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 ([email protected])
- for several interesting info
- some combos also

Kao Megura ([email protected] )
- some move names are taken from his kof97faq.txt

Darklancer ([email protected])
- also some move names from him

Darren ([email protected])
- 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 ( [email protected])
- for giving me the idea of the COMBO PAGE

Hashakku Iori ( [email protected] )
- 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)
[email protected]

http://www.hypermart.net/mdearth
05/03/1998