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