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                         THE KING OF FIGHTERS 2000
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  Infinite Combos FAQ for The King of Fighters 2000
  System(s): Arcade and Neo-Geo
  Written by: Orochi K <kof_2k@hotmail.com>
  Version 1.00 created on October 2, 2001

  Copyright 2001, Ashvin "Orochi K" Sawmynaden. All rights reserved.
  This document is protected by US Copyright Law, and the Berne Copyright
  Convention of 1976. It is a free publication and cannot be used for
  profitable purposes under any circumstances. It may not be reproduced
  without the permission from the author and you are not allowed to take
  any info from this FAQ and claim it to be yours.

  Webmasters who wish to post this FAQ on their site should e-mail me and
  ask for permission first. Please send me the URL of your site too.

  The King of Fighters and all characters mentioned are Copyright 2001, SNK
  of Japan.


  =-=-=-=-=-=
   CONTENTS
  =-=-=-=-=-=

  i) Introduction
  ii) What are infinites? (silly question...)
  iii) Do all strikers enable infinites? (very good question...)
  iv) Infinites (at last...)
      - Vanessa + Striker Ryo
      - Terry + Striker Joe (2 variations)
      - Clark + Striker Joe
      - Ralf + Striker Joe
      - Kyo + Striker Ryo (2 variations)
      - Vanessa + Striker Yashiro
      - Terry + Striker Ryo
      - Shingo + Striker Joe (3 variations)
      - K' + Striker Joe
  v) Revision History


  \\\ INTRODUCTION ///
   ------------------

  This FAQ contains only the infinite combos you can perform in KOF 2000. 
  You won't find all the combos for a certain character or all the striker
  combos in here. Thus, you'll find all the infinites that I've discovered
  in the game. These are only those that I've found myself but if you
  know of more, just inform me of those with a proper description. I'll
  try them out and if they do work, they'll be included in the next update
  with proper credit.


  \\\ WHAT ARE INFINITES? ///
   -------------------------

  Infinites (or infinite combos) are combos which you can pull off and which
  will enable you to take all your opponent's life in _only_ that combo.
  Cool, eh? As long as I remember, SNK have come up with those in '97 but
  there were a very small number of those and of course, they were almost
  impossible to perform. However, they are now not that hard to pull, mainly
  due to the striker feature and this FAQ is here to bring all those great
  combos to you (well, all that I know of, I mean...). 
  Infinites require a good timing and you need to be a good KOF-player if
  you want to perform them. They're a lot easier in 2000 but don't go
  around thinking that you can pull them whenever you want. If you own the
  game on Neo-Geo, you'll be able to practice them. Otherwise, you'll have
  to spend some bucks to get used to them! o_O


  \\\ DO ALL STRIKERS ENABLE INFINITES? ///
   ---------------------------------------

  Now, it may be too early to say so but I do think that only a few strikers
  allow you to pull infinites. I've tried nearly all the strikers but their
  different actions don't really look as if they're at the base of infinites.
  I've been able to write a list of those strikers that will enable
  infinites if you know how to use them.

  Here's the list:
  - Joe
  - Ryo
  - Vanessa
  - Yashiro (Ralf's Another Striker)
  - Ramon

  Moreover, not all characters have infinites with a certain striker even if
  the latter can be used with another one for a combo that will go beyond 30
  hits. I've put all those that I know but there may be more. If you know
  more, just mail me and it'll be listed in the next update.

  
  \\\ INFINITES ///
   ---------------

  OK, the interesting part starts here! You asked for them and here they 
  are...THE INFINITES!!!

  There are some notes after the combos to give you an explanation of how
  it works and also more info where I think it's necessary.

  
  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Vanessa + Striker Ryo:

  Jump C -> standing C -> f + A -> hcf + P -> call Ryo on the 10th hit ->
  standing C -> f + A -> hcf + P -> call Ryo just before move finishes ->
  and go on like this until you run out of striker bombs or your hand starts
  to ache if you are practising on Neo-Geo.

  The jumping C at the beginning is not necessary but it actually makes the
  combo a bit easier and of course, it adds more hits.

  Standing C and f + A are essential because they allow you to block the
  opponent, thus ensuring that the special move will connect.

  You may use any of her (super) desperation moves on your last striker bomb
  for massive damage and cool light effects. :)
  
  The infinite is preferably done against a cornered opponent but it's not
  that necessary. It would be however wise to pull it so that you're in the
  corner as from the 10th hit or everything else may miss.


