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( jerogebu@USTCC.ust.edu.ph ) 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 (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. SNK(c) Japan, SNK(c) America - for making KoF'97, the greatest series of fighting games this era Done by mdEarth(mOOnrun) mdEarth@earthcorp.com http://www.hypermart.net/mdearth 05/03/1998