KOF97 FAQ from Yosha v1.0
The King Of Fighters '97
(Player's guide)
v. 1.0

By Yosha ! and Iro

       Purpose

First of all , hello to all the KOF fans around the world . We have
become addicts of this great series of game since the '94 version for
some and since the '95 for the rest of us . Playing any KOF , you
certainly have noticed that this game is exceptionally various , rich
and fun ... On the other hand , the game is complex and a beginner in
the KOF world may be disadvantaged , and expert players doubtless want
to know every killer combo and strong character ...
So here is the purpose of this guide: explain you every detail useful to
increase your own gameplay , without changing your own style .


       Codes & Tricks

Unlike the older versions of the game , KOF'97 allow the player to play
six hidden characters that is to say: Kyo Kusanagi '94 , Riot of Blood
Iori Yagami , Riot of Blood Leona , Riot of Blood Nanakase Yashiro ,
Riot of Blood Shermie , and at last Riot of Blood Chris. The following
codes work on the arcade machine .

+ Kyo'94 Code: Highlight Kyo and hold start then press either A or D

+ Riot of Blood Iori Code: hold start then press left , right , left ,
 right, left, right , and press A + C .

+ Riot of Blood Leona Code: hold start then press up , down , up , down,
 up , down , and press B + D .

+ Riot of Blood New Faces Team Code:  hold  start then  , up , left ,
 down ,right, up, down , and B + C

+ To fight Iori in Japan Team Ending : Use Kyo to defeat Orochi

+ To choose the winning pose : hold A or B or C to select the pose

+ Special Endings in Team Edit :
       - Kyo - Shingo - anybody else ( except Iori )
       - Kyo - Chizuru - Iori
       - Kyo - Terry - Ryo
       - Mai - King - Yuri
       - Kyo - Mai - Billy (japanese version only)
       - Yamazaki -Choi - Chang (japanese version only)
       - Terry -Mary - Joe (japanese version only)
       - Kim - Benimaru - Joe
       - Ralf -Clark - Athena


       Game system (general)


Basic movements and keys:
       + up= Up
       + dn= Down
       + bk= Back
       + fw= Forward
       + air = perform while jumping or in air in general
       + A= A button; B= B button; C = C button; D = D button ( the basic
            attacks )
       + P = punch; K = kick
       + A/B = A or B; AB = A+B; A'B = A then B
       + x2 = do movement twice
       + QCF = quarter circle forward; QCB = quarter circle back
       + HCF = half circle forward; HCB = half circle back
       + DP = dragon punch; RDP = reverse dragon punch
       + Close = must be close to the opponent
       + Hold = charge for at least two seconds
       + Tap = go on taping the button until the move comes out
       + Overhead = the attack will hit you if you are crouch blocking
       + Autoguard = means that you don't need to block. Generally term
         used for moves that breaks the opponent attack then hits (Kyo's
         wild bite , Terry's Rising Tackle ... ).
       + Reversal = wait for an attack then counter with another attack,
         or a throw


KOF '94 added the dodge and KOF '96 removed it in order to change the
game system , more offensive and including a roll .  In KOF' 97 , it
looks like SNK couldn't choose between those two modes and decided to
let the player make his mind . So , everybody is free to choose between

a KOF'95 like mode (Extra mode) and a KOF'96 like mode (Advanced Mode ), and
this set KOF'97 as a twice as more interesting game . The two
modes are really different at every point: guard break , desperation
move and POW using , jumps etc... Extra and Advanced specificities are
the following:

Extra Mode (KOF '94 and '95 style - defensive mode )
+ Power Max allows you to increase damage of 50 %
+ Perform Desperation Moves when the lifebar flashes red
+ Dodge Using AB (note: don't works on command throw)
+ Power gauge charge using ABC
+ Hop ( à la '95 ) forward: fw , fw
+ Hop ( à la '95 ) backward: bk , bk
+ Normal Jump: up , or diagonally up or back
+ HyperJump: dn , then up
+ Guard cancel: while blocking an attack , press AB or CD (note: MAX
 will decrease )
+ Quick recovery: AB as you land on the ground
+ Assist Attack: Press ABC when character is dizzy or struggling ( see
 smiley section )
+ Throw escape: tap any button  (note: during a normal throw , don't
 work on command throw e.g. Clark Goro , Shermie...)
+Taunt: press start

