King of Fighters 97 Japan team Combo FAQ Last updated on 16/05/1998 Warning: This FAQ is copyright 1997-98 by 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 Kyo Kusanagi Chain Combos: Command attacks:: Fw + B(overhead move), dnfw + D Chains: Dn + B x 2 Dn + B x 2, dn + A, Dn + B x 2, dn + A, dnfw + D Jump C/D, dn + B, dn + A, dnfw + D Jump C/D, stand C/D, dnfw + D Jump C/D, dn + B, stand C, dnfw + D *Jump C/D, stand C/D, fw + B *Jump C/D, dn + B, stand C, fw + B *Jump C/D, dn + B, dn + A, fw + B General combos: Kyo Kusanagi '96 Jump C/D, Stand C, QCB + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 910 Nue Tumi" qcb + A/C. Jump C/D, Stand C, DP + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 100 Oniyaki" (uppercut), dp + A/C. Jump C/D, dwn B, Stand C, HCB + B/D jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 212 Crescent slash", hcb + B/D Jump C/D, dwn B, Stand C, QCF + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 114 wicked chew" or "style115 poison gnawfest", qcf + A/C Jump C/D, dwn B, dwn A, DP + A/C jump heavy punch or kick, then crouch light kick, crouch light punch combo-ed into "style 100 Oniyaki" (uppercut), dp A/C Jump C/D, Stand C, QCF + A, QCF + A/C, C/B or QCB + C, C jump heavy punch or kick, then standing heavy punch or kick combo-ed into whole "style 114 wicked chew"combo, qcf + A, qcf A/C, C/B or qcb + C, C. Jump C/D, Stand C, QCF + C, QCB + C, fwd C jump heavy punch or kick, then standing heavy punch or kick combo-ed into whole "style 115 poison gnawfest"combo, qcf + C, hcb + C, then foward C Jump C/D, Stand C/D, QCF + D, QCF + D, then *** jump heavy punch or kick then standing heavy punch or kick combo-ed into "style 75 modify", qcf + D, qcf + D, then do either :i)uppercut + P ii)hcb + K iii)qcb + P iv)qcf + A/C (C) Jump C/D, Stand C, QCF +D, QCF + D, QCF + B, QCF + D, Jump C/D jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 75 modify", qcf + D, qcf +D, qcb + B, qcf + D, then jump up pressing heavy punch/kick or CD body toss attack. Only can be done in corner for everything to connect. (DM) Jump C/D, dwn B, dwn B, Stand A, "Freestyle Final Showdown"(QCF X 2 + A/C) jump heavy punch or kick, then crouch light kick twice, standing light punch combo-ed into "freestyle final showdown", qcf x 2, A/C. (DM) Jump C/D, Stand C/D, "Freestyle Final Showdown"(QCF X 2 + A/C) jump heavy punch or kick, then standing heavy punch or kick combo-ed into "free style final showdown", qcf x 2 A/C (DM) Jump C/D, Stand C/D, Serpent Wave(QCB, QCF + C) jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style Ri108 Orochinagi (serpentwave)", qcb, qcf + A/C. Note: Many ppl have mailed to me and asked me why doesn't this combo work. Its because it only works with C version Serpent Wave. (DM)(C) Jump C/D, Stand C, QCF + D, QCF + D, Serpent Wave (QCB, QCF + C) jump heavy punch or kick, then standing heavy punch or kick combo-ed into qcf + D, qcf + D, then do the "style Ri108 Orochinagi(serpent wave)", qcb, qcf + A/C (DM) Againts big/tall characters Jump C/D, Stand C, fw + B, QCF x 2 + P jumping heavy kick or punch, standing heavy punch chained into forward light kick comb-ed into "Freestyle FinalShowdown", qcf x 2 + P Kyo Kusanagi's "burn" combo - by Kazuya(kazuya-corp@technologist.com) - Rafee(no e-mail) #1 (C)(HD)(XX)(MAX) Jump C/D, stand C/D, QCF + D, D down A cancel into Serpent wave(C) and then hold C as opponent lands and get burned by the flame, about 3 hits or so, then let to the C button for a high damage combo. #2 (C)(HD)(XX)(MAX) Jump C/D, stand C/D, QCF + D, D down A cancel into Free style final showdown (C). Not much explanation for this, just do as above. 100% COMBO! ----------- (HD)(C)(MAX)(DM)(XX) Jump D, stand C, QCF + D, D, QCF + A, dwn A, QCB, QCF + A/C, hold A/C, A/C Jumping heavy kick, standing heavy punch combo-ed into qcf + D, D, as opponent about to land, qcf + A, then immediately crouching light punch cancelled into qcb, qcf + A/C and hold A/C, as fire burns enemy after 2-3 hits, letgo A/C and opponent dies! (NEW)(C)(MAX)(XX) Jump C/D, Stand C. QCF + D, D, QCF + A, QCF + A, QCF + A, DP + C jumping heavy kick, standing heavy punch combo-ed into qcf + D, D, then juggle with qcf + A, "wicked chew", then pause for a spilt second before another "wicked chew", qcf + A, then continue with qcf + A then finally finish off with uppercut + C or A. (INF)(C)(XX)(HD) Conditions: - player MUST have fast hands! - MUST kick opponent high enough with the first set of "style 75 modify", qcf + D, qcf + D QCF + D, QCF + D, dn A cancel into QCF + D, QCF + D, dn A cancel into QCF + D, QCF + D..repeat "style 75 modify", qcf + D, qcf + D then wait for about 1 sec then do crouching light punch cancelled into another set of "style 75 modify", qcf + D, qcf + D...repeat the whole process. Note: the down A(light punch) will not and CANNOT hit the opponent for the infinite