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

  
  Terry + Striker Joe:

  I/

  _Corner combo_ -> jump D -> standing C -> f + A -> qcb + A -> call Joe as
  soon as opponent falls down -> standing C -> f +A -> qcb + A -> call Joe
  when opponent is lying on the ground -> etc...

  Pull this when the opponent is cornered.

  The jump D is not necessary but it adds one hit.

  The standing C does 2 hits but you can cancel it on the first although I'm
  wondering why you need to do that...

  The standing C while Joe is on-screen is essential.

  If you're not good at comboing after his One Inch (f + A), don't include
  it. It's not that necessary.

  Timing is crucial in this combo. You need to know exactly when to input
  the standing C whil Joe is performing his TNT punches. If you misstime
  it, everything will mess up.


  II/

  This is the second variation with the Power Geyser. But here, calling
  Joe is a bit more hard since you need to time it so that Joe will indeed
  bring the opponent up.

  _Corner combo_ -> jump D -> standing C -> f + A -> qcb, f + A -> call Joe
  as  soon as opponent falls down -> standing C -> f + A-> qcb, f + A -> 
  call Joe when opponent is lying on the ground -> etc...

  Of course, if you don't have that much power stocks, a good thing to do
  is to start with the Burning Knuckle and to move over to the Power Geyser
  as you use up your Striker Bombs!


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Clark + Striker Joe:

  Stand C (cancel after the first hit) -> hcf + D -> call Joe when opponent
  is on the ground -> stand C -> hcf + D -> call Joe when opponent is on
  the ground -> lather, rinse, repeat!

  The stand C needs to be cancelled after the first hit in every case or the
  move will never connect.

  Don't use his follow-up move, Joe may miss if you do so.

  You may start the combo with a jump C/D but I'd strongly recommend you to
  never do so unless the opponent is cornered.

  When having to input the later standing C's, you will have to walk/run 
  forward a little since Joe will make the character move a few steps.

  To end the combo, you may use Clark's close (super) desperation move if
  you want (close, hcb,hcb + P) but be aware that you need to time it well 
  and you need to be very close to Joe. Don't use his other DM though, it
  doesn't connect!


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Ralf + Striker Joe:

  (Basically the same as Clark)

  Stand C (cancel after the first hit) -> hcf + D -> call Joe when opponent
  is on the ground -> stand C -> hcf + D -> call Joe when opponent is on
  the ground -> lather, rinse, repeat!

  You may start with a jump C/D if you wish.

  You may try finishing with his qcb, hcf + B desperation move if you want
  but combo it in with a standing C so that it will never miss. It's rather
  hard to pull though but it's well worth it! :)


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Kyo + Striker Ryo:

  (Probably the best and most damaging infinites in the game)

  (There are half a dozen variations which you may find on your own)

  I/

  Jump C/D -> stand C -> hcb + B -> dp + A -> call Ryo when opponent is on
  the ground -> stand C -> hcb + B -> dp + A -> call Ryo when opponent is on
  the ground -> die hard, pal!

  If you're not confident enough with the dp + A, don't input it. It's not
  that necessary.

  Ryo must be called as soon as the opponent hits the ground for the combo
  to work.

  No need to corner the opponent here but it's recommended.

  Note that sometimes, Ryo acts stupid and will show up on the other side of
  the screen. I don't know why he does that. If he does this, stop 
  everything!!

  You may end up the move with any of Kyo's (super) desperation moves and
  the good thing about it is that since the opponent is up, don't even 
  bother inputting something else before the DM. They will easily connect
  unless you take too much time.


  II/

  Jump C/D -> stand C -> hcf + D, D -> dp + A -> call Ryo when opponent is
  on the ground -> stand C -> hcf + D, D -> dp + A -> call Ryo when opponent
  is on the ground -> ...and win!!!

  The standing C is not necessary and may even mess everything up. Don't
  include it if you're not sure of your skills yet (another story if you're
  lucky enough to have the game on Neo-Geo...).

  The dp + A move is also not that necessary but it looks cool! ^_^

  I'm unsure whether you can replace D with B but I suppose that doesn't
  change anything.

  Use your power stocks at the end if you want (specially against a human
  opponent!). ^_^

  You're be better pulling this out in the corner although you may start it
  whenever you want. Anyway, you'll have cornered the opponent by the time
  you use your third striker bomb.