       The EXTRA mode , is a real defensive one . This mode allows your
to charge the power gauge , and consequenty to use CD or AB breakers
more often that if you're using the advanced system . Grabbers , are
really advantaged in this mode : the dodge helps to use command throws .
If the opponents passes in you back during the dodge , the command throw
will comes out whatever is the side you performed the grab move motion .
On the over side , the dodge must be used with care , : if your
character is dodging at the wrong time , he could easily be grabbed or
throwed . CD breaker could be used to knock down an opponent , and in
while he's getting up , you have the time to MAX you power gauge , up to
70-80 % . The lifebar also flashes red , so DM could be use more often
too . Dodge can be used to the infinite .

Advanced mode ( KOF'96 style - aggressive mode )
       + Power Max allows you to increase your damages of 25%
       + The lifebar doesn't flashes red
       + Roll: fw + AB or bk + AB
+ Power gauge charge when hit or attack
+ Store three crystals in the gauge , press ABC to MAX , then perform
Desperation Move (note: needs at least two crystals: this will empty the
first one , and the second is used for DM . It means two crystals for
Super Desperation Move ) .
+ Dash forward: fw , fw
+ Run: fw , fw then hold fw
+ Dash backward: bk , bk
+ Hop: tap diagonally up or back
+ Hyper Hop dn , tap up (note: works diagonally too)
+ Normal jump: up , or diagonally up or back
+ Hyper jump: tap dn then up  (note: works diagonally too)
+ Guard cancel: while blocking an attack , press AB or CD (note: uses a
 crystal stored)
+ Quick recovery: AB as you land on the ground
+ Throw escape: tap any button  (note: during a normal throw , don't
 work on command throw e.g. Clark Goro , Shermie...)
+ Assist Attack: Press ABC when character is dizzy or struggling (
 depends of your team mate - see smiley section  for details )
+Taunt: start

       ADVANCED is the perfect mode for people who like to ... attack !
As you can't charge your meter , you always need to attack , if you

wants to use your DM/breakers . You also need to be careful with
breakers , because breaking use a crystal so , if you're breaking , it's
in order to trigger a combo or to perform an efficient string of attacks.
The hyper hop jump is also perfect to kill (mentaly ) your opponent
with pressing . Hyper hop really help in approaching the opponent , so
that you have more opportunities to combo . Rolling is a cool way to
approach the opponent , but you need to be very carefull using it , as
every rolling character can be hit , or grabbed/throwed . DM and crouch
lights seldom helps you understanding that rolling must be used with
care ...


       Basic Gameplay

       => KOF '96/'97

First you must notice that a lot of little changes allows KOF 97 to be a
really different of KOF 96 .
General basic moves are slower , especially CD attack , but still can be
cancelled into special moves . It's now hard to juggle in counter with a
CD attack . Taunt action is triggered off by start button , this also
means that the opponent power doesn't decrease no more .Chain combos
appeared and set KOF as a combo based game for a lot of charcters such
as Terry . And '95 command attacks are back !


=>Priority

Learn to use the priorities of your character . Anti air priority , and
air to air priority . Some special moves or basic attacks are stronger
than others . If you know that , you can attack or defend yourself ,
with more care and efficiency . A little example : you're playing as
Yamazaki , and your opponent is King . King owns a very good low C ,
with great anti air priority , BUT Yamazaki owns the advantage on the
King's low C . So if Yamazaki try a jumped C on King whereas she's
performing her low C , Yamazaki will hit King , but King WON'T hit
Yamazaki ! . You also have to notice that some kind of specials/(S)DM
moves are overprioritizing every others attacks : that's the case of the
command throws ( see the matching section ) .

       => Power MAX

Power MAX property . When your power gauge reaches MAX point , you can
of course perform DM . But don't forget that MAX also increase your
strength a normal hit can damage up to 25-50% more (depending of the
mode ) . Thats the only reason why SDM exists and are so dangerous ! So
think about MAX-ing in your strategy ... This is also important in the
choice of your playing mode : the same combo , MAXed , will produce
different damages following EXTRA or ADVANCED mode ... More , the MAX
allow you to use breakers .

