The Ultimate King of Fighters '97 Combo FAQ

            <You say you want some ASCII artwork?  I say HA!>


                    Compiled by Matt Hall and m00nrun
                              Version 2.0



    NOTE: This FAQ is copyright 1997 by the authors. All information in
    this FAQ should not by any means be used as a source of profit, or
    else you will die.  Non-commercial products may use the information
    in this FAQ "FOR FREE!", but please give credit where credit is due.
    (but please ask us first)


 The latest version of this FAQ can be found on:

 http://home.pacific.net.sg/~moonrun/index.html
 ftp://users.aol.com/kensou/97combo.txt



  REVISION HISTORY

Version 2.0 (November 3rd, 1997) - Wow! A lot has been changed! First of
all, I (Matt) and m00nrun decided to join up and combine our resources
into one FAQ... hence the new title, "The Ultimate KoF '97 Combo FAQ". :)
There's been quite a lot of combos added (too many to list), plus the
"Chain Combos" section has been added... enjoy!! 

Version 1.1 (October 9th, 1997) - Has it been this long between updates?
Man. Anyway, combo sections updated: Kyo, Goro, Joe, Ryo, Ralf, Athena,
Mai, Orochi Shermie, Billy, Shingo, Iori. Chris and King got their own
sections, still none for Choi or Chin yet. I'm hoping to get future
updates out MUCH quicker as combos are discovered. Since I'd been slacking
off (well, been really busy actually), I'd forgotten some of the combos
that should be added... but I guess I'll get those next time  ;)
Version 1.0 (September 15th, 1997) - First release! Most characters
covered, all sections that I was planning on doing are in (may add more
later, who knows)



  INTRODUCTION

Welcome! You've probably read the old introduction, so here's a slightly 
new one.  :)   Back when '97 came out, m00nrun started a web page devoted
to KoF '97 combos. A couple months later, Kensou released hiw own KoF '97
Combo FAQ. Now, the two have joined together to bring you the finest 
document on the 'net detailing all of the KoF '97 combos!

NOTE: All special moves in this FAQ are denoted by joystick and button
only, meaning no move names. I may go back and add those move names later,
but I don't think it matters too much. Bottom line, spend at least a
little bit of time familiarizing yourself with your favorite characters'
moves and what they are, so you have some idea of what the combo would
look like.


  '97 COMBO CHANGES
 
First, a little bit on the KoF '97 combo system... it's very similar to
'96. However, there doesn't seem to be any more of the special multi-hit
normal moves (like Ryo's Standing C, etc.) and crossups are pretty much
gone.  :(   (but not entirely)

However! A whole new combo system exists, that involves "chaining" a
character's command attack off an interruptable normal move! What's a
command attack? Ryo's f+A overhead, Clark's f+B... umm... really
goofy-looking kick, Terry's df+C uppercut, Kyo's df+D double low kick,
etc. Any attack that's done by a direction plus a button can be chained
in. However, not all will actually combo. Some just become another
chained attack, which does help to keep the pressure on (and build your
meter, if you're playing Advanced). Some will come out in time to combo
though, and even better, some are actually interruptable! For example,
Mary's f+A overhead... normally when you do the f+A, you can't interrupt
into another move. However, if the f+A is chained after her 2-hit Standing
C, the f+A adds to the combo counter, and if you immediately do a hcf+P
(her "Real Backdrop"), it will all combo! Experiment and see what you can
chain in combos or strings of attacks!

The Counter combo system from '96 is perfectly intact as well. What's
great is that the CD attacks (the main way to start a counter combo) have
been slowed down and given less priority! This is good news for those who
complained about CD's being too powerful and having too much priority.
CD's also seem to do the same amount of damage as a regular hard attack.

Also present in '97 (although minor), certain special moves can be 
"cancelled" much the same way as a normal attack can! For example, Terry's
Power Charge. The animation can be cut off after it hits, with a Rising 
Tackle.