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Vanessa + Striker Yashiro:
  
  Jump C -> stand C -> f + A -> hcf +P -> call Yashiro as she finishes the 
  move (8-10 hits) -> stand C -> f+ A -> hcf + P -> call Yashiro as she
  finishes the move -> win laughing!

  Best done in corner but not essential if you know what you're doing!

  You need to time your striker well or you will never succeed.

  Stand C is crucial but not f + A. 

  You may end up with desperation moves but still, use those only in combos.
  Never use her DMs alone. They won't connect most of the time.


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Terry + Striker Ryo:

  Jump C/D -> stand C -> f + A -> qcb + A -> call Ryo as soon as the opponent
  touches the ground -> stand C -> f + A -> call Ryo as soon as the opponent
  touches the ground -> hasta la vista, baby!

  Best done in corner but watch out for Ryo's changing mind.

  Stand C is essential and need not be cancelled. f + A is for damage and
  humiliation only.

  You can use other moves but you'd be safer using Burn Knuckle all the time.

  You may finish with a DM without having to input a standing C before it.
  It will connect.

  Terry is a God! Check out my Terry FAQ if you want all his combos. Heheh...
  (Orochi K's shameless self-promotion ^_^)


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Shingo + Striker Joe:

  I/

  Stand C -> hcb + K -> call Joe with opponent on ground -> stand C ->
  hcb + K -> call Joe with opponent on ground -> stand C -> hcb + K -> call
  Joe -> etc...

  Preferably done in corner. In any case, it is necessary that the opponent
  is cornered the second time Joe is called.

  
  II/

  With desperation moves:

  The following is amazing but hey, do this in the corner!

  Stand C -> qcb, hcf + P -> call Joe with opponent on ground -> stand C ->
  qcb, hcf + P -> call Joe with opponent on ground -> etc

  Again, the best thing to do is to combine both moves and to use up 
  whatever power stocks you have. I even defeated Zeo with this! ^_^


  III/

  My favorite but it's hard to perform!

  _Corner_ -> stand C -> qcf, qcf + A -> rdp  K -> call Joe with opponent
  on ground (now, doesn't this get interesting?! ^_^) -> stand C ->
  qcf, qcf + A -> rdp + K -> call Joe while opponent is helpless on the 
  ground -> etc...

  Have 5 Power Stocks? Have 5 Striker Bombs? Shingo and Joe as striker?
  That's what you should pull!


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  K' + Striker Joe:

  There are many variation for K's and Joe's infinite but it's easy to
  know which 'coz K' is just that predictable! ^_^


  _Corner_ -> stand C -> qcf + P -> f + D -> call Joe with opponent down ->
  stand C -> qcf + P -> f + D -> call Joe -> etc...

  There is no need to cancel the standing C!

  I'm still in the process of verifying whether I can include his Heat
  Drive or even Chain Drive in his infinite combos.


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


  Well, the FAQ comes to an end. I know there are even more combos, these 
  are just the ones that I've discovered myself. And I never use Seth, so
  I'm not sure how to perform his infinites. I'll welcome all your
  contributions but the thing is that the next update will be near the end
  of November because I have exams. However, if someone wishes to take
  over the FAQ (as co-author) and do all the updates as well as add his
  own combos, just mail me! That's fine with me! ^_^
  Please mail me first  and don't just go ahead and update it on your own!

  I just typed this in 30 minutes because I'm bored and well, I love KOF
  (what??...Didn't you know...??). So, I thought I'd do it for those who are
  new to KOF and who want some practice before 2001 is officially out. Hope
  you enjoyed the little that is in here! ^_^

  Now, go out and kick the hell out of your opponents!!


  =-=-=-=-=-=-=-=-=-=
   REVISION HISTORY
  =-=-=-=-=-=-=-=-=-=

  Version 1.00 on October 2, 2001
  - First release on GameFAQs!


  =-=-=-=-=
   CREDITS
  =-=-=-=-=

  This FAQ would never have been possible without the following persons. So,
  big thanks to them all!!

  - Jeff "CJayC" Veasey <www.gamefaqs.com>
    For his hard work in running the biggest gaming site there is and for
    hosting this FAQ.

  - Kao Megura <kmegura@yahoo.com>
    For writing a full movelist FAQ for KOF 2000.

  - You <insert contact info here>
    You're a KOF freak! ^_^
    So, ready for 2001 and K9999?


 ---> EOF <---

 (c) 2001, Ashvin "Orochi K" Sawmynaden.

  