King of Fighters 97 97special team Combo FAQ Last updated on 07/01/1998 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 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 c ombo (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 comb o with the fw + B ** = combos that can be done only when opponent blocks Ryuji Yamazaki Chain Combos: Command attacks: Fw + A Chain combos: Dn + A x 3 Dn + B, dn + A x 2 Dn + B x 2, dn + A *Dn A x 2, fw + A *Jump C/D, stand/crouch C, fw + A General Combos: Jump C/D, dwn A x 3, QCB + K jump in with heavy punch or kick, then down light punch x 3 combo-ed into "Hebi tsukai", qcb + B/C .A version of "hebi tsukai" don't combo much. Jump C/D, dwn A x 2, QCF + P jump in with heavy punch or kick, then down light punch twice, comboed into "Bai Gaeshi", qcf + A/C Jump C/D, Stand/Crouch C, DP + P jump in with heavy punch or kick, then standing heavy punch combo-ed into "Sakai no Aikuchi", uppercut motion + A/C Jump C/D, Stand/Crouch C, HCF + P jump in with heavy punch or kick, then standing heavy punch combo-ed into "Budan Bachiki", hcf + A/C Jump C/D, Stand/Crouch C, DP + K, HCB + B/C jump in with heavy punch or kick, then standing heavy punch combo-ed into "Sand kick", uppercut motion + B/D, then execute the "Hebitsukai", qcb + B or C only. Jump C/D, dwn A, DP + K, HCB + B/C jump in with heavy punch or kick, then crouch light punch combo-ed into "Sand blast kick", uppercut motion + B/D, then execute the "snake arms" aka "Hebi tsukai", qcb + B or C only. (DM) Jump C/D, Stand/Crouch C, "Gullotine"(qcf x 2 + P) jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "Gullotine" (DM)(HD) Jump C/D, Stand/Crouch C, "Yondan Drill"(near hcb x 2 + P) jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "Yondan Drill", hcb x 2 + P. The "YondanDrill" DM can be "edited" in such a way that Ya mazaki will do different versions of the DM.Drill Edit #3 must be done in Maxed or Powered up. Drill Edit #1 : tap A and C together FAST or till Yamazaki pulls hand out of pocket and streches arm back. Action: Yamazaki will do a multiple hit version of his qcb + A/B/C Drill Edit #2 : tap A and C together at moderate speed till Yamazaki just about to pull hand out of pocket. Action:Yamazaki will headbutt opponent a couple of times or stamps opponent. Drill Edit #3 : as soon as Yamazaki throws opponent into mid-air, do keep doing bk fw and D till opponent is about to land then do keep doing bk fw + C. Action:Yamazaki will do a multihit version of his DP + A/C move. (DM)(HD)(INF) DP + B, HCB + A/B/C, D, DP + B, HCB + A/B/C, D.... do yamazaki's sand kick(uppercut motion + B) , then cancel into the snake arms (hcb + A/B/C), then cancel the snake arms by pressing D, sand kick(uppercut motion + B) , then cancel into the snake arms(hcb + A/B/C), then cancel the snake arms by pressing D and then repeat... NOTE: with this infinite combo method, it is possible to do many other combos f or Yamazaki. I.E, after the (sand kick(uppercut motion + B) , then cancel into the snake arms(hcb + A/B/C), then cancel the snake arms by pressing D), DMs are also comboable after the sand kick or try this kool looking combo: Jump C/D, stand C/D, hcb + A/B/C, cancel with D immediately then press stand D or dwn D or stand CD EASY WAY TO DO YAMAZAKI INFINITE: DP + BD, HCB + BD, hold BD a while till u see Yamazaki's sandkick is cancelled then, DP + BD, HCB + BD, hold BD a while till u see Yamazaki's sandkick is cancelled then...repeat Blue Mary Chain Combos: Command attacks: Dnfw + B, fw + A Chain Combos: Dn + B x 3, stand B Dn + B, dn + A, dnfw + B Jump C/D, stand C(1 hit), dnfw + B Jump C/D, stand C(2 hits), fw + A General Combos: Jump C/D, Stand/Crouch C, QCF + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "spin fall" Note:the "spin fall" will not produce any hits on the hit counter Jump C/D, Stand/Crouch C, QCF + P jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "M.Spider" Note:the "M.Spider" will not produce any hits on the hit counter Jump C/D, Stand/Crouch C, bk s fw + K, qcf + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "Straight slicer", store back then foward + K, then execute the "stun slice", qcf + K. dnfw + B, DP + K, DP + K command attack downforward light kick comboed with "M.Snatcher", dp + K, dp + K Note:first dp + K won't hit but second dp + K will because its a throw command. Jump C/D, Stand/Crouch C, DP + K, DP + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "Vertical arrow", uppercut motion + K, then execute the "M.Snacher", uppercut motion + K. Jump C/D, Stand C(1 hit), dnfw + B, DP + K, DP + K jump in with heavy punch or kick then standing heavy punch(1 hit), chained with downfoward + light kick, then do the M.Snatcher, uppercut motion + K, uppercut motion + K. Note:the first initial uppercut kick won't get the opponent, but the second command which is a slam command will grab the opponent. (C) Jump C/D, Stand/Crouch C, HCF + P, DP + K,DP + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "backbreaker", then wait till opponent "bounces" off the ground then do the M.S natcher, uppercut motion + K, uppercut motion + K. Note:the first initial uppercut kick won't get the opponent, but the second command which is a slam command will grab the opponent. (DM) Jump C/D, Stand/Crouch C, "M.typhoon", HCB x 2 + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "M.Typhoon", hcb x 2 + K. (DM) Jump C/D, Stand/Crouch C, "M.Dynamite Swing", QCF X 2 + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "M.Dynamite Swing", qcf x 2 + K (DM)(HD)(C) Jump C/D, Stand/Crouch C, "M.Suprise Rose", QCF, QCB + P, DP + K, DP + K jump in with heavy punch or kick, then standing or crouching heavy punch comboed into "M.Suprise Rose", qcf,qcb +P, then wait till opponent "bounces" off the ground then do the M.Snatcher, uppercut motion + K, uppercut motion +K. Note:the first initial up percut kick won't get the opponent, but the second command which is a slam command will gra b the opponent Note:B.Mary stand/crouch C can be replaced by the chain, stand C, fw + A Billy Kane Chain Combos: Command attacks: Fw + A, fw + B Chain combos: Dn + B, stand + A, fw + A *Dn + B, dn + A, fw + A *Dn + B, dn + A, fw + B Jump D, stand/crouch C, fw + A Jump D, stand D, fw + A *Jump D, stand D, fw + A *Jump D, stand/crouch C, fw + B **Dn + D, fw + A **dn + D, fw + B General Combos: Jump C/D, Stand/Crouch C, HCF + P, QCF + P jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Pole extender", hcf + P, "flame finisher", qcf + P Jump C/D, Stand/Crouch C, rapid A jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Senpuukon", rapid A Jump C/D, Stand/Crouch C, rapid C jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Jyoutenrehakon", rapid C Jump C/D, Stand/Crouch C, DP + K jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Soaring Crackdown Cane", uppercut motion + K Jump C/D, Stand/Crouch C, DP + P jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Slicing Spiral Cane", uppercut motion + P (DM)(XX) DP + K, as Billy lands behind opponent and overlaps the opponent, do Stand C into Firewheel DM. "Soaring Crackdown Cane", uppercut + K, then as Billy overlaps/cross over the opponent, combo it into standing heavy punch into "Fire Wheel" DM, qcf, qcb + P (DM) Jump C/D, Stand/Crouch C, "Taisenpuu", QCF x 2 + P jump in with heavy punch or kick then standing or crouching heavy punch comboed into "Taisenpuu", qcf x 2 + P Note:Billy's stand/crouch C 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.deathsdoor.com/moonrun 07/01/1998