
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                          THE KING OF FIGHTERS R-1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  South Town Team Combos FAQ
  For the King of Fighters R-1
  On Neo-Geo Pocket
  Author: Orochi K
  E-mail: kof_2k@hotmail.com
  Version 1.7 - Last revised: September 20, 2001

  KOF R-1 South Town Team Combos FAQ (c) 2001, Ashvin 'Orochi K' Sawmynaden.
  All rights reserved. This guide is intended for personal use only. Do not
  take info from this FAQ and claim it to be yours. Pliagarism is a crime
  punishable by law. And do not post it on your site without my permission,
  e-mail me first.

  The King of Fighters are all characters are (c) SNK of Japan.


  .:.: Table of contents :.:.

       a) Introduction
       b) South Town Team info
       c) Combos
          - Terry
          - Ryo
          - Kim
       d) Credits


  .:.: Introduction :.:.

      Welcome to my South Team Combos FAQ. This is my fourth FAQ for KOF
      R-1. You will find combos for Terry, Ryo and Kim here. I've put 
      those that I know so far as well as some notes for stuff that
      you should maybe know on them. If you have anything to add, just
      e-mail me but please remember to put the FAQ title as the subject
      line or I will never reply back.


   .:.: South Town Team info :.:.

       The South Town Team consists of Terry, Ryo and Kim. Those already
       familiar with KOF must know that Terry comes from South Town and
       must now be wondering what are Ryo and Kim doing in it!? Well,
       SNK changed the teams in R-1 a bit and thus, Kim and Ryo have
       joined up with the Legendary Wolf. Nice team, huh? :)


   .:.: Combos :.:.

       Let's get on with it now, the combos for the 3 characters!

    =-=-=-=
     TERRY
    =-=-=-=

     Good combos:
     ------------

      Stand C -> qcf + P

      Stand C -> qcb + P

      Stand C -> hcf + K
  
      Stand C -> dp + P

      Stand C -> qcb + B
   
      Stand C -> dp + K

      Jump C -> stand C --> qcf + P

      Jump C -> stand C --> qcb + P

      Jump C -> stand C --> hcf + K

      Jump C -> stand C --> dp + P
      Doesn't always connect.  :(

      Jump C -> stand C --> dp + K
      The second hit of the Power Dunk may not connect.

      Jump C -> stand C --> qcb + B
      Sometimes, the hits don't add up but it still is a combo and the
      opponent won't be able to block.


     Command moves combos:
     ---------------------
 
      Stand C -> df + C

      Stand C -> df + C --> qcf + P

      Stand C -> df + C --> qcb + P

      Stand C -> df + C --> hcf + K

      Stand C -> df + C --> dp + P
      May miss if not close enough!

      It is possible to add a jump C but the chance if the combo successfully
      connecting is very small and so far, I've only managed to do those
      a couple of times.

      Note that for combos involving f + A, the f + A is cancelled after the
      first hit in EVERY case when there is a move following.

      Stand C -> f + A
      Obviously, you don't need to cancel in for this one.

      Stand C -> f + A --> qcf + P

      Stand C -> f + A --> qcb + P

      Stand C -> f + A --> hcf + K

      Stand C -> f + A -> dp + P
      Corner combo only! It never works in other situations.

      Again, you can add a jump C before in each case but the percentage
      success is very small.


     Multiple moves combos:
     ----------------------
      Terry has such combos and these are just awesome. Be sure to
      get familiar with these.

      hcf + D -> dp + P

      Stand C -> hcf + D --> dp + P
      Difficult to pull but that isn't a surprise considering how much
      life it takes!  o_o

      Jump C -> stand C --> hcf + D ---> dp + P

      hcf + D -> dp + K
      Best done in corner but it also has a high chance of working
      even when the opponent is not cornered.

      Stand C -> hcf + D --> dp + K
      Very tough.

      Jump C -> stand C --> hcf + D ---> dp + K
      Do this in the corner only.


