King of Fighters 97
New Face team
Combo FAQ
Last updated on 21/12/1997
Warning: This FAQ is copyright 1997 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
***- 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, HCB + P
jumping heavy punch or kick, standing or crouching heavy punch combo-ed into
"Mighty Missle Bash", hcb + A/C
Jump C/D, Stand/Crouch C, HCF + P
jumping heavy punch or kick, standing or crouching heavy punch combo-ed into
"Jet counter", hcf + A/C
(DM)
Jump C/D, dn + B, dn + A, "Million Bash Stream"(QCB, QCF + P)
jumping heavy punch or kick, crouch light kick, light punch combo-ed into
"Million Bash Stream"qcb, qcf + P
(DM)
Jump C/D, Stand/Crouch C, "Million Bash Stream"(QCB, QCF + P)
jumping heavy punch or kick, standing or crouching heavy punch combo-ed into
"Million Bash Stream"qcb, qcf + P
Stand CD, then QCB + P
standing CD then combo-ed with "sledge Hammer",qcb + P.
Note:the "sledge hammer" will hit the opponent while on the ground.
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, HCF + A/C
jumping heavy punch or kick, standing or crouching heavy punch , combo-ed
into"Shermie Spiral", hcf + P
(DM)
Jump C/D, Stand/Crouch C, HCF x 2 + A/C
jumping heavy punch or kick, standing or crouching heavy punch , combo-ed
"Shermie Carnival", hcf x 2 + P
(DM)
Jump C/D, Standing/Crouching C, HCB x 2 + A/C
jumping heavy punch or kick, standing or crouching heavy punch , combo-ed
"Shermie Flash", hcb 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, QCF + A/C
crouching light kick x 2, crouching light punch, forward light punch combo-ed
into "Slide touch", qcf + A/C
Jump C/D, Stand/Crouch C (1 hit), fw + A, DP + B
jumping heavy punch or kick, standing or crouching heavy punch, forward light
punch combo-ed into "Hunting Air", uppercut motion + K
Jump C/D, Stand/Crouch C (1 hit), fw + A, QCF + A/C
jumping heavy punch or kick, standing or crouching heavy punch, forward light
punch combo-ed into "Slide touch", qcf + A/C
(DM)
Jump C/D, Stand/Crouch C (one hit), fw + A, QCB x 2 + K
jumping heavy punch or kick, standing or crouching heavy punch, forward light
punch combo-ed into "Twister drive", qcb x 2 + K
(DM)
Jump C/D, Stand/Crouch C, QCF x 2 + P
jumping heavy punch or kick, standing or crouching heavy punch, forward light
punch combo-ed into "Chain Slide Touch", qcf x 2 + P
(DM)
dn + B, dn + A, fw + A, QCB x 2 + K
crouching light kick, crouching light punch, forward light punch combo-ed into
"Twister drive", qcb x 2 + K
Note: Chris's stand/crouch heavy punch can be replaced with stand D.
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.
Sephiroth(
[email protected] )
- for borrowing me the KoF'97 Cartridge and other stuff.
SNK(c) Japan, SNK(c) America
- for making KoF'97, the greatest series of fighting games this era
Done by
mOOnrun
[email protected]
http://www.geocities.com/Colosseum/Loge/6316/index.html
21/12/1997