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//                      NETTOU KING OF FIGHTERS '96                     //
//                           NINTENDO GAMEBOY                           //
//      IN-DEPTH COMBO FAQ VERSION FINAL BY nIwSe (10TH JULY 2001)      //
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//                               CONTENT                                //
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Introduction
The Basic
Rolling Combo System (RCS)
The Combos
Conclusion
Who To Contact?



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//                             INTRODUCTION                             //
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This FAQ is the result of the original FAQ being spilt into 2 parts.
(Hopefully, the original FAQ is side by side with this In-depth Combo
FAQ.)

Also, the original FAQ should be also be found aside with this FAQ.
Anyway, if you can't find the original FAQ, send me an email.



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//                              THE BASIC                               //
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Combos in this conversion, if done right, is quite a sight to behold.
Some combos when I first saw them, actually made my jaws dropped!

Types of combos includes

1. [kick/punch] -> [special move]

2. [special move] -> [special move]

3. [kick/punch] -> [DM/SDM]

4. [special move] -> [DM/SDM]

5. [jump attack] -> [special move]

6. [DM/SDM] -> [normal move]

7. [SDM] -> [special move]

Remember that NOT all moves can be connected to one another.
For example, only certain special move can be connected to a DM/SDM.

Remember that MOST combos are done with the opponent trapped in the
corner. (corner combos)

Remember all combos must be done CLOSE to opponent.

Remember that TIMING is important.

Remember that PRACTICE is the key to performing combos.

Remember that motions in a combo are INDEPENDENT of one another.
For example,
         (1)             (2)               (3)          (4)
       [punch] -> [special move] -> [special move] -> [DM/SDM]

If you can't perform this, practice first by 1 -> 2 or 2 -> 3 or
3 -> 4. Then if successful, do 1 -> 2 -> 3 or 2 -> 3 -> 4.
Finally chain them up together.

Remember that combos that involve DM/SDM is best practice in SCORCHER
Mode. This saves time when SDM is required. (You only need Power Bar at
MAX to do SDM.)

With all that in mind....



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//                      ROLLING COMBO SYSTEM (RCS)                      //
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What this means is that after you perform finish a combo or a special
move, the opponent is knocked up in the air and the opponent does a fast
recovery [press AB] by rolling, any move/special/combo/DM/SDM that
connects the opponent when the opponent is still rolling, adds up to the
hits meter.

For example, Chizuru does her uppercut to Terry resulting in a 9 hit.
Terry does a fast recovery. However, Chizuru does her uppercut again and
hits Terry when he's rolling. The hit meter will add the new 9 hit to
the old 9 hit, giving a total 18 hit combo.

Thus Iori's 71 hits combo works because of RCS.



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//                              THE COMBOS                              //
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--------------------------------------------------------------------------
Kyo Combo 1
--------------------------------------------------------------------------
1.  [light punch] X 3 ->
2.  [qcf + light punch] ->
3.  [qcf + light punch] ->
4.  [kick] ->
5.  [SDM]

Corner combo.
Motion 2, 3 and 4 are his special moves. After 4, opponent is juggled up
high. Make sure that opponent still have alot of life left to get
maximum hits. Can add in [qcf + kick] between 4 and 5 but this special
move must hit opponent twice in order to connect to 5. Seem that
distance plays a role in this. In order to pull this off, opponent must
not be too back against the corner. Very hard.


--------------------------------------------------------------------------
Kyo Combo 2
--------------------------------------------------------------------------
1.  [light punch] X 3 ->
2.  [qcf + light punch] ->
3.  [hcb + light punch] ->
4.  [light punch] ->
5.  [hold fw] + [light kick] X 2 ->
6.  [hcb + kick]

Corner combo.
Motion 2, 3 and 4 are his special moves. This combo may look werid
because after motion 4, the opponent is flat on the ground. By right,
motion 5 should not work but it does.


--------------------------------------------------------------------------
Kyo Combo 3
--------------------------------------------------------------------------
1.  [heavy punch] ->
2.  [qcf + heavy kick] ->
3.  [hold dn + heavy punch] ->
4.  [hold dn + heavy punch] ->
5.  [qcb + punch] ->
6.  [qcf + heavy/light punch] or [short jump + punch/kick/knockdown]

Do this combo a few paces from the corner. Motion 2 must hit the
opponent twice and send the opponent to the corner. Timing for 3 and 4
is hard. If motion 4 hits, 5 must be done quickly. Also after motion 5,
can do motion 2 to 5 repeatedly. But motion 2 must always hit twice.
Very hard. However, I suspect that this combo could be due to the RCS.