       => Breakers

In KOF'97 there are two kinds of breakers , that you can perform
provided the power gauge is at MAX , or that you own a crystal stored .
If you use the breaker , the MAX decrease or the crystal is used . The
AB breakers allows to roll forward or backward during a blocked attack .
It is very interesting , especially because you can break an pass in the
opponent's back to attack him/her . This can be very useful on very long
attacks , such as Robert/Ryo'DM like : as it is a very important DM ( in
terms of hits , and of time ) it is easily possible to break .
The CD breaker knocks down the opponent . Again , the CD breaker must be

a strategic choice , or a desesperate attack , if your life meter is
very low . More, the damage involved is very low . Another way to use
the CD breaker is a counter combo , or to escape from pressings . If the
counter message appears as you're breaking with CD , you can try to
juggle witha special/DM : e.g. Benimaru can juggle with the QCFx2 + P DM
after his CD breaker .

=> Grabbs (Command throws)

In construction .

=> Desperation Moves / Super Desperation Moves

       Like every special move , DM should be combo -ed to be really
usefull and to maximize damages . There are differents kinds of DM in
KOF , with differents properties :
1) Projections of energy/projectiles like DM : this include for example
Kyo' Serpent Wave or Terry's Power Geyser and Haoh Sho Koh Ken  . About
Power Geyser like , an important feature is the anti air use of those
attacks . It is also possible to cancel others attacks of this sort such
as Haoh Sho Koh Ken and less powerfull projectiles . Finally , you can
most of times add it in juggle combos .

2) Multiple attacks like DM : including DM such as Ryo/Robert's once .
Very interesting for the block damage , if the opponent is actually in
guard . It might trigger a guard crush , and the other attacks following
the one who caused the crush will hence hit the opponent , so really
think about add this in your corner traps , and general pressing
strategy .  Unless the opponent is MAXed , you can enable the (S)DM to
finish him/her with the block damage tactic .

3) Throws/Grab like DM : DM such as Goro/Clark . Generally , you must be
close to the opponent to throw/grab him . A very good point of those
grabs are that it owns huge priority on every other attack , like an
aspiration phenomenom . But some like Clark's Running Spree must be
performed at good range (he runs , then grabs ) . For further
information about command throws using , refer to the matching section .

4) One hit like DM : such as Ralf's Galactica Phantom . On the whole
those are really hard to pull off and result in huge damage , especially
at the SDM state . Therefore there are two ways to success in with it .
First , combo it , if it is possible of course . Since it isn't possible,
it's only a question of pure stategy ( sorry ) : e.g , see the Ralf's
Galactica Phantom comment .

5) DM wich the first attack must hit to be triggered  : Leona's V
Slasher . The comment is alike the one hit DM like : combo it if it's
possible , or be good , guy !

Finally , the air guard won't block (S)DM : it cannot be blocked , if
you're in the air ...


Smiley Section

The following is only available in case of advanced mode ( except for
assist attack system ) .

Something very important in KOF '97 is that the game include characters
relationship in the game system . For example , create the following
team: Terry Bogard; Blue Mary and Billy . Choose Terry as first fighter,
then push C and move the selector on Mary: a smiling smiley will
appear meaning that the relationship between the two characters are good
(they are in love ) . Then go on Billy : the smiley will have a «bad»

expression because the two characters are enemy ...

So what? He he ... there is a real effect on the whole team:
+J Good smiley: means that the relationship is good , hence , if the
member #1 loses , the second member of the team will be awarded by a
bonus crystal . e.g. Terry loses and owns 2 crystals , consequently if
Mary is the second team member , she will owns 3 crystals instead of 2 .
Bonus +1

+K Unexpressive smiley: no bonus crystals / no malus crystals . If the
member #1 loses the member #2 will keep his number of crystals . No
Bonus .

+L Bad smiley: means that the relationship between the two characters is
bad , so subsequently , if the member #1 loses , he won't pass his
crystals to the member #2 . e.g. Terry loses and owns 3 crystals , if
Billy is the the following member he will start the round with any
crystals . Malus .

Smileys are a new way to build up a strong team , so you may chose your
characters with more care knowing the smiley effects . We then decided
to include smiley sections , showing the relations between the
characters in the game .

Smileys also have an effect on the assist attack system : if your
character is dizzy/struggling  , the others characters of your team
won't help you if they don't like him/her ... For example , if Kyo is
dizzy , you can push as fast as you can ABC but Iori will never help him
( they are enemies ) ...

