King of Fighters 97 New Girls team Combo FAQ Last updated on 16/05/1998 Warning: This FAQ is copyright 1997-98 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 joystick 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 Chizuru Kagura Chain Combos: Command attacks: NONE Chain combos: Dn + B x 2 Dn + B, dn + A General Combos: Jump C/D, Stand C/D, HCF + A jumping heavy punch or kick, standing heavy punch or kick combo-ed into "108th Ressurection: The Echo of the Koto" hcf + A Jump C/D, Stand C/D, DP + A/C jumping heavy punch or kick, standing heavy punch or kick combo-ed into "100th Ressurection: Heavenly Spirit's Judgment", uppercut + A/C Stand CD, QCB + B, QCF + A standing body toss attack combo-ed into qcb + B, then qcf + A Note: qcb + B won't hit opponent, but qcf + A will hit opponent on the ground. (DM)(MAX)(HD) Jump C/D, Stand C/D, QCF x 2 + B/D repeat C/D jumping heavy punch or kick, standing heavy punch or kick combo-ed into "Reverse Side 1st Ressurection: Three-Sided Defense", qcf x 2 + K and keep tapping heavy punch or kick while mo ving forward. Note: MAXed version of this combo does nearly 100% damage (DM)(MAX)(HD) Jump C/D, dn + B, dn + A, QCF x 2 + K, repeat C/D jumping heavy punch or kick, crouch light kick, light punch combo-ed into "Reverse Side 1st Ressurection: Three-Sided Defense", qcf x 2 + K and keep tapping heavy punch or kick while moving forward. Mai Shiranui Chain Combos: Command attacks: Dnfw + B Chain combos stand/crouch C, dnfw + B stand D, dnfw + B **dn + D, dnfw + B General Combos: Jump D, Crouch C, then do either *** jumping heavy kick, crouching heavy punch combo-ed into either; i)QCB + A/C ii)DP + B/D iii)DP + A/C iv)HCF + B/D Jump D, dwn B, stand A, hcf + B Jumping heavy kick, crouching light kick, standing light punch combo-ed into hcf + B (DM) Jump D, Stand/Crouch C/Stand D, QCB,QCF + B jumping heavy kick, standing/crouching heavy punch or standing havy kick combo-ed into "Super Deadly Ninja Bees", qcb, qcf + B Jump QCB + A/C, any DM except QCB x 2 + P "Flying Squirrel Dance", qcb + A/C in mid air any DM except qcb x 2 + P Note: this must be in corner only. (INF)(HD)(C)(MID) Mai's infinite: Conditions: - opponentin mid air - accurate timing Jump QCB + A, HCF + B, HCF + B.... jump and execute Mai's "Musasabi no Mai" then once Mai lands, execute her "Deadly ninja Bees" hcf + B till opponent dies or dizzies. King Chain Combos: Command attacks: Dnfw + D Chain combo: Dn + A x 2 Dn + A x 2, dnfw + D Stand D(2 hits), dnfw + D Stand/crouch C, dnfw + D General Combos: Jump B/C/D, dn + B, stand + A, HCB + K jumping heavy punch or kick, crouching light kick, stand light punch combo-ed into "Tornado Kick", hcb + K Jump B/C/D, Stand D(1/2 hit), QCF + K jumping heavy punch or kick, standing heavy kick combo-ed into "Venom Strike", qcf + K Jumping B/C/D, Stand D(1/2 hit), HCF + K jumping heavy punch or kick, standing heavy kick combo-ed into "Mirage Kick", hcf + K Jumping B/C/D, Stand D(1/2 hit), DP + K jumping heavy punch or kick, standing heavy kick combo-ed into "Trap Shot", uppercut motion + K (MAX)(C)(HD) QCB x 2 + K , HCB + D execute King's SDM i.e MAXed qcb x 2 + K then as opponent lands, execute "tornado Kick" hcb + D (C)(HD)(TOD) King's TOD( by Matt Hall( kensou@aol.com ) Jump D, stand D(1 hit), DP + A, HCB + D jumping heavy punch or kick, standing heavy kick combo-ed into "Suprise Rose", uppercut + A, then excute "Tornado Kick", hcb + D Note:opponent dizzies, 50 % damage then do another Jump D, stand D(1 hit), DP + A, HCB + D jumping heavy punch or kick, standing heavy kick combo-ed into "Suprise Rose", uppercut + A, then excute "Tornado Kick", hcb + D Note: opponent dies(duh!) (INF)(HD)(XX)(C) King Infinite Combo: Conditions: - opponent in corner - need accuracy and speed DP + A/C, dn + A , DP + A/C, dn + A..repeat "suprise rose", uppercut + A, then when King lands, do crouch light punch cancel into another "suprise rose" uppercut + A...repeat Note: again same principle applies to King also. The down A must be cancelled FAST! and not hit the opponent. Note: look at the table below for more info. Definitions ----------- Character - character infinite done on. Hits - number of hits able to do on character before dizzies. Speed - speed on how fast or slow its needed to repeat the next down A cancelled into dp + A/C. A or C - indicates which version of "suprise rose" to do for infinite on certain characters. -- - means these characters cannot be combo-ed with the infinite. Table of Conditions and Hits gained for king's infinite: --------------------------------------------------------- Character | Hits | Speed | A or C | --------- ---- ------ ------ Kyo | 16 | Slow | A/C | ---------------------------------- Benimaru | 11 | Slow | A/C | ---------------------------------- Goro | 14 | Slow | C | ---------------------------------- Terry | -- | -- | -- | ---------------------------------- Andy | -- | -- | -- | ---------------------------------- Joe | -- | -- | -- | ---------------------------------- Ryo | 10 | Fast | A | ---------------------------------- Robert | 12 | Slow | A/C | ---------------------------------- Yuri | 09 | Fast | A | ---------------------------------- Leona | 14 | Fast | A/C | ---------------------------------- Ralf | 11 | Fast | A/C | ---------------------------------- Clark | 16 | Slow | A | ---------------------------------- Athena | -- | -- | -- | ---------------------------------- Kensou | -- | -- | -- | ---------------------------------- Chin | -- | -- | -- | ---------------------------------- Mai | -- | -- | -- | ---------------------------------- Kagura | 10 | Slow | A | ---------------------------------- King | 12 | Fast | A/C | ---------------------------------- Kim | 14 | Slow | A/C | ---------------------------------- Chang | 18 | Fast | A/C | ---------------------------------- Choi | -- | -- | -- | ---------------------------------- Yashiro | -- | -- | -- | ---------------------------------- Shermie | 12 | Slow | A | ---------------------------------- Chris | -- | -- | -- | ---------------------------------- Yamazaki | 12 | Fast | A | ---------------------------------- Mary | 10 | Fast | A/C | ---------------------------------- Billy | 14 | Slow | A | ---------------------------------- Iori | -- | -- | -- | ---------------------------------- Shingo | 16 | Slow | A/C | ---------------------------------- Note: the hits may vary depending on your accuracy but mostly after 3rd set of dwn A into dp + A/C, opponent will dizzy. 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 (jefee98@mbox5.singnet.com.sg) - 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. SNK(c) Japan, SNK(c) America - for making KoF'97, the greatest series of fighting games this era Done by mOOnrun(p9643062@sp.edu.sg) mOOnrun COMBO PAGE http://www.geocities.com/Colosseum/Loge/6316/index.html 16/05/1998