One more minor combo system included in '97 is more of a bug than a system.
After doing a special move that starts a juggle, it's possible to do a
crouching attack that MISSES, and then buffer the missed attack into the 
same move, which normally wouldn't re-juggle, but under these weird 
circumstances it does. Confused? Well, let's use Terry's Power Charge 
again... if you connect one, then try to do another Power Charge, you'll
find that it misses. However, do a Crouching A, then immediately buffer
the Power Charge and it WILL juggle! Too bad this is easy to start 
infinites with.  :(



  COMBO TIPS

Some of the players that read this FAQ will have no problems understanding
what the combos are and buffering them in battle. Others, however, might
have problems... and it's probably because of the messed-up move detection
that SNK has in KoF '97. So read this section.

First of all, be able to DO all your moves before you can actually combo
them. That's important.  :)

On to the real advice... most combos are started from a jumping attack.
To land a jumping attack, you've got to hit your opponent when they're
either not blocking or in the lag of another move... which is often easier
said than done. "Frogging", or repeated hop jumps (Advanced mode only)
can sometimes land that jump attack, but it's very annoying (and you're
likely to get uppercutted or hit by a neutral jump attack of their own
if you do it too much). Obviously, dizzying your opponent gives you a
free jump-in, but that's no easy task either...
When you DO land a jump attack, it must be landed DEEP. If it hits too
high, they'll be able to block any other attacks, or even throw you!

Rolling behind and doing a standing attack into a special move is often
a way to do a combo, but being that rolls are longer in '97, this tactic
isn't as useful.

Many times I've found myself screwing up and not getting a super when I
try to combo any super with a double fireball motion. I knew it wasn't my
fault since I've been doing it in SF for so long... well, I found out why.
Yes, SNK's screwed move-detection strikes again. For some reason, it helps
to HOLD the joystick in forward when you do the second quarter circle.
Hold it there for about 1/4 to 1/2 of a second, then push the button. You
can even hold it up to a second or so, and push the button and it will
still come out. When I do this I never miss those supers... but man it's
annoying.  :P

Comboing a double half circle motion is kinda tricky too... but there are
a few ways to approach this.

1. Does your character have a hcb+(same button as the super) move? If not,
then do it like this example for Clark...
Jumping D, hcb+C, hcb+C.
That first hcb+C will be his regular Standing C (since he's standing when
you move it to back), and then the second hcb+C will trigger the super.

2. If your character does have an overlapping move, but can buffer the
super off a low attack, do it like this... (Yamazaki)
f, df, d+C, db, b, hcb+C.
When the joystick is in the down position, you push C quickly and release,
then slide the stick to Back, and then do another half circle and C to
finish off the move. This method is somewhat difficult, it will take some
practice to get this down without accidentally doing the overlapping move.
If you can do it though, have fun!

3. Do those two half circles really really REALLY fast. Yeah, that doesn't
help. So sue me.  :)


Having problems with a specific combo? Drop by the Online Combo Board and get
your questions answered! 
(http://home.pacific.net.sg/~moonrun/index.html)



  NOTATION


-Buttons/Directions-
d = down  u = up  b = back  f = forward
df = down-forward  db = down-back  uf = up-forward  ub = up-back
A = A button  B = B button  C = C button  D = D button
CD = Knockdown blow (C and D together)
A/C = A or C   B/D = B or D    etc.
Note: As you may have noticed, all directions are indicated in lowercase,
and buttons in uppercase. 


-Joystick Movements-
qcf = Quarter-Circle Forward (d,df,f)
qcb = Quarter-Circle Back (d,db,b)
hcf = Half-Circle Forward (b,db,d,df,f)
hcb = Half-Circle Back (f,df,d,db,b)
dp = Dragon Punch (f,d,df)
rdp = Reverse Dragon Punch (b,d,db)
tap = Tap the button until the move comes out, must be done fast
charge = Charge the direction for a couple seconds, then push the other
direction specified


-Combo Modifications-
+ = Means it's possible to get more hits, the number given is just a 
minimum, or the combo counter doesn't register every hit (usually denoted
in the case of comboing special/super throws)
* = Desperation Combo. Life meter must be flashing red for the combo to
work.
** = Super Desperation Combo. Life meter must be flashing red AND the
power bar must be at MAX. Any combo denoted with this means that the DM
will work automatically as well.
! = Corner combo. Only works in the corner (duh)
??? = Unconfirmed combo. Might work, might not... if you know for sure,
please email me.
(1) (2) (3) etc. = Means the combo is explained in the Notes section under
that number.


