King of Fighters 97 Fatal Fury team Combo FAQ Last updated on 05/03/1998 Warning: This FAQ is copyright 1997-98 by mdEarth ISLE(mOOnrun COMBO PAGE). All information in this FAQ should not by any means be used as a source of profit. Non-commercial products may use the information in this FAQ for "FREE" but provided that credit is given to the author where credit is due. But please inform me first before doing so. General Combo notations: A = light punch B = light kick C = heavy punch D = heavy kick dn/dwn = down joysatick direction up = up joystick motion bk = hold joystick in blocking direction fw = joystick forward motion s = store for few seconds QCB = quarter cirlce back joystick motion QCF = quarter circle forward joystick motion HCB = half circle back joystick motion HCF = half circle forward joystick motion DP = uppercut joystick motion RDP = reverse uppercut joystick motion (C) - corner combos, combos that only work in the corner. (DM) - DM combos, combos that involve super moves or desperation moves. (HD) - High damage combos, each combo can do more then 3/4 life damage. (XX) - Difficult to do combos. (INF)- infinite combos, combos that can be repeated and result in a continued combo (MAX)- must be maxed out or POWered up for this combo to work (MID)- opponent must be mid-air for this to work (NEW)- new combos ***- refer to explanations Chain combo notations: * = chain combos that won't connect with the command attack but can still be done. I.E when Benimaru does dn B, then fw + B, the down B won't be considered a combo with the fw + B ** = combos that can be done only when opponent blocks Terry Bogard Chain Combos: Command attacks: Fw + A, dnfw + C Chain combos: Dn + B x 3 Dn + A x 4 Dn + B x 2, dn + A, dnfw + C Dn A x 3, dnfw + C stand B, dn + A x 2, dnfw + C stand B, dn + B, dn + A, dnfw + C Jump C/D, dn + B, dn + A, dnfw + C Jump C/D, stand C(2hits), fw + A(2hits) Jump C/D, stand C(2hits), dnfw + C Jump C/D, dn + C, fw + A Jump C/D, dn + C, dnfw + C Jump C/D, stand D, fw + A Jump C/D, stand D, dwnfw + C **Jump C/D, dn D, fw + A **Jump C/D, dn D, dnfw + C General Combos Jump C/D, Stand C, QCF + A jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Wave", qcf + A. C version of powerwave don't combo. Jump C/D, Stand C, QCB + A jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into " Brun Knuckle", qcb + A. C version burn knuckle don't combo. Jump C/D, Stand C, QCB + B/D jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Crack Shoot", qcb + B/D Jump C/D, Stand C, DP + A/C jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Rising Tackle", uppercut motion + A/C Jump C/D, Stand C, DP + B/D jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Dunk", uppercut motion + B/D Jump C/D, Stand C, HCF + B/D, QCF + A jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do an A version of the power wave. Jump C/D, Stand C, HCF + B/D, QCB + B jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do a B version "crack shoot", qcb + B. Jump C/D, Stand C, HCF + B/D, QCB + A jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do an A version "burn knuckle", qcb + A Jump C/D, Stand C, HCF + B/D, HCF + D jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do a D version "power charge", hcf + D Jump C/D, Stand C, HCF + B/D, DP + B/D jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do a "Powerdunk", uppercut motion + B/D. Jump C/D, Stand C, HCF + B/D, DP + A/C jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then before opponent lands, do a "Rising tackle". uppercut motion + A/C. (DM) Jump C/D, Stand C,"Power Geyser" (QCB, QCF + A) jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Powergeyser", qcb, qcf + A, (DM) Jump C/D, Stand C, "High Angle Geyser"(QCF x 2 + K) jump in with heavy punch or kick then standing heavy punch(2 hits) combo-ed into "High Angle Geyser", qcf x 2 + K. (DM) Jump C/D, dwn A x 3, "High Angle Geyser"(QCF x 2 + K) jump in with heavy punch or kick, then down light punch x 3, combo-ed into "High Angle Geyser", qcf x 2 + K. (DM) Jump C/D, Stand C, HCF + B/D, "Power Geyser" (QCB, QCF + A) jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then execute a "Powergeyser" , qcb, qcf + A, before the opponent lands. (DM)(XX)(C) Jump C/D, Stand C, HCF + B/D, DP + A/C, "Power Geyser" (QCB, QCF + A) jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then combo-ed into "rising tackle", uppercut motion + A and then execute a "Powergeyser" , qcb, qcf + A, before the opponent lands. NOTE: the rising tackle is combo-ed off powercharge....not wait till opponent about to land. And also, the power geyser is done with the A versions along with the rising tackle. Note: ONLY WORKS ON BILLY KANE (DM)(XX)(C) Jump C/D, Stand C, HCF + B/D, DP + A/C, " High Angle Geyser" ( QCF x 2 + B/D) jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed into "Power Charge", hcf + B/D, then combo-ed into "rising tackle", uppercut motion + A and then execute a "High Angle Geyser", (QCF x 2 + B/D), before the opponent lands but you need to time this correctly and it is to be done in the corner only. NOTE:the rising tackle is combo-ed off powercharge....not wait till opponent about to land. Note: ONLY WORKS ON BILLY KANE (DM)(XX)(C) Jump C/D, stand C(2-hits), HCF + K, QCB + B then *** jumping heavy punch or kick, standing heavy punch combo-ed into "power charge", hcf + K, then execute, "crack shoot", qcb + B, then into either i)"crack shoot", qcb + K ii)"rising tackle", uppercut motion + P iv)"High Angle geyser", qcf, qcf + K Note:timing is crucial, the first qcb + B must hit the opponent at the lowest mid-air point then the rest can connect. Terry Infinite Combo: (INF)(HD)(DM)(XX) Conditions: - ANYWHERE in the screen - player no need to be so accurate HCF + B, dn + C , HCF + B, dn + C, HCF + B....repeat "powercharge", hcf + B, then as soon as Terry can move again(same timing as Powercharge into PowerGeyser) do crouching heavy punch cancel into another "Powercharge"..then repeat Note:same principle as Kyo's infinite, the down C is cancelled into another "powercharge", hcf + B.Ths down C cannot hit the opponent and also in place for down C, down A can also be used.Timing not as crucial as Kyo's infinite. After about 7 "powecharges", the opponent will dizzy. (NEW)(INF)(MAX)(C) - While MAX-ed only HCF + B, QCB + B, QCB + B, QCB + B... Execute "powercharge", hcf + B, then wait till opponent about to fall, juggle With qcb + B all the way, needs some timing. (INF)(C)(HD) Terry's BUG vs Billy Kane HCF + B, then QCB + B all the way, no need any timing at all. A bug infinite combo for Terry againts Billy. Note:the standing C(2 hits) can also be replaced with 1. standing D 2. stand C(2hits) fw + A 3. stand C(1 hit) fw + A 4. stand D dnfw + C 5. dn + C dnfw + C Andy Bogard Chain Combos: Command attacks: Fw + B(overhead) Chain combos: Dn + A x 2 *Jump C/D, dn + A x 2, fw + B *Jump C/D, stand C(2 hits), fw + B *Jump C/D, dwn + C, fw + B **Jump C/D, dwn D, fw + B General Combos: Jump C/D, Stand/Crouch C, dwn bk, fw + A/C, QCF + A/C jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Zaineken", store diagonally down, foward + A/C then execute "Zaineken finisher", qcf + A/C. Jump C/D, Stand/Crouch C, DP + A jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Shoryudan", uppercut motion + A. C version uppecut ill leave you open for combos from your opponent. Jump C/D, Stand/Crouch C, HCF + B/D jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Kuhadan", hcf + B/D Jump C/D, Stand/Crouch C, QCB + A/C jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Hishoken", qcb + A/C Jump C/D, Stand/Crouch C, HCF + C jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Dam Breaker", near, hcf + C (C) Jump C/D, Stand/Crouch C, HCF + C, then *** jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Dam Breaker", near, hcf + C then do either i)hcf + B/D ii)uppercut + A/C iii)jump up C/D/CD iv)fw + B (DM) Jump C/D, Stand/Crouch C, HCF + C, "Chorehadan"(QCB, QCF + B/D) jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Dam Breaker", near, hcf + C, then execute the "Chorehadan" DM, qcb, qcf + B/D. (DM) Jump