(3 hits), DP C, hits wall, fwd B(knockaway), wait till
 opponent is near you, DP C, wall break, opponent dizzy, cross up jump D, dwn
 C, dwnfwd A(3 hits), hcb x 2 C.  56 hits, approximately 85% damage.

-Jump D, CD, A, A, A, A, C, fwd B(knockaway), wait till opponent is near you, 
 DP C, hits wall, fwd B(knockaway), wait till opponent is near you, DP C, wall
 break, opponent dizzy, cross up jump D, dwn
 C, dwnfwd A(3 hits), hcb x 2 C.  59 hits, approximately 90% damage.



###############################################################################
                                 Mr. Jones
###############################################################################

First Impact combos:
Ground - A, B, C, D, C
Air    - A, B, B, C, C

My B&B combo: Jump C, dwn C, dwnfwd B(2 hits), qcb A or press P rapidly

-qcb A is the safest move wehn blocked.  So its best to use that.


Other combos:
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcf A or qcb B/D
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcb x 2 B/D


Trick combos:
-dwn B, fwd A OR dwnfwd B, qcb A.  Mix up dwnfwd B and fwd A.
-dwn B, fwd A, qcb x2 B/D.  Low, high low... talk about confusion.  ;)


Wall Combos:

-Jump D(2hits), close C, dwnfwd B(2 hits), qcb B, hits wall, CD, air A, B, B, 
 C, C, qcb x 2 B.  18 hits, approximately 50% damage.

(needs at least 2 and 1/2 levels of super meter at start)
-Jump C, close C, dwnfwd B(2 hits), qcb x 2 D, hits wall, CD, air A, B, B, C,
 C, qcb x 2 B.  22 hits, approximately 65% damage.




================
VI.  Team Combos
================

     Here are some Team specific combos I made up and performed, so I assure
you these are working.  Feel free to try em out.  If you have any questions,
send me an email.  
       
     All combos are done with empty super meter at start, unless specified.  
Most combos that start with Jump D, CD can be substituted with Jump D, close C,
followed by any command move into special or super.  Your choice, so be
creative!  ^_^

     Most, if not all combos are done against Jimmy.  hehe, no offense Jimmy 
fans.  ^_^;

     Most combos here are for exhibition purposes only.  Its quite hard to land
on Human opponents.  Some combos require timing, so get those fingers ready!


*Note: When you see 'BC cancel into fwd AB', it means the tag-in attack won't 
       hit and must be cancelled into a roll.  BC means the tag in attack
       should hit.


     Some combos are available for viewing via winkawaks.  Proceed here for the
input files:  http://www.geocities.com/kbronyagami

Thanks neokbron for hosting my inputs.  ^_^


                             #############
                             Jimmy - Sonia
                             #############

Wall Combos starting with Jimmy:

-Jump D, CD, A, A, B, C, C, dwnfwd A, DP C, BC cancel into fwd AB, hits wall,
 (Sonia)CD, air B, A, B, A, C, qcf x 2 C.  18-19 hits depending whether Jimmy
 scores 3 hits with his DP C. approximately 55% damage.

(needs 1/4 super meter at start):
-Jump D, CD, A, A, B, C, C, dwnfwd A, qcb hcf A, BC cancel into fwd AB, (Sonia)
 CD, air B, A, B, A, C, qcf x 2 A.  17 hits, approximately 58% damage.



Wall Combos starting with Sonia:

-Jump D, CD, air B, A, B, A, C, DP D, hits wall, CD, air B, A, B, A, C, qcf BC,
 qcf BC, (Jimmy)CD, air B, A, C, D, D, qcb hcf A. 43-44 hits, approximately 
 80% damage.

-Jump D, CD, A, A, C, C, D, BC, dwnfwd A(Jimmy), DP C, hits wall, CD, A, A, B,
 C, C, dwnfwd A, qcb hcf C.  21 hits, approximately 60% damage.

(needs at least 1 level of super meter at start)
-Jump D, close C, dwnfwd B(2hits), qcf x 2 A, BC cancel into fwd AB(Jimmy), CD,
 A, A, B, C, C, dwnfwd A, qcb hcf A.  14 hits, approximately 70% damage.

(needs at least 2 levels of super meter at start)
-Sonia in Corner,Jump D, CD, A, A, C, C, D, BC, dwnfwd A(Jimmy),qcb hcf A 
 (miss), qcb hcf C, qcb B(miss), hits wall, CD, A, A, B, C, C, BC, DP D(Sonia).
 22 hits, approximately 65% damage.



