King of Fighters 97 New Face team (Orochi-ed) 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 Yashiro Nanakase Chain Combos: Command attacks: Fw + B Chain Combos: Dn + A x 3, stand A Dn + A x 3, dn + B Dn + A, stand A, fw + B Jump C/D, stand/crouch C, fw + B Jump C/D, stand D, fw + B General Combos: Jump C/D, Stand/Crouch C, HCF + A/C jumping heavy punch or kick, standing or crouching heavy punch combo-ed into "Flip and Slam", hcf + A/C. (DM) Jump C/D, dn + A x 2, then *** jumping heavy punch or kick, down light punch twice combo-ed into either; i)"Flip and Slam", hcf + A/C ii)"Grab Attack", hcb, fw + A/C iii)"Super Grab", hcb x 2 + P iv)"Super Grab 2", hcf x 2 + P (DM) Jump C/D, Stand/Crouch C, HCB, FW +A/C jumping heavy punch or kick, standing or crouching heavy punch combo-ed into "Grab Attack", hcb, fw + P (DM) Jump C/D, Stand/Crouch C, "Super Grab" HCB, HCB +A/C jumping heavy punch or kick, standing or crouching heavy punch combo-ed into "Super Grab", hcb x 2 + P (DM) Jump C/D, Stand/Crouch C, "Super Grab 2" HCF, HCF +A/C jumping heavy punch or kick, standing or crouching heavy punch combo-ed into "Super Grab 2", hcf x 2 + P Note: Yashiro's Stand/Crouch C can be replaced with stand D which is an overhead move Shermie Chain Combos: Command attacks: Fw + B Chain Combos: Stand A, stand B(2 hits) Stand A, fw + B Jump C/D, stand/crouch C, fw + B General Combos: Jump C/D, Stand/Crouch C, HCB + A/C jumping heavy punch or kick, standing or crouching heavy punch , combo-ed into"Electic slash", hcf + P (DM) Jump C/D, Stand/Crouch C, QCF x 2 + A/C jumping heavy punch or kick, standing or crouching heavy punch , combo-ed "Dark Lighning Fist", qcf x 2 + P (NEW)(DM) Crossup C, stand C, fw + B(2 hits), QCF x 2 + P Crossup jump with heavy punch, standing heavy punch chain-ed into forward light Kick combo-ed into qcf x 2 + P Chris Chain Combos: Command attack: Fw + A Chain combo: Dn + B x 2 Dn + B x 2, dn + A Dn + B x 2, dn + A, fw + A Dn + A x 2 Dn + A x 2, fw + A Jump C/D, stand C/D, fw + A General Combos: dn + B x 2, dn + A, fw + A, DP + A/C crouching light kick x 2, crouching light punch, forward light punch combo-ed into "uppercut", qcf + A/C (DM) Jump C/D, Stand/Crouch C (1 hit), fw + A, HCF + P then *** jumping heavy punch or kick, standing or crouching heavy punch, forward light punch combo-ed into "Fire Cracker", hcf + P then do either: i)uppercut + P ii)standing CD iii)"Great Mowing Serpent" qcb, qcf + P iv)"Ultimate energy blast" qcf x 2 + P (DM)(C)(HD)(XX) QCF + A/C, QCB + A, fw + A, HCF + C then *** execute Chris's fireball, then do his qcb + P which is chained with fw + A combo-ed into "Fire Cracker", hcf + P then do either: i)uppercut + P ii)standing CD iii)"Great Mowing Serpent" qcb, qcf + P iv)"Ultimate energy blast" qcf x 2 + P Note: Chris's stand/crouch heavy punch can be replaced with stand D. 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