hide results

    Fatal Fury Team Combo by m00nrun

    Updated: 03/05/98 | Printable Version | Search This Guide

    King of Fighters 97
    Fatal Fury 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
    
    Terry Bogard
    
    Chain Combos:
    Command attacks:
    Fw + A, dnfw + C
    
    Chain combos:
    Dn + B x 3
    Dn + A x 4
    Dn + B x 2, dn + A, dnfw + C
    Dn A x 3, dnfw + C
    stand B, dn + A x 2, dnfw + C
    stand B, dn + B, dn + A, dnfw + C
    Jump C/D, dn + B, dn + A, dnfw + C
    Jump C/D, stand C(2hits), fw + A(2hits)
    Jump C/D, stand C(2hits), dnfw + C
    Jump C/D, dn + C, fw + A
    Jump C/D, dn + C, dnfw + C
    Jump C/D, stand D, fw + A
    Jump C/D, stand D, dwnfw + C
    **Jump C/D, dn D, fw + A
    **Jump C/D, dn D, dnfw + C
    
    
    
    General Combos
    
    Jump C/D, Stand C, QCF + A
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Wave", qcf + A. C version of powerwave don't combo.
    
    Jump C/D, Stand C, QCB + A
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into " Brun Knuckle", qcb + A. C version burn knuckle don't combo.
    
    Jump C/D, Stand C, QCB + B/D
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Crack Shoot", qcb + B/D
    
    Jump C/D, Stand C, DP + A/C
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Rising Tackle", uppercut motion + A/C
    
    Jump C/D, Stand C, DP + B/D
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Dunk", uppercut motion + B/D
    
    Jump C/D, Stand C, HCF + B/D, QCF + A
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do an A version of
    
    the power wave.
    
    Jump C/D, Stand C, HCF + B/D, QCB + B
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do a B version 
    "crack shoot", qcb + B.
    
    Jump C/D, Stand C, HCF + B/D, QCB + A
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do an A 
    version "burn knuckle", qcb + A
    
    Jump C/D, Stand C, HCF + B/D, HCF + D
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do a D 
    version "power charge", hcf + D
    
    Jump C/D, Stand C, HCF + B/D, DP + B/D
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do a 
    "Powerdunk", uppercut motion + B/D.
    
    Jump C/D, Stand C, HCF + B/D, DP + A/C
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then before opponent lands, do a "Rising 
    tackle". uppercut motion + A/C.
    
    (DM)
    Jump C/D, Stand C,"Power Geyser" (QCB, QCF + A)
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Powergeyser", qcb, qcf + A,
    
    (DM)
    Jump C/D, Stand C, "High Angle Geyser"(QCF x 2 + K)
    jump in with heavy punch or kick then standing heavy punch(2 hits) combo-ed 
    into "High Angle Geyser", qcf x 2 + K.
    
    (DM)
    Jump C/D, dwn A x 3, "High Angle Geyser"(QCF x 2 + K)
    jump in with heavy punch or kick, then down light punch x 3, combo-ed into 
    "High Angle Geyser", qcf x 2 + K.
    
    (DM)
    Jump C/D, Stand C, HCF + B/D, "Power Geyser" (QCB, QCF + A)
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then execute a "Powergeyser" , qcb, qcf + 
    A, before the opponent lands.
    
    (DM)(XX)(C)
    Jump C/D, Stand C, HCF + B/D, DP + A/C, "Power Geyser" (QCB, QCF + A)
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then combo-ed into "rising tackle", uppercut 
    motion + A and then execute a "Powergeyser" , qcb, qcf + A, before the 
    opponent lands. 
    
    NOTE: the rising tackle is combo-ed off powercharge....not wait till opponent 
    about to land. And also, the power geyser is done with the A versions along 
    with the rising tackle.
    
    Note: ONLY WORKS ON BILLY KANE
    
    (DM)(XX)(C)
    Jump C/D, Stand C, HCF + B/D, DP + A/C, " High Angle Geyser" ( QCF x 2 + B/D)
    jump in with heavy punch or kick, then standing heavy punch(2 hits) combo-ed 
    into "Power Charge", hcf + B/D, then combo-ed into "rising tackle", uppercut 
    motion + A and then execute a "High Angle Geyser", (QCF x 2 + B/D), before the
    opponent lands but you need to time this correctly and it is to be done in the
    corner only.
    NOTE:the rising tackle is combo-ed off powercharge....not wait till opponent 
    about to land.
    