--------------------------------------------------------------------------
Daimon Combo 1
--------------------------------------------------------------------------
1.  [short jump + punch/kick] ->
2.  [hcb fw + punch] ->
3.  [heavy kick] ->
4.  [hcf + kick]

When doing 2, make sure Daimon is at most 3/4 away from the corner he's
facing. (To make sure opponent lands in the corner.)
Between 2 and 3, Daimon must run toward the opponent as he flys through
the air. He should land in the corner. Wait for him to bounce the second
time, as he is about to touch the ground, do 3 and 4. Timing is
important. After 4, can do [hcf + heavy punch] but doesn't register as a
hit. Skip 1 if proved difficult.


--------------------------------------------------------------------------
Daimon Combo 2
--------------------------------------------------------------------------
Another interesting combo here. Works only on Ryo, Mr Big, Krauser and
Daimon. With Daimon back against the corner, do his DM (not SDM).
Opponent will land in corner after the DM. And as opponent passes over
Daimon's head, do 2 light punches and [hcb fw + punch]. Continue the
combo whichever way you want.


--------------------------------------------------------------------------
Daimon Infinite Combo 1
--------------------------------------------------------------------------
1.  [hcb fw + punch] ->
2.  [light punch] X 2 ->
3.  [hcb fw + punch] ->
4.  repeat 2 to 3

Hard to imagine that Daimon has an infinite but it works. When doing the
first [hcb fw + punch], make sure that opponent lands in corner, make
Daimon run, if have to, to get close to opponent. Wait for opponent to
land the second time, as the opponent passes over Daimon's head, do the
2 light punches and quickly do the [hcb fw + punch]. Trick here is the 2
light punches. No more no less. Timing is important. Do the light
punches too early, opponent is juggled up. Too late, opponent will
block. To finish off the opponent with style, after the [hcb fw +
punch], wait till opponent passes Daimon's head then do [light kick] ->
DM/SDM. Yup, it can be done but one must be quick with the motion. This
can result in 20 plus hits combo for Daimon.


--------------------------------------------------------------------------
Daimon Infinite Combo 2
--------------------------------------------------------------------------
1.  [hcb fw + punch] ->
2.  [hold dn + heavy kick] ->
3.  repeat 2 until opponent is giddy

When doing [hcb fw + punch], make sure that opponent lands in corner,
make Daimon run, if have to, to get close to opponent. Wait for opponent
about to land then do 2. You need to time the heavy kicks.


--------------------------------------------------------------------------
Daimon Combo Misc
--------------------------------------------------------------------------
Daimon can combo his DM/SDM after a short jump attack


--------------------------------------------------------------------------
Andy Combo 1
--------------------------------------------------------------------------
1.  [light punch] X 2 ->
2.  [hcf + punch] ->
3.  [fw + heavy kick] ->
4.  [DM/SDM]

Corner combo.
3 and 4 is hard to connect. I think it depends the timing 3 is executed.
However if 3 is skipped, DM/SDM very easy to connect.


--------------------------------------------------------------------------
Andy Combo Misc
--------------------------------------------------------------------------
Also Andy's SDM can be finished off with [fw dn fwdn + punch] provided
that the SDM does not KOed the opponent. Trick is the position where
Andy executes his SDM. The position is roughly this : starting position
and move back 2 steps and opponent just in front of Andy. Very hard to
get this off because of position and opponent must not block the SDM.

Also Andy's SDM can be finished off with a DM provided that the SDM does
not KOed the opponent. Timing, position and characters including how the
opponent is hit is taken into account. I have done this before. Try with
"big" characters.


--------------------------------------------------------------------------
Robert Combo 1
--------------------------------------------------------------------------
1.  [light kick] X 2 ->
2.  [hcf + kick] ->
3.  [hcf + kick] ->
4.  [any of his DMs/SDMs]

Corner combo.
Trick here is that the last hit of 3 must connect to opponent. This will
result in the opponent being juggled up. Also 4 must be executed quickly
right after 3.


--------------------------------------------------------------------------
Robert Infinite Combo 1
--------------------------------------------------------------------------
Keep doing [hcf + kick] to opponent in corner. Remember that the last
kick motion of the move must hit opponent to keep the combo going.
Yup, can finish off with a DM/SDM for more style.