-------------------------

                              ############
                              Billy - Lynn
                              ############

Wall Combos starting with Billy:

-Jump D, small jump D, qcb B(air), hits wall, BC, qcb hcf B.  6 hits, 
 approximately 45% damage.

-Jump D, CD, B, A, C, D, D, BC, DP A(Lynn), qcf D, D, hits wall,
 CD, air A, A, A, C, C, qcf BC, qcf BC.  36 Hits, approximately 70% damage.

-Jump D, CD, B, A, C, D, D, fwd B, qcf D, BC cancel into fwd AB, hits wall, CD
 (lynn), air A, A, A, C, C, qcb hcf D.  28 hits, approximately 60% damage.


Wall Combos starting with Lynn:

-Jump D, CD, A, A, A, C, C, BC, (Billy)fwd B, qcf D, hits wall, CD, air A, B, 
 B, C, D, qcf BC, qcf BC.  45 Hits, approximately 70%-75% damage.

-Jump D, CD, A, A, A, C, C, DP C, qcf D, D, hits wall, BC cancel into fwd AB
 (Billy), CD, air A, B, B, C, D, qcb hcf D.  22 Hits, approximately 60% damage.

-Jump D, close D, DP A, qcf D, D, BC cancel into fwd AB(Billy), CD, B, A, C, D,
 D, fwd B, qcb hcf B.  15 hits, approximately 55% damage

(needs at least 1 and 1/2 levels of super meter at start)
-Jump D, CD, A, A, A, C, C, BC, (Billy)qcb hcf D, hits wall, CD, B, A, C, D, D,
 fwd B, qcb hcf B.  24 Hits, approximately 75% damage.



-------------------------

                             ###############
                             Cassandra - Oni
                             ###############

Wall Combos starting with Cassandra:

-Jump D, close D, dwnfwd B, DP C, BC cancel into fwd AB, hits wall, (Oni)CD, 
 air A, B, C, C, D, dwnfwd B, qcf x 2 B.  12 hits, approximately 55% damage.

-Jump D, CD, A, B, C, C, D, BC, (Oni)dwnfwd B, DP C, hits wall,
 CD, air A, B, C, C, D, qcf BC, qcf BC.  38 Hits, approximately 80% damage.

(needs at least 1 level of super meter at start)
-Jump D, CD, air A, B, c, C, D, qcf hcb A, BC cancel into fwd AB, hits wall,
 (Oni)CD, air A, B, C, C, D, dwnfwd B, qcf x 2 D.  20 hits, approximately 70%
 damage.

(needs at least 2 levels of super meter at start) 
-Jump D, CD, A, B, C, C, D, BC, (Oni)dwnfwd B, qcf x 2 D, hits wall,
 CD, air A, B, C, C, D, qcf BC, qcf BC.  40 Hits, approximately 88%-90% damage.  
 Alternate and a bit more damaging version of the 2nd combo.

(needs at least 2 and 3/4 levels of super meter at start)
-Jump D, jump forward D, qcf hcb A, hit wall, BC, (oni)dwnfwd B, qcf x 2 D.  10
 hits, approximately 70% damage.



Wall Combos starting with Oni:

(needs 2 levels of super meter at start)
-Jump D, CD, air A, B, C, C, D, dwnfwd B, qcf x 2 D, BC, (Cassandra)qcb hcf A.
 15 hits, approximately 70% damage.

(needs 2 levels of super meter at start)
-Jump D, CD, air A, B, C, C, D, dwnfwd B, qcf x 2 D, BC cancel into fwd AB, 
 (Cassandra)CD, A, B, C, C, D, qcb hcf C.  17 hits, approximately 70% damage.


-------------------------

                               ###########
                               Pepe - Pupa
                               ###########

Wall Combos starting with Pepe:

-Jump D, jump D, air qcb B, BC cancel into fwd AB, hits wall, (Pupa)CD, air B,
 B, D, D, D, qcf x 2 B.  14 hits, approximately 50% damage.

-Jump D, CD, A, B, C, D, D, BC, (Pupa)DP D then dwn C, hits wall, CD, air B, B,
 D, D, D, qcf x 2 D.  25 hits, approximately 65% damage.

-Jump D, CD, air B, A, C, D, D, DP D, hits wall, CD, air B, A, C, D, D, qcf BC,
 qcf BC.  39 hits, approximately 65% damage.


Wall Combos starting with Pupa:
-Jump D, CD, A, A, B, B, D, BC, (Pepe)DP D, hits wall, CD, A, B, C, D, D,
 qcf x 2 A.  19 hits, approximately 55% damage.