    Note: ONLY WORKS ON BILLY KANE
    
    (DM)(XX)(C)
    Jump C/D, stand C(2-hits), HCF + K, QCB + B then ***
    jumping heavy punch or kick, standing heavy punch combo-ed into "power 
    charge", hcf + K, then execute, "crack shoot", qcb + B, then into either
    
    i)"crack shoot", qcb + K
    ii)"rising tackle", uppercut motion + P
    iv)"High Angle geyser", qcf, qcf + K
    Note:timing is crucial, the first qcb + B must hit the opponent at the lowest 
    mid-air point then the rest can connect.
    
    Terry Infinite Combo:
    
    (INF)(HD)(DM)(XX)
    Conditions:
    - ANYWHERE in the screen
    - player no need to be so accurate
    
    HCF + B, dn + C , HCF + B, dn + C, HCF + B....repeat
    "powercharge", hcf + B, then as soon as Terry can move again(same timing as 
    Powercharge into PowerGeyser) do crouching heavy punch cancel into another 
    "Powercharge"..then repeat 
    
    Note:same principle as Kyo's infinite, the down C is cancelled into another 
    "powercharge", hcf + B.Ths down C cannot hit the opponent and also in place 
    for down C, down A can also be used.Timing not as crucial as Kyo's infinite. 
    After about 7 "powecharges", the opponent will dizzy.
    
    (NEW)(INF)(MAX)(C)
    - While MAX-ed only
    HCF + B, QCB + B, QCB + B, QCB + B...
    Execute "powercharge", hcf + B, then wait till opponent about to fall, juggle
    With qcb + B all the way, needs some timing.
    
    (INF)(C)(HD)
    Terry's BUG vs Billy Kane
    HCF + B, then QCB + B all the way, no need any timing at all.
    A bug infinite combo for Terry againts Billy.
    
    Note:the standing C(2 hits) can also be replaced with
    
    1. standing D  
    2. stand C(2hits) fw + A  
    3. stand C(1 hit) fw + A  
    4. stand D dnfw + C  
    5. dn + C dnfw + C
    
    Andy Bogard
    
    Chain Combos:
    Command attacks:
    Fw + B(overhead)
    
    Chain combos:
    Dn + A x 2
    *Jump C/D, dn + A x 2, fw + B
    *Jump C/D, stand C(2 hits), fw + B
    *Jump C/D, dwn + C, fw + B
    **Jump C/D, dwn D, fw + B
    
    
    General Combos:
    
    Jump C/D, Stand/Crouch C, dwn bk, fw + A/C, QCF + A/C
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Zaineken", store diagonally down, foward + A/C then execute 
    "Zaineken finisher", qcf + A/C.
    
    Jump C/D, Stand/Crouch C, DP + A
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Shoryudan", uppercut motion + A. C version uppecut ill leave 
    you open for combos from your opponent.
    
    Jump C/D, Stand/Crouch C, HCF + B/D
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Kuhadan", hcf + B/D
    
    Jump C/D, Stand/Crouch C, QCB + A/C
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Hishoken", qcb + A/C
    
    Jump C/D, Stand/Crouch C, HCF + C
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Dam Breaker", near, hcf + C
    
    (C)
    Jump C/D, Stand/Crouch C, HCF + C, then ***
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Dam Breaker", near, hcf + C then do either
    i)hcf + B/D
    ii)uppercut + A/C
    iii)jump up C/D/CD
    iv)fw + B
    
    (DM)
    Jump C/D, Stand/Crouch C, HCF + C, "Chorehadan"(QCB, QCF + B/D)
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into  "Dam Breaker", near, hcf + C, then execute the "Chorehadan" DM,
    qcb, qcf + B/D.
    
