>>> Part 2 of 6...
--= Kyo Kusanagi =--
Kyo's lost a lot of range on his New Wave Kick, making it harder to get
off his juggles. Most of his combos now focus around his firefists.
Jumping C/D, Standing C/D, qcf+C, hcb+C, f+C - Rush 5
Jumping C/D, Standing C/D, Crescent Slash B/D (hcb+K) - Rush 4
Crossup C, Standing C/D, Oniyaki A/C (dp+Punch) - Rush 4
Crossup C, Standing C/D, qcb+A/C - Rush 3
!Jumping C/D, Standing C/D, qcf+A, qcf+A, B/D - Rush 5
!Jumping C/D, Standing C/D, qcf+A, qcf+A, CD - Rush 5
!Jumping C/D, Standing C/D, qcf+A, qcf+A, New Wave Kick B,B,
Oniyaki C - Rush 7
!Jumping C/D, Standing C/D, qcf+A, qcf+A, New Wave Kick B,B,
Jumping CD - Rush 7
Unconfirmed Combo (can anyone get this to work?)
!**Jumping C/D, Standing C/D, qcf+A, qcf+A, New Wave Kick B,B, Serpent
Wave A/C (qcb,hcf+P) - Rush ??
--= Benimaru Nikkaido =--
Beni sure is slower, and all 3 hits of his Sando-Geri don't even combo
anymore! Still, combo-wise, he's not TOTALLY out of it...
Jumping D, Standing C/D, Shinku Katategoma D (hcb+K) - Rush 8
Jumping D, Standing C/D, Benimaru Koreda (hcf+C) - Rush 2+
Crossup D, Standing C/D, Iaidogeri (qcf+K) - Rush 3
Crossup D, Standing C/D, Raijinken A/C (qcf+P) - Rush 4
Crossup D, Standing C/D, Inazuma Kick B/D (dp+K) - Rush 3
*Crossup D, Standing C/D, Raikoken (qcf,qcf+C) - Rush 5
**Crossup D, Standing C/D, Super Raikoken - Rush 5
!**Standing C/D, Super Raikoken - Rush 6
--= Goro Daimon =--
The big guy is as powerful as ever, and can now pick an opponent up off
the ground after some moves with hcf+C!
Jumping C/D, Standing C/D, Stomp Throw (hcf+C) - Rush 3
Jumping C/D, Standing C/D, Heaven Drop (hcf,f+C) - Rush 3
Jumping C/D, Standing C/D, Chou Ousotogari (hcf+B) - Rush 3
Jumping C, Crouching D, Stomp Throw - Rush 3 (note - you do not interrupt
Crouching D into Stomp Throw. Wait until the animation is finished, then
do it.)
!Standing/Jumping CD, Stomp Throw - Rush 2 (note - again, do not
interrupt, instead, wait for the opponent to hit the ground. Then pick
them back up with the Stomp Throw)
*Jumping C/D, Standing C/D, Heaven to Hell Drop (hcb,hcb+C) - Rush 3+
(note - the following combos only work on "big characters". This can only
be done against Goro, Chang, Geese, Krauser, Mr. Big, and Goenitz.)
Standing C/D, Cloud Tosser (hcf+A) - Rush 2
Jumping C/D, Crouching A, Cloud Tosser - Rush 3
--= Terry Bogard =--
Standing C no longer combos into all of the special moves it used to.
Jumping D, Standing C (two hits), Crack Shoot B (qcb+K) - Rush 4
Jumping D, Standing C (two hits), Rising Tackle C (dp+P) - Rush 10
Crossup D, Standing C (two hits), Power Dunk (dp+K) - Rush 4
Crossup D, Standing C (two hits), Crack Shoot B - Rush 5
Crossup D, Standing C (two hits), Burn Knuckle A (qcb+P) - Rush 4
--= Andy Bogard =--
Has even more combos than before, and can now do some juggling!
Jumping C/D, Standing C (two hits), Hishoken A/C (qcf+P) - Rush 4
Jumping C/D, Standing C (two hits), Zaneiken C (db,f+P), Zaneiken
Finisher (qcf+C) - Rush 5
Standing C (two hits), Kuhaadan B (hcf+K) - Rush 4+
Standing C (two hits), Shoryudan A (dp+P) - Rush 7
!Jumping C/D, Standing C (two hits), Dam Breaker Punch (hcf+C), Jumping
CD - Rush 8
!Jumping C/D, Standing C (two hits), Dam Breaker Punch, Kuhaadan -
Rush 9+
!Jumping C/D, Standing C (two hits), Dam Breaker Punch, Shoryudan C -
Rush 12
!*Jumping C/D, Standing C (two hits), Dam Breaker Punch, Choreppadan
B/D (qcb,hcf+K) - Rush 7+
!**Standing C (two hits), Dam Breaker Punch, Choreppadan B/D - Rush 21+
--= Joe Higashi =--
He can FINALLY combo his DM! Unfortunately, the easiest way to get out
a combo with him is his button-mash TNT Punch...
Jumping C/D, Standing C, Slash Kick B (hcf+K) - Rush 3
Standing C, TNT Punch A (tap P) - Rush 13
Crossup D, Standing/Crouching C, Tiger Kick B/D (dp+K) - Rush 4
Crossup D, Standing/Crouching C, TNT Punch A - Rush 14
*Jumping C/D, Standing C, Screw Upper (qcf,qcf+C) - Rush 4
**Standing C, Screw Upper - Rush 3
--= Ryo Sakazaki =--
Still has plenty of bitchin combos.
Jumping C/D, Standing C, Koohken A (qcf+P) - Rush 3-5
Jumping C/D, Standing C, Koho C (dp+P) - Rush 4-6
Jumping C/D, Standing C, Hienshippu-Kyaku D (hcb+K) - Rush 4-6
Jumping C/D, Standing C, Moko Raijin Ko A/C (qcb+P) - Rush 5-7
Crossup D, Standing C, MRK, MRK Koho Finisher (qcf+C) - Rush 6-8
Crossup D, Standing C, Kyokugen Punch Dance (hcf+C), Jumping
CD - Rush 7-9 (note - can be done in the corner too without the crossup)
Important note about Ryo's Standing C - it's possible to do up to three
hits with it and still follow through with a special move! To get more
hits, you must not be MAXed out nor have life bar in the red. Do either
of the following -
f, let joystick go neutral, C, hcf+C, hold C
d, let joystick go neutral, C, hcb+C, hold C
You may notice that the motions are in fact both of his DM's. Getting
all three hits out will take a good deal of practice, and is even harder
to combo after a jump attack! Keep it at, the extra damage is well worth
the time spent, even if you're only getting two hits.
>>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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