(needs at least 1 and 1/2 super meter and you must have held D button for
 approximately 7 seconds before starting)
-Jump C, dwn C, dwnfwd B(2 hits), release D button(super), hits wall, CD, air
 B, B, D, D, D, qcf BC, qcf BC.  34 hits, approximately 70% damage.

(needs 2 stocks of super meter at start)
-Jump D, CD, air B, B, D, D, D, qcf x 2 B, hits wall, BC cancel into fwd AB,
 (pepe)CD, A, B, C, D, D, qcf x 2 C.  19 hits, approximately 60% damage.




-------------------------

                              #############
                              Alice - Elias
                              #############

Wall Combos starting with Alice:

-Jump D, CD, air B, A, C, D, D, air qcb D, hits wall, CD, air B, A, C, D, D,
 qcf BC, qcf BC.  34 hits, approximately 60% damage.

-Jump D, CD, A, A, C, C, C, DP A, qcb A(miss), qcb upbck B(miss), hits wall,
 CD, air B, A, C, D, D, qcf BC, qcf BC.  This is an alternative to the above
 combo


-Jump D, close D, fwd A(3 hits), DP A, BC cancel into fwd AB, (Elias)CD, A, B,
 A, C, D, hcb fwd A.  13 hits, approximately 50% damage.



Wall Combos starting with Elias:

-Jump D, close C(2 hits), fwd B(2 hits), qcb A, BC cancel into fwd AB, (alice)
 CD, air B, A, C, D, D, hcb fwd A.  15 hits, approximately 55% damage


-Jump D, CD, A, B, A, C, D, BC, (Alice)DP A, qcb A(miss), qcb upbck B(miss),
 hits wall, CD, air B, A, C, D, D, air dwn B(miss), CD, A, A, C, C, C, BC,
 (Elias)hcb fwd C.  23 hits, approximately 70% damage.

-Jump D, CD, A, B, A, C, D, BC, (Alice)DP A, Taunt, hits wall, CD, air B, A, C,
 D, D, air dwn B(miss), CD, air B, A, C, D, D, qcf BC, qcf BC.  41 hits, 
 approximately 75%-80% damage.


(needs at least 2 and 1/2 super meter at start)
-Jump D, close C(2 hits), fwd B(2 hits), hcb fwd A, BC, hcb fwd C.  13 hits,
 approximately 60% damage.



-------------------------

                              #############
                              Annie - Radel
                              #############

Wall Combos starting with Annie:

-Jump D, CD, air A, A, B, D, C, DP C, hits wall, CD, A, A, B, C, C, BC(tag-in
 attack), (Radel)qcf hcb C.  23 hits, approximately 55%-60% damage.

(needs at least 2 and 1/4 super meter at start)
-Jump D, CD, A, A, B, C, C, qcb x 2 C, qcf A(miss), hits wall, qcf A(miss), CD,
 air A, A, B, D, C, qcf BC, qcf BC.  34 hits, approximately 83% damage.



Wall Combos starting with Radel:

-Jump D, close D(2 hits), dwnfwd B(2 hits), hcb B, BC, qcb x 2 A.  10 hits, 
 approximately 53% damage.

(needs at least 1 super meter at start)
-Jump D, CD, A, A, A, C, D. hcb B, BC cancel into fwd AB, (Annie)CD, A, A, B,
 C, C, qcb x 2 C.  17 hits, approximately 53% damage.

(needs at least 2 and 1/4 super meter at start)
-Jump D, CD, A, A, A, C, D, BC, (Annie)qcb x 2 C, qcf A(miss), hits wall, 
 qcf A(miss), CD, air A, A, B, D, C, qcf BC, qcf BC.  35 hits, approximately 
 85% damage.


-------------------------

                             ################
                             Kang - Mr. Jones
                             ################

Wall Combos starting with Mr. Jones:

-Jump D(2 hits), CD, air A, B, B, C, C, qcb A, hits wall, CD, air A, B, B, C,
 C, qcf BC, qcf BC.  39 hits, approximately 60% damage.

(needs at least 1 and 3/4 super meter before start)
-Jump D(2 hits), dwn C, dwnfwd B(2hits), qcb x 2 D, BC cancel into fwd AB, hits
 wall, (Kang)CD, air A, A, A, A, C, DP C.  31 hits, approximately 65% damage.