C/D, Crouch C, QCF x 2 + P Jump in heavy punch or kick, then crouching heavy punch combo-ed into "Super Hishoken" qcf x 2 + P (C)(XX) Jump C/D, Stand/Crouch C, HCF + C, QCF,upfw + B, tap B, DP + A jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Dam Breaker", near, hcf + C, then execute Andy's air-diving kick, qcf, upfw + B, B, then once Andy recovers, execute his uppercut + A/C. Note: the air-diving kick is the move where Andy dives down from the air then executes his overhead command attack as he reaches the ground. Joe Higashi Chain Combos: Command attacks: Fw + B, dnfw + B Chain combos: Dn + B x 3 Dn + B x 2, dn + A *Dn B x 2, dn + A, dnfw + B *Dn + B x 2, dn + A, fw + B *Jump C/D, dn + B, dn + A, dnfw + B Jump C/D, stand/crouch C, fw + B Jump C/D, stand/crouch C, dnfw + B General Combos: Jump C/D, Stand/Crouch C, HCF + A/C jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Hurricane Upper", hcf + A/C Jump C/D, Stand/Crouch C, DP + B jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "Tiger Kick", upper motion + B Jump C/D, Stand/Crouch C, HCF + B/D jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "slash kick", hcf + B/D. Jump C/D, Stand/Crouch C, QCB + B/D jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "golden heel", qcb + B/D. NOTE: tall/big characters only Jump C/D, Stand/Crouch C, rapid A/C, QCF + A jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into " TNT punch" , then qcf + A. (DM) Jump C/D, dwn B x 2, dwn A, "Screw Upper"(QCF x 2 + A/C) jump in with heavy punch or kick, then down light kick twice, down light punch, combo-ed into "screw upper", qcf x 2 + A/C. (DM) Jump C/D, dwn B x 2, dwn A, "Hurricane Tiger Heel"(QCF, QCB + A/C) jump in with heavy punch or kick, then down light kick twice, down light punch, combo-ed into "hurricane tiger heel", qcf, qcb + A/C (DM) Jump C/D, Stand/Crouch C, "Screw Upper"(QCF x 2 + A/C) jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "screw upper", qcf x 2 + A/C. (DM) Jump C/D, Stand/Crouch C, "Hurricane Tiger Heel"(QCF, QCB + A/C) jump in with heavy punch or kick, then standing or crouching heavy punch combo-ed into "hurricane tiger heel", qcf, qcb + A/C (DM)(C) Stand C, HCF + A, Crouch C, fw + B, then *** Standing close heavy punch combo-ed into "Hurricane upper", hcf + A, then crouching heavy punch chained into forward light kick combo-d into either; i)QCF, QCB + P ii)HCF + B iii)QCB + B then QCF, QCB + P(tall characters only) QCB + B, QCF, QCB + P "Tiger heel", qcb + B combo-ed into "Hurricane Tiger Heel", qcf, qcb + P (MID) QCB + B/D, HCF + B while opponent in mid-air, do "tiger heel" qcb + B/D then execute "Slash Kick", hcf + B (NEW)(DM)(MAX)(C) Jump D, stand C, fw + B, hcf + B, qcb, qcf + A/C Jumping heavy kick, standing heavy punch chain-ed into forward light kick combo-ed into hcf + B, then juggle with qcb,qcf + A/C Joe's infinite: (MID)(INF)(HD) Conditions: - to be lauched in mid air Launchers: QCF x 2 + P from a distance such that the first few hits of the DM must not hit the opponent first. - Opponent in mid air. when opponent launched in mid air, or already in mid-air, repeat Joe's qcb + B till opponent dizzies. Note:Joe's stand/crouch C can be replaced with stand/crouch C, fw + B Credits: KoF Mailing List (kof-ml@umich.edu) - for several interesting info - some combos also Kao Megura (kmegura@yahoo.com ) - some move names are taken from his kof97faq.txt Darklancer (lancer@pacific.net.sg) - also some move names from him Darren (darren03@mbox3.singnet.com.sg) - for several good combos - the infinite combos for Kyo Kusanagi and Terry Bogard of course Rafee ( no e-mail) - for lotsa other combo info and tactic tips Charles ( nghouse@hkstar.com) - for giving me the idea of the COMBO PAGE Hashakku Iori ( iori@chez.com ) - for being an internet pal and a fellow KoF fanatic. - helped with several html and graphic stuff. SNK(c) Japan, SNK(c) America - for making KoF'97, the greatest series of fighting games this era Done by mdEarth(mOOnrun) mdEarth@earthcorp.com http://www.hypermart.net/mdearth 05/03/1998