  COMBOS

-=Kyo Kusanagi=-

Jumping C/D, Standing C/D, dp+A/C (Rush 4)
Jumping C/D, Crouching B, Crouching A, dp+A/C (Rush 4+?)
Jumping C/D, Standing C/D, qcb+A/C (Rush 3)
Jumping C/D, Crouching B, Standing C, hcb+B/D (Rush 5)
Jumping C/D, Crouching B, Standing C, qcf+A (Rush 4)
Jumping C/D, Standing C/D, qcf+C, hcb+C, f+C (Rush 5)
!Jumping C/D, Standing C/D, qcf+A, qcf+A, B/D (Rush 5)
!Jumping C/D, Standing C/D, qcf+B,D, dp+A/C (Rush 5)
!Jumping C/D, Standing C/D, qcf+B,D, hcb+B (Rush 6)
!Jumping C/D, Standing C/D, qcf+B,D, rdp+B (Rush 5)
!Jumping C/D, Standing C/D, qcf+B,D, qcb+A/C (Rush 5)
!Jumping C/D, Standing C/D, qcf+B,D, qcf+C, hcb+C (Rush 6)
!Jumping C/D, Standing C/D, qcf+B,D, qcf+B,D, Jumping CD (Rush 7)
*!Jumping C/D, Standing C/D, qcf+B,D, qcf+B,D, qcb,hcf+A/C (Rush 7)
*!Jumping C/D, Standing C/D, qcf+B,D, qcf+A, qcf+C, qcf,qcf+A/C (Rush ??)
**Jumping C/D, Standing C/D, qcf,qcf+A/C (Rush 7/??)
**Jumping C/D, Crouching B x2, Standing A, qcf,qcf+A/C
(1)Jumping C/D, Crouching C, qcf+B,D, Crouching A, qcf+D,D, Crouching A,
  qcf+D,D, Crouching A, etc.

Notes: The Standing C can be a Crouching C instead.
Any combo that has the Crouching B isn't needed, it's just a neat way of
linking another hit in there. Do it if you're badass.  :)
(1) - To do this combo, the Crouching A must whiff and you must cancel it 
immediately into the qcf+D,D. Must be quick! (yes, this is an infinite)


-=Kyo '94 (hidden character)=-

Jumping C/D, Crouching B, Standing C, qcf+C (Rush 4)
Jumping C/D, Standing C/D, dp+A/C (Rush 3)
Jumping C/D, Crouching B, Standing C, rdp+D (Rush 6)

Notes: He's an old-school Kyo with minimal combos. Nuff said.


-=Benimaru Nikkaido=-

Jumping C/D, Standing C/D, qcf+A/C (Rush 5)
Jumping C/D, Standing C/D, qcf+B/D (Rush 3)
Jumping C/D, Crouching B x3, qcf+B/D (Rush 5)
Jumping C/D, Standing C/D, hcb+A/C (Rush 6/8)
Jumping C/D, Standing C/D, hcb+B/D (Rush 5)
Jumping C/D, Standing C/D, dp+B/D (Rush 3)
Jumping C/D, Standing C/D, hcb,f+C (Rush 2+)
**Jumping C/D, Standing C/D, qcf,qcf+A/C (Rush 7/??)
**Jumping C/D, Crouching B x2, qcf,qcf+A/C (Rush 8/??)
*Jumping C/D, Standing C/D, hcb,hcb+A/C (Rush 2+)

Notes: The Drill Kick (d+D in the air) can sort of be used to start combos.
Timing is tricky though. If the d+D connects, your best bet is to try to
do a Raikoken (qcf,qcf+A/C) when you land. Against big characters, you can
actually chain in an air attack, then do the Drill Kick, and still combo
after.
I don't know, maybe it's just me. People have sworn that the f+B will 
actually combo and register on the Rush meter after a connected Standing C,
but it is always always ALWAYS blockable when I try.