Wall Combos starting with Kang:

-Jump D, CD, A, A, A, A, C, fwd B, DP C(3 hits), BC cancel to fwd AB, hits 
 wall, (Jones)CD, air A, B, B, C, C, qcb x 2 D.  24 hits, approximately 55% 
 damage.
 *Notes: the combo counter should be 11 hits when you finsih doing DP C in
         this combo.  if not, you can only do qcb x 2 B as finisher unless you
         didn't start the combo with an empty super meter.

-Jump D, CD, A, A, A, A, C, BC, (Jones)qcb D, hits wall, CD, air A, B, B, C, C,
 qcb x 2 B.  21 hits, approximately 52% damage.

 

-------------------------


                                ###########
                                Jimmy-Billy
                                ###########

Wall Combos starting with Billy:

(needs at least 1 and 1/8 super meter at start)
-Jump D, CD, B, A, C, D, D, BC, dwnfwd A(Jimmy), qcb hcf C, qcf A(miss), CD, A
 A, B, C, C, dwnfwd A, qcb hcf A.  21 hits, approximately 80% damage.


Wall Combos starting with Jimmy:

(needs at least 1 and 1/2 super meter at start)
-Jump D, CD, A, A, B, C, C, dwnfwd A, qcb hcf A, qcf A(miss), CD, air B, A, C,
 D, D, qcf BC, qcf BC. 41 hits, approximately 80% damage.


-------------------------


                          ############################
                          Ultimate Kang - Anyone Combo
                          ############################

These combos start with Kang.  You can start with an empty super meter... with
ANY partner... woot!   O_O!!!  These combos needs 2 walls though.

-Jump D, dwn C, dwnfwd A(3 hits), DP C, hits wall, fwd B(knockaway), wait till
 opponent is near you, DP C, wall break, opponent dizzy, push opponent to the 
 middle of the screen, go back to 1P side, cross up jump D, dwn C, 
 dwnfwd A(3 hits), hcb x 2 A, hits wall, dash in CD, air A, A, A, A, C, qcf BC,
 qcf BC.  Deals a WHOOPING 80 hits, approximately 95% damage!!!  O_O!!!  Did
 somebody say Kang is weak?  :p

-Jump D, CD, A, A, A, A, C, fwd B(knockaway), wait till opponent is near you, 
 DP C, hits wall, fwd B(knockaway), CD, A, A, A, A, C, fwd B(knockaway), wait
 till opponent is near you, DP C, wall break, opponent dizzy, push opponent to the 
 middle of the screen, go back to 1P side, cross up jump D, CD, A, A, A, A, C,
 fwd B(knockaway), wait till opponent is near you, DP C, hits wall, dash in CD,
 air A, A, A, A, C, qcf BC, qcf BC.  Deals a WHOOPING 93 hits, 100% damage!!!  
 O_O!!!  Oolala!!!  Now who's laughing at Kang now... BWAHAHAHAHA...  :D

*Note: this combo is a bit harder to perform on Jimmy.

*Feels proud on the 100% combo*  \(^o^)/
This stuff has strict timing, so it can't be abused on real battles.  That
fwd B into CD is the hardest part of the combo...




=============
VII.  Credits
=============

Many Thanks to the following:

-Evoga, Playmore, Noise Factory for producing and releasing this game.  Can we
 expect a sequel?  ^_^;

-GameFAQs for hosting my crap excuse for an FAQ. Also for my disclaimer section
 and part of my about FAQ section.

-Bakasama(Satanic Hamster of ON).  You know why I'm thanking you.  ;)

-neokbron of GameFAQs MB for his combos that served as my guide to create some
 of my combos.  Those infinites were NASTEEEEEEEEYYYY!!!  ^_~

-KFCrispy of GameFAQs MB for additional info on Team duplex comboability

-chickenno1 of GameFAQs MB for info about tag-ins being vulnerable to throws

-Gen2000 of GameFAQs MB for creating a nice topic about the game and info about
 the guard crush property of Mr. Jones' funky impact move and pointing out
 Jimmy's Heat hurricane follow ups.

-AnotherGamer of GameFAQs MB for telling me about Pupa's queixaba super
 versions.

-ShadoweX and Neomagnus for thier combo vid.  You guys gave me some new ideas.

-durendal for talking me into doing something other than... err, nevermind.
 Finally finished one of my projects!  woohoo!  ^o^

-You, the reader, for being able to reach this point without getting sleepy.
 :p  But seriously, thanks for reading this FAQ.


*In case I forgot someone, my sincere apologies.  Please notify me by email.



          "Don't You Dare Underestimate Me You Arrogant Bastard!!!"
                              -Terry Bogard-
                         Fatal Fury Motion Picture

===============================================================================
                                 END OF FAQ
===============================================================================