Conventions and Notes

  F = Free
  P = Punch
  K = Kick

  QCF = Quarter Circle Forward
  QCB = Quarter Circle Back
  HCF = Half Circle Forward
  HCB = Half Circle Back

  *  = Combos are new since the last submission
  ,  = Separates the commands of moves for clarity
  +  = Commands must be inputted at the same time
  >  = Separates moves in combos for clarity
  >> = Combo continues on next line

  FC - From Crouching position
  WS - While standing (FC,n+X)
  BK - Back turned
  () - Contains Stance required for next move
  [] - Moves inside are escapable or do not hit in all situations. Check
      notes at the end of each character's section for more details.


It is important to note that most staggers can be escaped by canceling the
stun animation with a defensive hold. Therefore most of the combos listed in
this File will begin with the launchers only. Any exceptions or combos
needing extra explanation will be addressed at the end of each character's
section.

A character will stagger when he or she is struck with a critical hit. A
portion of that character's life bar will start to flash when this happens.
Unless the character cancels the stagger animation with any defensive hold
or by struggling (mashing on the buttons and stick), he or she will be open
to all attacks (except for throws). Any moves that do not normally launch on
counter hit will continue to re-stagger the character until the flashing
portion of the life bar is depleted. The hit that empties out the flashing
part of the life bar or any move that normally launches on counter hit will
knock the staggering character down. If the character recovers before the
flashing part is drained, he or she will keep that life.

Damage % breakdown for all types of hits:

             | First Hit | Stagger Hits | Juggle Hits
  -----------+-----------+--------------+--------------
Normal    |   100%    |     50%      |     50%
  -----------+-----------+--------------+--------------
Counter |   125%    |     50%      |     62%
  -----------+-----------+--------------+--------------
Hi Counter |   150%    |     60%      |     75%


Not all follow ups for every starter will be listed. We will try to provide
most of the bread and butter combos for each character, but don't expect to
find all the petty follow ups as well. (Like P,P,P with Gen for example. He
has much better follow ups once the opponent is launched.)

All combos have been tested on the PS2 version of the game in
practice mode on FLAT GROUND. Combos may or may not work depending on the
angulation of the ground for different stages. Additionally, combos that
would usually only work on specific weight classes might also work for
other classes depending on the angulation.

Combos will be listed with the starter first, several different follow ups,
minimum hit type requirement of the starter for each weight class, and an
approximate total damage for all three hit types.

Weight classes

  H = Heavy  = Bass, Leon
  M = Medium = Ein, Gen Fu, Hayabusa, Helena, Jann Lee, Lei Fang, Tina, Zack
  L = Light  = Ayane, Kasumi

Starter Hit Types

  N = Normal Hit  =  Normal Float, Normal Damage, and Normal flashing
                     life bar length on critical hit staggers.
  C = Counter Hit =  Higher Float, Increased Damage, and Shorter 
                     flashing life bar length on critical hit staggers.
  H = Hi Counter  =  Higher Float, Insane Damage, and Longer flashing
                     life bar length on critical hit staggers.
  S = Stagger Hit =  Variable float and damage. Some starters will launch
                     the opponent higher if they connect during a stagger.
  - = None        =  A dash indicates that the combo will not work for
                     that particular weight class.

The Damage Range section lists the total damage for each combo for all hit
types (normal, counter, hi).
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