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    New Girls Team Combo by m00nrun

    Updated: 05/16/98 | Printable Version | Search This Guide

    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