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King_Of_Fighters_97.txt
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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