BAO CHARACTER GUIDE Version 1.0- September 19 1999- The Beginning Version 1.1- September 22 1999- Updated some of the errors I've made and added the profile of Bao.(Forgive me for any error I make on the profile part. I translated the whole thing from a Japanese magazine.) Version 1.2- September 24 1999- Added some more combos and further corrected some mistakes I made. Version 1.3- September 28 1999- Added a shortcut combo and names for Bao's normals. PHEW! The translations of Bao's normal moves are finished. Version 1.4- October 2 1999- Add a "secret" normal attack of Bao, added a bug section and a CM strategy for Bao. September 19, 1999 Edwin "Shinji" Chow ikarishinji5@hotmail.com
Well, for starters, I want to say that this is my first FAQ, so please forgive me if I left out anything. I'm trying my very BEST. Let's get on with it. First of all let us give a salute to the CUTEST (not to mention the youngest, ^_^) character that ever stepped into KOF.
Lot's of people looked down on Bao. Well, all I have to say is that this kid packs a punch more than you can chew. He can be a menace and a pain in the neck when used correctly. Being a new character, it takes slightly more time to master him than the rest of the characters.
- Small in size. Can easily get pass attacks - Lots of people looked down on him. PUNISH them for their shortsightedness. - Tired of mainstream characters. - Being unable to stand his innocence and cutes (Like me ^_^), you know that you just have to try him out.
Fighting Style: Chinese Kung-fu + ESP(Psycho powers) Date of birth: 18th July Age: 12 Place of Birth: Unknown, probably from China Blood type: ??? Height: 153 cm Weight: 40 kg Hobbies: Home use game console Favourite food: Hot milk without sugar in it Favourite sports: Fishing Most valuable thing: Grade B game? Most hated things: Epic Role Playing games
u : Move Joystick Upward d : Move Joystick Downward f : Move Joystick Forward b : Move Joystick Backward P : Punch [A (light) / C (heavy)] K : Kick [B (light) / D (heavy)] dp : Dragon Punch (f, d, df) rdp : Reversed Dragon Punch (b, d, db) qcf : Quarter Circle Forward (d, df, f) qcb : Quarter Circle Back (d, db, b) hcf : Half Circle Forward (b, db, d, df, f / b, db, f) hcb : Half Circle Back (f, df, d, db, b / f, df, b) delay+ : Press and hold button to delay move overlap : Jump that overlaps the opponent striker : Call out the striker (Press BC buttons together) AM : Armor Mode CM : Combo for Counter Mode only
Senheki Shuu f + B (***) Cartwheel attack. Bao does a small leap forward, flips himself, attacking the opponent with his legs. 1 hit. This is an overhead move and must be guarded high. Cannot be comboed though. Can be used to confuse the opponent who is defensive.
Senshou Shuu df + B(**) Same as above except Bao jumps high up before executing the move. Don't use it too often though as it can be countered with an anti-air move.
Kakugi f + A(****) The move is cancelable only when chained. Bao aims a punch forward at the opponent's kneecap area. This move comes out quickly and can be used to disintegrate fireballs. But beware of King's Double Strike though. If you do the move alone, it is an overhead and must be guarded high. If done in comboes, it can be guarded low.
Rikotsu Shuu df + D(*****) Your main weapon. Bao turns his back and kicks downwards. This move can be used in combos and must be guarded low. The opponent will be knocked across the screen if it connects. Comes out rather quick and can be annoying at times. Abuse it to the MAX!
Ban Hebi(*) In air, d + B Bao dives downward attacking with his head. Causes a circular wave of energy to appear if Bao hits the ground. Opponent will be knock down immediately if this move connects. Horrible recovery time.
Soushou(****) In air, d + A Bao attacks with the palms of his hands aimed downwards. Lots of people do not know how great this move is. Though it has very litte range( will lose against most air attacks) it is an excellent jump-in combo starter. Use it often.
A button(**) Bao aims a straight punch. Not very effective as it has short range. Comboable.
Close A Same as A button.
B button(**) Bao kicks downwards towards the opponent's shin area. Again a rather useless move. Can be use for poking though.
Close B Same as B button.
C button(***) Bao turns and uses his back to attack. Comboable.
Close C(****) A shoulder knock. Combo starter. Abuse it.
D button(****) A jumping straight kick. Good against opponents who like to trip a lot.
Close D(****) A straight kick to the tummy area followed by a kick to the chin. 2 hits. Comboable. Does slightly more damage than the close C.
Ducking A(*) Bao attacks with the back of his fist.
Ducking B(**) Reminds me of the Russian Cossack Dance if you ask me.^_^
Ducking C(****) A two fisted attack at an angle of 45 degrees. Will win against most air attacks. Comboable.
Ducking D(***) A leg split.
Jumping A(**) A straight punch downwards. Good for jumping in attacks.
Jumping B(*) A knee thrust sort of like Benimaru's jumping B. Utterly useless. Will lose out to almost all air attacks.
Jumping C(****) A punch downwards similar to the jumping A. A combo starter.
Jumping D(****) A leg split in mid-air. Will win against most air attacks. Good priority.
C+D(****) A head butt at an angle of 45 degrees. Will win against some air attacks. It has the most range of any of Bao's normals, has good priorty and it has this annoying "sticking" animation. However, it seems to be rather difficult to cancel this move though. Weird if you ask me.
Jumping C+D(****) Looks a bit like Clark's jumping D. Has good range.
Dodge Attack(Press A+B, then f + any button)(**) Bao uppercuts the opponent.
Taunt Bao stands there, opens his mouth WIDE and says "Oteyawarakaniiiii!"(I'm not a weakling!)
Psycho Ball Attack.Front: (air+)qcb+A (****) A blue projectile flies horizontally across the screen. Comes out fast and has anti-air properties.