--------------------------------------------------------------------------
Robert Combo Misc
--------------------------------------------------------------------------
Robert has also a jump attack combo.
[short jump attack] -> [in air qcb + kick]


--------------------------------------------------------------------------
Athena Combo 1
--------------------------------------------------------------------------
1.  [light punch] X 2 ->
2.  [qcb + punch] ->
3.  [light punch] X 2 ->
4.  [qcb + punch] ->
5.  [fw dn fwdn + punch]

I not very sure whether that 2 and 4 should require light or heavy
punch. But I suspect that light punch is required.


--------------------------------------------------------------------------
Athena Infinite Combo 1
--------------------------------------------------------------------------
1.  [punch] ->
2.  [qcb + punch] ->
3.  [punch] ->
4.  repeat 2 to 3

Corner combo.
I don't know whether to use light/heavy punch BUT it makes a difference.
Also, you must keep Athena close to opponent at all times. Done it
before but it's quite hard to keep the infinite going.


--------------------------------------------------------------------------
Mai Combo Misc
--------------------------------------------------------------------------
Mai has a jump attack combo.
[short jump attack] -> [in air qcb + punch]

Also after her SDM (provided that opponent is not KOed), a [qcb + punch]
will result in extra hits.

Possible to do a DM after Mai's SDM, provided that opponent is not KOed
after the SDM. To do this, trap opponent in corner. Do a SDM and keep
holding down and do light kicks. As soon as the SDM ends, quickly do a
DM.


--------------------------------------------------------------------------
Iori/Orichi Iori Combo 1
--------------------------------------------------------------------------
1.  DM ->
2.  [qcf + punch] ->
3.  DM ->
4.  Orochi Iori's DM

The speed of the fireball will depend on how the opponent lands after
the 1st DM. Slow/fast fireball works on different characters and how the
characters recover after the DM. If you are lucky and the fireball
connects, quickly do another DM. Opponent will be KOed and if you use
Orochi Iori, do his kick version DM for a 71 hits combo. (Rolling Combo
System)


--------------------------------------------------------------------------
Iori/Orichi Iori Infinite Combo 1
--------------------------------------------------------------------------
Just keep doing scum gale [near hcf B] and possible to finish off with
DM/SDM on certain characters.
Connection is almost 100% when using Orochi Iori. However remember to
use his other DM [qcf qcb + kick]


--------------------------------------------------------------------------
Iori/Orichi Iori Infinite Combo 2
--------------------------------------------------------------------------
Perform Deadly Flowers [qcb + light punch] with opponent in corner. Iori
will hit opponent twice and juggles opponent up. Do Deadly Flowers
[qcb + light punch] again. Repeat.

Important to use light punch. Timing must be right. I have done it but
it only works in left corner. Very strange.


--------------------------------------------------------------------------
Iori/Orichi Iori Infinite Combo 3
--------------------------------------------------------------------------
1.  [qcf + light punch] ->
2.  [dn + light punch] or [light punch] ->
3.  [qcb + light punch] ->
4.  [dn + light punch] X 2/3/4 or more ->
5.  [qcf + light punch] ->
6.  repeat 2 to 5

Corner combo.
3 must hit twice. You can throw in as many light punches in 4 but too
many light punches with result in unable to connect to 5.


--------------------------------------------------------------------------
Iori/Orichi Iori Hidden DM
--------------------------------------------------------------------------
Make sure opponent is 3/4 screen distance away from you. Do a SLOW
fireball and quickly do a SDM (not DM nor the kick version). You must
connect the SDM before the fireball hits the opponent. If SDM connects,
after a few hits, the SLOW fireball will hit the opponent and cause him
to jerk out of Iori's SDM for a moment. Sit back, watch and enjoy. As
Iori is doing his little punches, the "hidden" SDM can be cancelled into
another special move or another DM/SDM. While other times, the SLOW
fireball hit will cause the opponent to escape from the SDM.


--------------------------------------------------------------------------
Iori/Orichi Iori Combo Misc
--------------------------------------------------------------------------
Make sure when Iori executes his DM (not SDM), his opponent will be
KOed. When the DM connects, keep doing any special moves motion.
If you use Orochi Iori, after his DM, keep doing the motion for his kick
version DM. It will connect.


--------------------------------------------------------------------------
Mature Infinite Combo 1
--------------------------------------------------------------------------
Make sure opponent is in corner. Then do her throw using the kick button
while holding the direction pad towards the opponent. If the throw
connects, keep holding the direction and press kick again. Repeat. There
is a timing to this. However, this only works in Easy mode, as in other
mode, opponent will counter this move.