      Let us now come to the really, really difficult ones!
      Don't forget that f + A needs to be cancelled after the first hit in
      every case.

      Stand C -> f + A --> hcf + D ---> dp + P

      Jump C -> stand C --> f + A ---> hcf + D ----> dp + D

      Stand C -> f + A --> hcf + A ---> dp + K

      Jump C -> stand C --> f + A ---> hcf + D ----> dp + K


     Desperation moves combos:
     -------------------------

      Stand C -> qcf, qcf + K

      Stand C -> qcb, hcf + P

      Stand C -> df + C --> qcf, qcf + K

      Stand C -> df + C --> qcb, hcf + P

      Stand C -> f + A --> qcf, qcf + K
      Of course, f+A must be cancelled after the first hit for the rest to
      connect.

      Stand C -> f + A --> qcb, hcf + P
      Same here!

      hcf + K -> qcb, hcf + P
      The reason why SNK removed Terry's Power Charge in 2000!

      Stand C -> hcf + K --> qcb, hcf + P

      Jump C -> stand C --> hcf + K ---> qcb, hcf + P
      A very difficult combo!

      hcf + K -> qcf, qcf + K

      Stand C -> hcf + K --> qcf, qcf + K


     Freak combos:
     -------------

      If you still needed proof how Terry rules before he got toned down in
      KOF 2000, check out the following!

      Jump C -> stand C --> f + A ---> hcf + K ----> qcb, hcf + P

      Jump C -> stand C --> f + A ---> hcf + K ----> qcf, qcf + K


     Further notes:
     --------------

      - Rising Tackle (dp+P) has auto-guard and guard crush. Heh heh!

      - For tick damage, do the following for good results:
        Attack (A+B), qcf + A
        Works well and the CPU remains blocking all the time.


    =-=-=
     RYO
    =-=-=

     Good combos:
     ------------

      Stand C -> qcf + P

      Stand C -> dp + P

      Stand C -> qcb + P

      Stand C -> hcf + K

      Jump C -> stand C --> qcf + P

      Jump C -> stand C --> dp + P

      Jump C -> stand C --> qcb + P

      Jump C -> stand C --> hcf + K


     Command moves combos:
     ---------------------

      Stand C -> f + A

      Jump C -> stand C --> f + A


     Multiple moves combos:
     ----------------------

      qcb + P -> dp + P
      Cool combo but the best is yet to come!!

      Stand C -> qcb + P --> dp + P

      Jump C -> stand C --> qcb + P ---> dp + P
      Slightly difficult but pull this out and you're laughing! ^_^


     Desperation moves combos:
     ------------------------

      Here come the really difficult ones!

      Stand C -> qcf, hcb + P

      Jump C -> stand C --> qcf, hcb + P
      Very difficult to pull out considering this is the NGP.


     Further notes:
     --------------

      - For tick damage, qcb + P is good as it has good recovery time.

      - Tenchi Haoh Ken (qcf, qcf + P) is a counter DM. It will do
        _MASSIVE_ damage when used correctly.


    =-=-=
     KIM
    =-=-=

     Good combos:
     ------------

      Crouch P -> charge d, u + K

      Crouch P -> charge d, u + K --> d + K
 
      You may also add a jump K if you wish but better leave the Devil alone!


     Desperation moves combos:
     -------------------------

      Stand K -> qcb, hcf + K

      Jump K -> stand K --> qcb, hcf + K
      Very tough! Tape it and show it to your buddies afterwards! ^_^


     Further notes:
     --------------

      - Air, qcf + K is great for tick damage! Abuse this move!

      - Keep in mind that sometimes, when his desperation move is done in
       air, he will pass over the opponent and miss completely.



   .:.: Credits :.:.

        Thanks to SNK for making this game.

        Thanks to CJayC for posting this FAQ.

        Thanks to Kelvin Koh for the move names.

        And, of course, thanks to you for reading my work.


   - EoF -

    Yet another FAQ by the KOF freak!
    Copyright 2001, Ashvin 'Orochi K' Sawmynaden.