Psycho Ball Crash.Front : (air+)qcb+C (**) Bao transforms into a blue ball and charges at the opponent. But beware though as Bao's recovery is rather slow when this move is used. Note: You can do a backhop(b,b) then follow up with this move. This move which normally have a lag will have no lag at all as the air version has no recovery time.
Psycho Ball Attack.Reflector : qcb+B (****) A projectile reflector. 7 hits. Can be used as an unreliable anti-air move. Will give you one power bar EVEN WHEN BLOCKED. So if you are in need of a power bar, you know what move to use....
Psycho Ball Crash.Reflector : qcb+D (**) Similar to the Psycho Ball Crash.Front but you can still use it as a reflector. You can anticipate a projectile, use it and with luck you will get 2 hits. But overall it is rather useless....
Psycho Ball Attack.Rise : qcf+A (****) A blue projectile that rises vertically upwards. An anti-air move.
Psycho Ball Crash.Rise : qcf+C (***) Bao transforms into a blue ball and jumps upward. A 2 hit move.
Psycho Ball Attack.Bounce : (air+)qcf+B (*****) A projectile bounces across the screen. If done in air, the projectile will hit the floor then bounce vertically upwards.
Psycho Ball Crash.Bounce : (air+)qcf+D (**) Bao transforms into a blue ball and bounces across the screen. This move can get you out of a tight spot. But use it only when the oponent is dazed or confused.
Striker(**) Comes in, charges a psycho ball big then shoots it at the opponent. If the opponent is near the corner of the screen he/she will be hit by Bao while he is running out, thus resulting in a two hit.
Psycho Ball Attack.MAX: qcb x 2 + A or C Bao charges a large psycho ball and sends flying across the screen at a very fast rate. Good damage. Especially when done at MAX.
Psycho Ball Attack.DX: (delay+)f, hcf+ B or D A very small psycho ball that will eventually turn big upon contact. Multiple hits. Can connect with anything you want if it scores a successful hit.
Psycho Ball Attack.SP: qcb x 2 + B or D A huge blue orb of psycho energy engulfs Bao. Will eat anything and HAS 100% PRIORTY OVER EVERYTHING AND ANYTHING.
In CM, jump C or D -> Close C -> fw + A -> Psycho Ball Attack.Front -> Psycho Ball Attack.SP
In CM, Dodge attack -> Psycho Ball Attack.Front -> Psycho Ball Attack.SP
*In CM, jump C or D -> Close C -> qcb + A -> qcb + A(The Psycho Ball Attack.MAX will be executed.) *Can someone please try this out for me and see if it works? A friend of mine gave it to me.
Before I go into this, I would like to remind all players that this move is more or less banned against human players and that conditions apply. So don't get one's hope too high. Condition 1: 2 or more stocks of power bar. Condition 2: Life Meter flashing red (near death).
Fatality Combo- Execute Bao's Psycho Ball Attack.DX move. If it connects, follow up with the Psycho Ball Attack.MAX or Psycho Ball Attack.SP(you need to run towards the opponent to do this). The next thing you know it is SAYONARA to the opponent!!!!! THAT'S RIGHT! It's so simple. Even if it is done when Bao's life meter is not flashing red, it is enough to take off at least 70% of the opponent's life bar. POWERFUL, HUH?!
Throw lots of psycho balls and don't try to jump too often. If the opponent gets too close throw him. An occasionally combo or two might be useful. In CM, keep throwing Psycho Ball Attack.Front. When the opponent jumps cancel into his Psycho Ball Attack.SP. If the opponent slides (fw + A+B) cancel into his Psycho Ball Attack.MAX.
Against Krizalid (Form 1): His projectile will go over Bao if Bao ducks. Don't try to reflect Krizalid's projectile as you will get hit. Instead try to get close to him and throw or combo. Just relax. He can be easily defeated.
Against Krizalid (Form 2) : Do a double jump (by reflecting against the corner of the screen) and then while in air execute his Psycho Ball Attack.Bounce. Keep repeating this technique and you will eventually win with a timeout.
Don't jump too often. Jump only when necessary. Play a mind game by throwing different types of psycho balls. Don't forget to abuse his df+D move as much as possible. A general strategy is to analyze the situation. Be close to the opponent if they think you are far and be far when they think you are close.
Have Bao execute Psycho Ball Attack.Rise. At that exact spit second time, have Whip grab Bao with her Boomerang Shot special move. This will result in Whip getting hit by the projectile before she can step on Bao. As a result, Whip is bounced off and Bao is still hanging in the air with his face still with that suffering look! Whip can move but not Bao. All of Whip's move both special and normal can't hit Bao. The only thing that can inflict damge on Bao is her Sonic Slaughter DM.
2) Condition: Bao Vs Chin
This one is simple. It shows the principal of an unstoppable old man! Have Chin execute his DM( the one where he breathes fire). Use Bao to jump over the flames. In this way, Bao successfully escapes Chin's DM and the back of Chin is now facing Bao. Have Bao attack Chin( Any attack will do. I'm not sure if this works for Bao's DMs though). Strangely though, Bao's attacks DID NOT CAUSE ANY DAMAGE on Chin and Chin was not knocked out of his DM move. Wow, just what we need, an unstoppable DM.... P.S This bug worked with King too.
-Game FAQs <> OF COURSE! -Vincent's KOF 99 Page (An excellent page for all KOF 99 fans) <http://www.comp.nus.edu.sg/~chuaboon/kofMain.html> -Shlomo Abraham. For correcting the mistakes I made. THANX A MILLION!
If I left any one out please e-mail me. THAT'S ALL. HOPE YOU ENJOYED READING MY FAQ.