King of Fighters 97
Psycho Soldier 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

Athena Asamiya

Chain Combos:
Command attack:
Fw + B, dn + B(in air)

Chain combos:
Dn + B x 2
*dn + B x 2, fw + B
Jump C, dn + B
Jump C/D, stand C/D, fw + B
**Jump C/D, dn + D, fw + B



General Combos:

Stand C, DP + A/C
standing heavy punch combo-ed into "Psycho Sword", uppercut + A/C

(DM)
Jump C/D, Stand/Crouch C, HCF + A/C, then do either ***
jumping heavy punch or kick, standing or crouching heavy punch combo-ed into
"Super Psychic Throw", hcf + A/C, then do either
i)Jumping (dn + B)/CD
ii)DP + A/C
iii)HCB + B
iv)Jumping QCB + C
v)Jump/dash bk, HCB + A/C
vi)Jump QCF x 2 + P

(DM)(C)(XX)(HD)
Stand/Crouch C, HCF + A/C, QCB + B, bk, HCB + A or DP + A/C
standing or crouching heavy punch combo-ed into "Super Psychic Throw", hcf +
A/C, then "new psycho reflector", qcb + B then as soon as Athena recovers
from the qcb + B animation execute the "Shining Crystal Bit", bk, hcb + A or
her uppercut + A/C

Note:(A) "Shining Crystal Bit" is preferred since it comes out faster


Sie Kensou

Chain Combos:
Command attacks:
Fw + A, fw + B

Chain combos:
Dn + A X 3
Dn + A x 3, fw + B
Jump C/D, dn + A , fw + B
*Jump C/D, dn + A, fw + A
Jump C/D, stand C(2hits), fw + B
*Jump C/D, stand C(2hits), fw + A
Jump C/D, dn + C, fw + B
*Jump C/D, dn + C, fw + A
**Jump C/D, dn + D, fw + B
**Jump C/D, dn + D, fw + A


General Combos


Jump D, Stand C/D, HCF + A (?)
jumping heavy kick, standing heavy punch or kick combo-ed into "RyuRenGa:
ChiRyu", hcf + A
Note: a guy( [email protected] ) claimed that after the hcf + A, that
it is possible to do "Dragon drubbing Kick", qcf, qcb + K.

Stand C/D, RDP + B/D
standing heavy punch or kick combo-ed into "RyuGakiSai" reverse uppercut + B/D

Jump D, Crouch A, HCF + C
jumping heavy kick, crouching light punch como-ed into "RyuRenGa: TenRyu", hcf
+ C

fw + A, "Dragon drubbing Kick", QCF, QCB + B
forward light punch combo-ed into "Dragon drubbing Kick", qcf, qcb + K.

dwn A x 2, DP + C, repeat C, stand B
crouching light punch twice, combo-ed into "RyuRenda", uppercut + C, keep
tapping C, then standing light kick

Stand C/D, DP + C (repeat C), Stand B standing heavy punch or kick combo-ed
into "RyuRenda", uppercut + C (keep tapping C) then do a standing light kick

(DM)
Jumping D, Stand C/D, QCF, QCB + B
jumping heavy kick, standing heavy punch or kick combo-ed into "Dragon
drubbing Kick", qcf, qcb + K.

(DM)
Stand C/D or fw + A or dwn A x 2, QCF x 2 +A/C
standing heavy punch or kick combo-ed into "SenKiHaGin", qcf x 2 + A/C


Chin Gentsai

Chain Combos:
Command Attacks:
fw + A[dodge fireballs(?)]

Chain combos:
dn + A x 2
*Stand C, fw + A
*Stand D, fw + A


General Combos

Jump C, Stand C/D(2 hits), QCB + A/C
jumping heavy punch or kick, standing heavy punch or kick combo-ed into "Gourd
basket attack", qcb +A/C

Jump C, Stand C/D(2 hits), DP + A/C
jumping heavy punch or kick, standing heavy punch or kick combo-ed into
"RyuRinHoRai", uppercut + A/C

(NEW)(DM)(C)
Jump C, dwn B, stand A, QCF x 2 + P
Jumping heavy punch, crouching light kick, standing light punch combo-ed into
qcf x 2 + P

(DM)
Jump C, Stand C/D(2 hits), QCF x 2 + P
jumping heavy punch or kick, standing heavy punch or kick combo-ed into
"Roaring Space Flame Burn", qcf x 2 + P

(DM)
Jump C, Stand C/D(2 hits), QCF, QCB + P
jumping heavy punch or kick, standing heavy punch or kick combo-ed into
"Roaring Flame Invitation", qcf, qcb + P

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