The combos

The notation for the combos in this guide is the following :
       * Desperation Combo : means that you need a power max/liferbar
flashes red  to perform the combo
** Super Desperation Combo : means that you need two power bar stored or
in case of extra : lifebar flashing red and power max  .
! Corner Combo : you need to be in the corner to perform this one ...

Notation is ( !) (*) (**) when a basic scheme of combo is given . So you
may be in the corner , and may use a (S)DM

You may have noticed that this notation is the one used by Kensou (
[email protected] ) . The reason is that some informations about KOF '97
are extracts of his own work , and more , his notation is simple and
good .

How to trigger a combo . Well there really are a few ways to do it :
+ Simply : if your opponent is dizzy , or doesn't use the guard ...
+ When the opponent is crouched : some jumped attacks will hit him in
his/her back (crossup) : when you land , you should be abble to go on
combo-ing .
+ The hop jump of the Advanced mode is really terrible if you like a
pressing like play style : wait for the error of the other player and
start the combo .
+ In the opponent's back , after a AB breaker for example
+ After a dodge , in Extra mode : hit the opponent in his/her back
+ When the opponent is rolling
+ Don't forget the chain combos : you could start with crouched light
attack to start hitting a standing opponent , and follow up by a strong
attack to combo with special and/or DM moves .
+ Counter/critical  message : when it appears as your opponent fall or
land , you may start a combo .

About the first attack of a combo : most of time it's a jumped one :
beware to hit the opponent at the right moment : if you hit the opponent

too high , you may be blocked , or grabbed ( beware of command attacks )
Then , if you realize a successfull jumped attack ( even blocked ) ,
dont stop attacking when you land , especially against Clark or Goro
like characters . So when you land you must have the right timing too or
the opponent will have the advantage .

Take your time when you realise a combo : if you perform it too fast it
won't work . So be calm , and don't forget that even if you think that
the combo won't be successfull , speeding , and mashing the buttons
won't pull it off ! Stay calm and have the right timing to interrupt
attacks . If you don't manage to realize the combo , simplify it when
it's possible , and only after , try the complete one .

Most of the command attacks , ans some of the basic attacks , are
interruptable , refer to the section for every character . Sometimes
it's hard to interrupt some of those attacks so , there's a solution ...
+ People owning 2 hits close standing attacks should not be annoyed with
interrupting . It's the case of Terry , Mary , etc ...

+ People such as Kyo or Shingo . No 2 hits close standing attack . In
this case , you may have problems to combos QCFx2 motions . My advice is
to use a crouching attack , instead of a standing one . For example with
Kyo , try the following : Jumping C/D , crouch C , QCF x2 + P . As the
direction is still down , it's less difficult to perform QCF x2 .

+ People with HCB x2 motions . An Hard to pull off one ! as Kensou
already wrote it :
If the character don't have a HCB + motion , you should use the
following : jumping D , HCB + C , HCB + C ...
If the character have a HCB + motion : try this : fw , dn fw , dn + C ,
dn bk , bk , HCB + C . The tip is to push C when the joystick position
is down .. It's a little hard , but less difficult than C , HCB x2 + C

+ Simplification : example with Ryuji Yamazaki : dn fw + C , bk , HCB + P

Generally speaking , the controls of this version of KOF are very , very
sensitive . This means that you realy need to be precise while you
perform the motion . A good way to banish underisables motions is to
adopt a neutral stick position , when you perform complex motions such
as QCF x2 . So after the poke , and each motion , stick should be
neutral , and not from fw to dn , or the CPU may understand it as a QCB, HCF
motion ...


       Simplification of few basic motions

Taken from the Gamest Mook 86

HCF motion :            dn bk , fw                      or   bk , dn , fw
HCB motion :            dn fw , dn bk , fw              or   fw , dn bk , fw
                                                       or   dn fw , bk , fw
fw , HCF motion :       dn fw , dn bk , fw              or   fw , dn bk , fw
QCF x2 motion :         dn , dn fw , dn , dn fw , fw
QCB , HCF motion :      dn , dn bk , fw


Pressing


A pressing is a string of attacks performed whereas the opponent is
blocking ( in guard ) . The goal is to work mentally your opponent , by
attacking him with various attacks , generally pokes ( jumped , crouched,
standing , close , far , etc ...) but also special moves , owning good
recovery and coming out quickly . This will involve no life damage , but

huge psychological hurts ! Of course the pressing generally leads to a
guard crush , that will let you combo a special/(S)DM move ... A good
way to escape the pressing is the CD breaker .


