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 (kof-ml@umich.edu) - for several interesting info - some combos also Kao Megura (kmegura@yahoo.com ) - some move names are taken from his kof97faq.txt Darklancer (lancer@pacific.net.sg) - also some move names from him Darren (darren03@mbox3.singnet.com.sg) - 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 ( nghouse@hkstar.com) - for giving me the idea of the COMBO PAGE Hashakku Iori ( iori@chez.com ) - for being an internet pal and a fellow KoF fanatic. - helped with several html and graphic stuff. Sephiroth( sephiroth@pacific.net.sg ) - 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 moonrun@pacific.net.sg http://www.geocities.com/Colosseum/Loge/6316/index.html 21/12/1997