--------------------------------------------------------------------------
Mature Combo 1
--------------------------------------------------------------------------
1.  [do her infinite combo for seven times] ->
2.  [heavy punch] X 2 ->
3.  [qcb + punch] X 3

Corner combo.
Must do motion 2 before the hit counter shows 7 hits else the 2 heavy
punches doesn't connect. Note: do her infinite combo for 7 times only
else you won't get the maximum hits. Works only in easy mode.


--------------------------------------------------------------------------
Geese Combo 1
--------------------------------------------------------------------------
1.  [short jump punch] ->
2.  [in air qcb + punch] ->
3.  [light punch] X 3 ->
4.  [heavy kick] ->
5.  [hcb + punch] or SDM

Corner Combo.
After 2, make sure that Geese lands on the ground before executing 3.
Remove 3 to make the combo works any where.


--------------------------------------------------------------------------
Terry Combo 1
--------------------------------------------------------------------------
1.  [light punch] X 3 ->
2.  [heavy punch] ->
3.  [qcb + heavy punch] ->
4.  [fw dn fwdn + punch] or DM/SDM

Corner combo.
Must be done in Scorcher Mode and power bar must be at MAX.


--------------------------------------------------------------------------
Terry Guard Crash Trap
--------------------------------------------------------------------------
Keep holding down + pressing light kicks with opponent in corner. Even
when opponent blocks, you can do enough light kicks to make a guard
crash. If the opponent does not block, you can do up to ten light kicks
and finish off with a [qcb + kick].


--------------------------------------------------------------------------
Chizuru Combo Misc
--------------------------------------------------------------------------
To get the most hits out of her Shadow Walker [hcb hcb + kick], always
use the SDM not DM and make sure Chizuru is back against corner. With
the opponent close to you, do her SDM. If the SDM connects, use Chizuru
to "walk with the opponent". As the Shadow Walker walks across the whole
screen, make Chizuru push the opponent to the Shadow Walker. However, be
careful not to push the opponent out of the Shadow Walker's range. "Walk
with the opponent" till the other side of the screen, then do light
punches and finish off with a uppercut.

If the opponent blocks low, do a short jump attack. If the opponent
blocks high, do some down light kicks.


--------------------------------------------------------------------------
Chizuru Infinite Combo 1
--------------------------------------------------------------------------
Do her "getting the most hits with shadow walker" combo. When opponent
is in corner, keep doing [hcb] motion + pressing [light kicks]. What
this does is opponent will be hit by the light kicks and then follow by
the shadow walker. It's kinda like mashing up the buttons. It's very
hard to keep the infinite going. Can finished off with a uppercut.
Remember to do this in Scorcher mode or life meter is flashing. And this
only works for Chizuru not Kagura.


--------------------------------------------------------------------------
Leona/Orochi Leona Combo 1
--------------------------------------------------------------------------
1.  [store dnbk, fw + heavy punch] ->
2.  [dn + heavy punch] ->
3.  Repeat 1 and 2 ->
4.  DM/SDM

Leona must be at MAX and back against the corner. After connecting 1 and
2, do 1 and 2 again and again until opponent also trap in corner then
quickly perform her DM/SDM.


--------------------------------------------------------------------------
Mr Karate Combo 1
--------------------------------------------------------------------------
1.  [heavy punch] ->
2.  [hcf + punch] ->
3.  [hold dn] + [heavy punch] ->
4.  [hold dn] + [heavy punch] ->
5.  [qcb + light kick] ->
6.  [hcb + punch] or [qcf hcb + punch]

Corner combo.
Again, timing for motion 3 and 4 is important. 3 must be done quickly
after 2. When doing 4, it helps to hold down the punch button.


--------------------------------------------------------------------------
Mr Karate Infinite Combo 1
--------------------------------------------------------------------------
With opponent in corner, do motion 2-4 repeatedly. Also works for Ryo
and Robert. But with Robert do [hcf + kick] instead of [hcf + punch].
Keep doing and can finish off with any other combos.



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//                              CONCLUSION                              //
//////////////////////////////////////////////////////////////////////////

Many other combos are possible. All here shown are those that I find
interesting. If anyone has others cool/interesting/long combos, drop me
an email and I will make sure it is make available in this FAQ. All the
combos listed in this FAQ work. But if you can't get any of the combos
to work, drop me a line.

Thanks for your time all this while.



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//                           WHO TO CONTACT?                            //
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Send queries/comments/corrections/doubts to [email protected]