Screen displayed messages


Apart from the Rush count ,  there are :

=> Guard Crush

       Guard crush appears when a character has blocked too much attacks
in guard . Every attack owns a value , in words of power . For example
the C value his often the highest of the basic attacks , and the A or B
value his very low . A special move also have a value : Mary have to hit
10 times her opponent with her close  standing D to crush his/her guard
.. but 4 D Vertical Arrow will have the same result .Generally speaking,
when you are in guard and blocks 7 or 8 attacks , the guard is crushed. At
this moment , the right following attack after the one who create
the guard crush , will hit , provided that it is a special move , or a
(S)DM . So you can more or less calculate the guard crush time . In this
way , you must combo your attacks . An interesting strategy is to
anticipate and to trigger a Ryo/Robert DM like (provided the opponent
cannot break ) .A guard crush is often the normal result of a good
pressing .

=> Counter

       A counter occurs when a character hits his/her opponent whereas
this one is also attacking . If it happens , the one who realized the
counter could immediatly attack , most of time , with an air juggle . In
KOF'96 , CD attacks were really often used as a counter juggle , but in
the '97 version , CD attacks are too slower for this , hence you need to
use a special/(S)DM or a basic attack to juggle . A last word : when
your opponent is MAXed, if you hit him/her , the counter message will
appear , even if he/she isn't attacking .

=> Critical Hit

       A critical hit occurs when ... ? Well , it's absolutely random ...
You can attack right after the critical even if the opponent is not
falling , and taking the attack who caused the critical . It don't works
on a knocked down opponent . Beware : if your opponent is falling , and
the message is only critical , you can't juggle ( if the opponent is
still in the air , you need the counter message ) . Counter and
criticals are therefore two ways to continue an attack . So , if a
critical occurs , you might have time to link on another attack . Few
characters generate a lot of criticals , like Shingo Yabuki . Therefore,
criticals may be used to start a combo .


Characters and gameplay



==> KYO KUSANAGI( Japan Strongest fighters Team )<==


Throws:
       + Hatsu Gane: close bk/fw + C
       + Issetsu Seoi Nage: close bk/fw + D

Command attacks:
       + Axe kick: fw + B (overhead)
       + Double foot sweep: Crouch fw + D

Comment : . Hit farther than dn + D . Very useful , especially against
grabbers , or dangerous characters using command throws , such as Daimon .
Hits twice .

+ In air : dn + C
       Comment : knock downs ... it's possible to chain a standing C

Special moves:
       + Hyaku Shiki: Oniyaki:  DP + P ( autoguard )
Comment: like the '96 version , Kyo's DP breaks the opponent attack ,
but most of times , there are no double impacts .  Beware of C version

that doesn't knock downs , unlike the A version . Very good anti air
priority , provided that it is used at the right time . As every DP ,
vulnerable , when it lands . The basic gameplay with Kyo include to use
the A verion of DP when you recover from the ground , and as a opponent
is jumping towards you : as the DP have an autoguard , it's a safe move
So , of course , never jump on a recovering Kyo ( or even Shingo )
except if you have calculated the right range of the jump , to land
right in front of Kyo . You can also cause a double impact , if it is
good to you , this mean that you're not breaked by the autoguard , as
Chang with his Maxed air CD . A good way to cool excessive DP users , is
to use a crouched light , genneraly a B , followed up by a combo ...

+ KuHyaku Shiki: Nue Tumi: QCB + P (reversal)
Comment: could be used as a counter attack on pokes , if performed at
the right moment . An important feature is that it is the only reversal
really useful against chrouched light attacks , hence this move is very
interesting againt characters playing a pressing style , due to the fact
that you can block attack and the worst for Kyo is a double impact .
Also be used as a DP .

       + NiHyakuJuuNi Shiki: Koto Tsuki You:  HCB + K
Comment : Kyo run faster than in KOF'96 , hence it is easily comboable.
Very good to him . B version ranges 2/3 of the screen , and D version
ranges all the screen .