to work. And also you must cancel the down A (light punch) into the "style 75 modify", qcf + D, qcf + D and not wait till down A to finish its animation then do "style 75 modify", qcf + D , qcf + D. For short, the down A must "dissappear" or be cancelled. Timing is very crucial. I've seen my friend do 20+ hits about 10 sets of dn + A cancelled into "style 75 modify", qc f + D, qcf + D. Note 2: down C or D can also work. But down D is kinda difficult Kyo Kusanagi '94 ( go to Kyo, hold start then press A or D) Jump C/D, Stand C, QCF + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style 108 Yamiharai" qcf + A/C. Note: if you manage to do combo your opponent twice consecutively with this, he will be stunned already. Jump C/D. dwn B, Stand C, RDP + B/D jump heavy punch or kick, then crouch light kick, stand heavy punch, combo-ed into "Oborokuruma" (twilight ride). Jump C/D, dwn B, Stand C, QCF + A/C jump heavy punch or kick, then crouch light kick, stand heavy punch, combo-ed into "style 108 Yamiharai", qcf + A/C. (DM) Jump C/D, Stand C/D, Serpent Wave(QCB, QCF + C) jump heavy punch or kick, then standing heavy punch or kick combo-ed into "style Ri108 Orochinagi (serpent wave)", qcb, qcf + A/C. Benimaru Nikaido Chain Combos: Command attacks: Fw + B, dn + D(in air) Chain Combos: Dn + B x 3 stand D, stand A *Jump C/D, dn + B x 3, fw + B *Jump C/D, dn + B x 2, stand B, fw + B *Jump C/D, stand C/D, fw + B General Combos: Jump C/D, dwn B x 3 ,QCF + B/D jump heavy punch or kick, then crouch light kick x 3, combo-ed into "Iaido" kick, qcf + B/D. Jump C/D, Stand C/D, HCB, fw + C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Benimaru Koreda", hcb, fw + C Jump C/D, Stand C/D, DP + B/D jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Super Lighning" kick, dp + B/D. Jump C/D, Stand C/D, HCB + B/D jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Triple Resist" kick, hcb + B/D. Jump C/D, Stand C/D, HCB + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Shinku Katategoma", hcb + A/C. Jump C/D, Stand C/D, QCF + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Raijinken", qcf + A/C. (NEW) Jump D, dwn C, qcb + B jumping heavy kick, crouching heavy punch combo-ed into qcb + B (DM) Jump C/D, dwn B, dwn B, QCF x 2 + A/C jump heavy punch or kick, then crouching B x 2, combo-ed into "Raikoken", qcf x 2 A/C. POWERed up special does LOTS of damage (DM)(XX) Jump C/D, Stand C/D, HCB x 2 + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Eregutoriga", hcb x 2 + A/C. (DM) Jump C/D, Stand C/D, QCF x 2 + A/C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Raikoken", qcf x 2 + A/C. POWERed up special does LOTS of damage (DM)(XX)(MID) Jump dn + D, QCF x 2 + A/C jump down heavy kick to do the drill kick, and ass soon as benimaru lands, do the "Raikoken" DM. Note: Can even be done when the opponent is in mid-air! Goro Daimon Chain Combos: Command attacks: Fw + A (overhead move) dnfw + C Chain combos Dn + A x 2 Dn + A , dnfw + C Jump C/D, dwn A, dnfw + C Jump C/D, stand C/D, dnfw + C Jump C/D, dn C, dnfw + C *Jump C/D, dn D, dnfw + C *Jump C/D, stand C/D, fw + A *Jump C/D, dn C, fw + A **Jump C/D, dn D, fw + A General Combos: Jump C/D, Stand C/D, QCF + A jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Cloud Tosser", qcf + A. NOTE: only on tall characters Jump C/D, Stand C/D, HCF + C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Kirikabukaeshi", qcf+C. Jump C/D, dwn D, wait then, HCF + C jump heavy punch or kick, then crouch heavy kick, wait till heavy kick animation over, then hcf + C. NOTE: waiting time is faster then in KoF'96 Jump C/D, Stand C/D, HCB, fw + C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Tenchikaeshi", hcb, fw + C. Jump C/D, Stand C/D, HCB, fw + D jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Uranage", hcb, fw + D. Jump C/D, Stand C/D, HCB x 2 + C jump heavy punch or kick, then standing heavy punch or kick combo-ed into "Heaven to Hell throw", hcb x 2 + C. (MID) dnfw + C, hcf + A diagonal forward down heavy punch combo-ed into "Cloud Tosser", hcf + A (NEW) "Bug" Combo - opponent in mid-air Dnfw + C, slow QCF + A or missed QCF + A after dnfw + C, then DP + A. dp + A will hit opponent thats laying on the ground. (DM) Jump C/D, Stand C/D, HCF x 2 + D, then HCF + C jump heavy punch or kick, then standing heavy punch or kick combo-ed into hcf x 2 + D, then hcf + C. (DM)(HD) Jump C/D, Stand C/D, HCF x 2 + B/D, HCF + B/D. DP + B/D jump heavy punch or kick, then standing heavy punch or kick combo-ed into hcb x 2 + B, hcf + B/D, dp + B/D. Note: Daimon's stand C/D can be replaced with chain combo Stand C/D, dnfw + C 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 (jefee98@mbox5.singnet.com.sg) - 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 mOOnrun(p9643062@sp.edu.sg) mOOnrun COMBO PAGE http://www.geocities.com/Colosseum/Loge/6316/index.html 16/05/1998