    (DM)
    Jump C/D, Crouch C, QCF x 2 + P
    Jump in heavy punch or kick, then crouching heavy punch combo-ed into "Super 
    Hishoken" qcf  x 2 + P
    
    
    (C)(XX)
    Jump C/D, Stand/Crouch C, HCF + C, QCF,upfw + B, tap B, DP + A
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Dam Breaker", near, hcf + C, then execute Andy's air-diving 
    kick, qcf, upfw + B, B, then once Andy recovers, execute his uppercut + A/C. 
    
    Note: the air-diving kick is the move where Andy 
    dives down from the air then executes his overhead command attack as he 
    reaches the ground.
    
    Joe Higashi
    
    Chain Combos:
    Command attacks:
    Fw + B, dnfw + B
    
    Chain combos:
    Dn + B x 3
    Dn + B x 2, dn + A
    *Dn B x 2, dn + A, dnfw + B
    *Dn + B x 2, dn + A, fw + B
    *Jump C/D, dn + B, dn + A, dnfw + B
    Jump C/D, stand/crouch C, fw + B
    Jump C/D, stand/crouch C, dnfw + B
    
    General Combos:
    
    Jump C/D, Stand/Crouch C, HCF + A/C
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Hurricane Upper", hcf + A/C
    
    Jump C/D, Stand/Crouch C, DP + B
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "Tiger Kick", upper motion + B 
    
    Jump C/D, Stand/Crouch C, HCF + B/D
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "slash kick", hcf + B/D.
    
    Jump C/D, Stand/Crouch C, QCB + B/D
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "golden heel", qcb + B/D. NOTE: tall/big  characters only
    
    Jump C/D, Stand/Crouch C, rapid A/C, QCF + A
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into " TNT punch" , then qcf + A.
    
    (DM)
    Jump C/D, dwn B x 2, dwn A, "Screw Upper"(QCF x 2 + A/C)
    jump in with heavy punch or kick, then down light kick twice, down light 
    punch, combo-ed into "screw upper", qcf x 2 + A/C.
    
    (DM)
    Jump C/D, dwn B x 2, dwn A,  "Hurricane Tiger Heel"(QCF, QCB + A/C)
    jump in with heavy punch or kick, then down light kick twice, down light 
    punch, combo-ed into "hurricane tiger heel", qcf, qcb + A/C
    
    (DM)
    Jump C/D, Stand/Crouch C, "Screw Upper"(QCF x 2 + A/C)
    jump in with heavy punch or kick, then standing or crouching  heavy punch 
    combo-ed into "screw upper", qcf x 2 + A/C.
    
    (DM)
    Jump C/D, Stand/Crouch C, "Hurricane Tiger Heel"(QCF, QCB + A/C)
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "hurricane tiger heel", qcf, qcb + A/C
    
    
    (DM)(C)
    Stand C, HCF + A, Crouch C, fw + B, then ***
    Standing close heavy punch combo-ed into "Hurricane upper", hcf + A, then 
    crouching heavy punch chained into forward light kick combo-d into either;
    i)QCF, QCB + P
    ii)HCF + B
    iii)QCB + B then QCF, QCB + P(tall characters only)
    
    QCB + B, QCF, QCB + P
    "Tiger heel", qcb + B combo-ed into "Hurricane Tiger Heel", qcf, qcb + P
    
    
    (MID)
    QCB + B/D, HCF + B
    while opponent in mid-air, do "tiger heel" qcb + B/D then execute "Slash 
    Kick", hcf + B
    
    (NEW)(DM)(MAX)(C)
    Jump D, stand C, fw + B, hcf + B, qcb, qcf + A/C
    Jumping heavy kick, standing heavy punch chain-ed into forward light kick 
    combo-ed into hcf + B, then juggle with qcb,qcf + A/C
    
    Joe's infinite:
    
    (MID)(INF)(HD)
    Conditions:
    - to be lauched in mid air
    Launchers:
    
    QCF x 2 + P from a distance such that the first few hits of the DM must not 
    hit the opponent first.
    
    - Opponent in mid air.
    when opponent launched in mid air, or already in mid-air, repeat Joe's qcb + B
    till opponent dizzies.
    
    Note:Joe's stand/crouch C can be replaced with  stand/crouch C, fw + B
    
    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