+ ShichiHyakuShichi Shiki KomaHoFuri: RDP + K
Comment : The D version of the move allows Kyo to hit very far and high
It is possible for example to hit Athena , when she performs her air
DM . This knock downs , but the attack isn't an overhead , more even if
you're opponent isn't blocking while he's crouching , the hit won't
touch him ! The only real advantage of this attack is that the B version
is surprising ... and you can also use it in juggles ...B version ranges
1/2 of the screen and D 3/4

+ ShichiJuuGo Shiki: Kai:  QCF K'K
Comment : you can still juggle with this but this time , even with a
(S)DM . Comboable , but the problem is that the second kick will push
the opponent too far to hit , or to juggle , therefore it should be
combo-ed only with the corner condition . B version ranges 1/4 of the
screen ... D version more than 1/3 .

+ HyakuJuuYon Shiki: AraGami: QCF + A ( autoguard ) then Ku no Kizu or
Ya no Sabi
Comment:General : this kind of attack (Terry , rising Tackle etc...)
cancels  energy ball like Athena's Psycho Ball . Ranges 1/2 of the
screen .

+ Ku no kizu: QCF + P then Nana Ne or Migiri Ugachi
       + Ya no Sabi: HCB + P then Mirigi Ugashi
       + Nana Ne: K
       + Migiri Ugachi: P (overhead if done after Ku no kizu)
Comment : in case of QCF + A , HCB + P , P . The last hit is a low
attack , but is also very low to come out , so , if you're not sure to
it with , it's better to don't use it .

       + HyakuJuuGo Shiki: DokuGami: QCF + C ( autoguard )then
                           ShiHyakuJuuIchi Shiki: TomiYomi
               Comment : ranges 3/4 of the screen

+ ShiHyakuJuuIchi Shiki: TomiYomi: HCB + P then ShiHyakuJuuNi Shiki:
BatsuYomi

       + ShiHyakuJuuNi Shiki: BatsuYomi: fw + P
Comment : if your opponent is a grabber , never execute a full combo :
the throw will catch you , and extra mode users can dodge your attack .

Desperation moves:
       + Ura Hyakuhachi Shiki: Orochinagi:  QCB , HCF + P
Comment: Hold the punch button used to delay the attack . You could keep
the fury for 3 seconds maximum , after this delay , Kyo will aumatically
attacks . Could be combo-ed or used in juggles , especially after  QCF
D'D ( no need to be in the corner ) . The SDM version hit the opponent
three times . If Kyo perform this DM with the A button : his body his
vulnerable to attacks but not his foots . If the DM is performed with
the C button , is body is invulnerable ( even to Haochokoken like ) ,
but crouched weak attack could easily hit and stop him . Something
interesting his to use the SDM to counter : the flamme could do a juggle
counter after that an attacking opponent hit his burning body . If your
opponent is playing advanced mode and is a rolling guy , you can also
punish him/her easily with the SDM . A version ranges3/4 of the screen
and C version ranges the same

       + Saishiuuketsuken Ougi: QCF x2 + P
Comment : Use Kusanagi no Ken with care especially versus command throws
users and don't forget that the SDM include the full wild bite combo and
a DP , so if you're not sure to hit.... Think about using the DM as DP
against flyers (weak anti air priority ) . Another interesting thing
about this move : if you have hitten enough your opponent whereas he was
holding his guard , a Guard Crush will occur , and kusanagi no ken combo
will hit the character ( very interesting for advanced mode players ) .
Could be combo-ed or used in juggles , especially after  QCF D'D ( no
need to be in the corner ) . Ranges 3/4 of the screen .

+ Desperation taunt : after any DM or SDM : tap C (only if DM/SDM hits)
               Comment : it's so hot ! Only for the style ...

Smiley Section :
       ( Shingo
       ( Yashiro , Shermie , Chris , Yamazaki , Iori

Interruptables :
       Standing far : AC
       Standing close : ABCD
       Crouching : ACD

About Kyo...
+ Kyo sure is stronger . Full Wild Bite combo , is for example easy to
perform , and every QCF based combo too .
+ A big problem with Kyo is that a lot of his basic attacks own big lag
time but a descent range . The basic example is his far standing D
attack : to keep the opponent at safety range , it's better to use the
irritant far standing B , fast enough to this , with short lag time .
+ Crouched C has descent anti air priority .

Combos Section
       Still the same scheme that the '96 Kyo , but upgraded .

       Basic scheme is the following :

       =>   ( !) (*) (**) Jumping C/D , Standing /Crouching C , then any
special or (S)DM

       If the special move is QCF D'D you can juggle after it this way :

=>   ! Jumping C/D , Standing /Crouching C , QCF D'D and juggle with
-- QCF D'D ( if B'D then QCB HCF + P )
-- DP + P
-- QCF + A , QCF + A , DP + A
-- QCF + A , HCB + P , P
-- RDP + B
-- HCB + B
-- QCF + C , fw + P ( corner the opponent to drive it easy )
               -- CD


       => ( !) */** Dn + B x2 , Dn + A , QCF x2 + P

       => Crossup C , Close Standing C , Fw+B (2hits) then
               -- HCB+D
               -- QCB HCF+P

=>   ! */**  Jumping C/D , Standing/Crouching C , QCF D'D , then juggle
with any (S)DM
               Comment : if you juggle with QCF x2 + P , not all the hits
will connect .

       Infinite Combo

       => !  QCF + D'D then dn + A whiffed into QCF + D'D , repeat ...
               Comment : the dn + A mustn't hit


==> KYO KUSANAGI '94 STYLE <==



Throws:
       + Hatsu Gane: close bk/fw + C
       + Issetsu Seoi Nage: close bk/fw + D

Command attacks:
       + Axe kick: fw + D (overhead)
       + Double foot sweep: Crouch fw + D
+ in air : dn + C

Special moves:
       + HyakuHachi Shiki: YamiBarai: QCF + P
       + Hyaku Shiki: OniYaki: DP + P( autoguard )
       + HyakuJuuIchi Shiki: OboroGuruma: RDP + K

Desperation moves:
       + Ura Hyakuhachi Shiki: Orochinagi:  QCB , HCF + P
Comment: Hold the punch button used to delay the attack . You could keep
the fury for 3 seconds maximum , after this delay , Kyo will aumatically
attacks .


Combos Section

       => ( !) (*) (**) Jumpind C/D , Close Standing C/D -- DP +A
               -- QCF +A

       => ( !) Jumping C , dn+B , Standing C , RDP + K

       => Crossup C , Close Standing C , Fw+B (2hits) then QCB HCF + P

       => ( !) (*) (**) Jumping C/D , Dn+B , Close Standing C then QCF+C
          or RDP + D

       => ( !)  Dn+B x3 then :
               -- DP+A
               -- RDP + B

       Kyo 94's Dizzy is :

       => QCF + A , Jump forward and punch the opponent with dn+C ,
Standing C as you land, then QCF + A

Chain Combos



==> BENIMARU NIKKAIDO(Japan Strongest fighters Team )<==


Throws:
       + Catch And Shoot: close bk/fw  + C
       + Front Suplex: close bk/fw + D

Command attacks:
       + Foot Drill: in air dn + D
Comment : can be used to trigger a combo , especially on the big
characters : you can perform Raijiken /Raikouken as you land . Hits 5
times and can be used as a crossup

       + Hoping Kick: fw + B
Comment : Not combo-able . Descent range :1/3 of the screen.

Special Moves:
       + Raijiken ( Lighting Fist ): QCF + P
Comment: Raijiken can be used in air or on the ground . On the ground
the direction depends of the punch button: A is for front attack , C for
upper attack . Beware of air Raijiken : this move is very different of
the '96 version : Beni stop in the air to do it . Raijiken is Benimaru's
weapon : good damage , high anti air priority (can be used as a DP ) and
high priority , generally speaking . Ranges 1/3 of the screen .

+ Shinkuu Katategoma ( Vaccumm Spinning Kick ): QCB + P
Comment : a cheezing one ... a basic apply of this move ifs of course to
involve block damage . At the end , Benimaru performs a back hop . Be
carefull because Benimaru is vulnerable to air attacks when he does the
Shinkuu Katategoma . Ranges more or less half of the screen .

       + Super Lighting Kick: DP + K
               Comment : very good anti air priority .

+ Iaido Kick: QCF + K
Comment : not very useful , except after crouched light kicks , since
you can't add the Hando San Dan Geri .

       + Hando San Dan Geri HCB + K
Comment: now do combo , like the '95 version : if the opponent get the
first hit , he'll also eat the following 3 kicks . Benimaru performs a

final back hop , and is a little bit safer ... Ranges 2/3 of the screen