-=Goro Daimon=-

Jumping C/D, Standing C/D, hcb,f+C (Rush 2+)
Jumping C/D, Standing C/D, dp+B/D (Rush 2+)
Jumping C/D, Standing C/D, hcf+C (Rush 3)
(1)Jumping C/D, Standing C/D, hcf+A (Rush 3)
(2)CD/Crouching D, hcf+C (Rush 2)
(2)f+A, hcf+C (Rush 2)
Standing C/D, df+C, hcb,f+C (Rush 2+)
*Standing C/D, df+C, hcb,hcb+A/C (Rush 2+)
**Jumping C/D, Standing C/D, hcb,hcb+A/C (Rush 2+)
**Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, dp+D (Rush 2+)
(3)**Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, hcf+C (See Notes)

Notes: 
(1) The hcf+A does NOT count as a combo on everyone. It only works on
"tall characters". So who qualifies for that? Goro, Chang, Yashiro,
Yamazaki, and Orochi (Although the last three aren't confirmed, I think
they would qualify). That combo is mainly just for show and to surprise
people who haven't seen that happen, which is a lot...
(2) Goro can still pick people up off the ground with his hcf+C, but the
timing's a little different compared to '96. You must wait a little longer
when they hit the ground... kinda hard to describe, figure it out for
yourself. It's not that hard, really.  :)  He can also do it off a f+A,
which should really surprise your opponent.
(3) Goro's new DM looks great, but it doesn't do too much damage, 
especially on the last part (the dp+D). If you do a hcf+C to pick them up 
off the ground instead, it does more damage... but doesn't look as good. 
The SDM version seems to do more damage though, plus it looks awesome, so 
be sure to always finish THAT with a dp+D  :)


-=Terry Bogard=-
                                                 
Jumping C/D, Standing C (two hits), qcb+A (Rush 4)
Jumping C/D, Standing C (two hits), qcb+B (Rush 4+?)
Jumping C/D, Standing C (two hits), dp+A/C (Rush 8/10)
Jumping C/D, Standing C (two hits), qcf+A (Rush 4)
!Jumping C/D, Standing C (two hits), dp+B/D (Rush 5)
*Jumping C/D, Standing C (two hits), qcb,hcf+A (Rush 4)
*Jumping C/D, Standing C (two hits), qcf,qcf+B/D (Rush 8)
Jumping C/D, Standing C (two hits), hcf+B/D, qcf+A (Rush 5)
Jumping C/D, Standing C (two hits), hcf+B/D, qcb+A (Rush 5)
!Jumping C/D, Standing C (two hits), hcf+B/D, dp+B/D (Rush 6)
!Jumping C/D, Standing C (two hits), hcf+B/D, dp+A/C (Rush 9/11)
*!Jumping C/D, Standing C (two hits), hcf+B/D, qcb,hcf+A (Rush 5)
*!Jumping C/D, Standing C (two hits), hcf+B/D, qcf,qcf+B/D (Rush 8)
(1) Jumping C/D, Standing C (two hits), hcf+B/D, Crouching A, hcf+B/D,
  Crouching A, hcf+B/D, Crouching A, etc.

Notes: I give up! There's so many Terry Bogard combos being posted, and
some of them don't seem to work. I guess this is yet another section
that'll be worked on later, and it's the only one left  :)  But Terry's
so overpowered, all he needs is one combo. And that would be...
(1) His infinite. Use the whiffed normal move method, interrupting 
Crouching A (or Crouching C, if you like) into another Power Charge.


-=Andy Bogard=-

Jumping D, Standing C (two hits), qcb+A/C (Rush 4)
Jumping D, Standing C (two hits), hcf+B (Rush ??)
Jumping D, Standing C (two hits), db,f+A/C, qcf+C (Rush 5)
Jumping D, Standing C (one hit), hcf+A/C, Jumping CD (Rush 7)
Jumping D, Standing C (one hit), hcf+A/C, hcf+B (Rush ??)
Jumping D, Standing C (one hit), hcf+A/C, db,f+A/C, qcf+C (Rush 8)
Jumping D, Standing C (one hit), hcf+A/C, Dash Forward, dp+A/C (Rush ??)
**!Jumping D, Standing C (one hit), hcf+A/C, qcb,hcf+B/D (Rush ??/??)
**Standing C (one hit), qcf,qcf+A/C (Rush 4/7)

Notes: Yes, you actually have to dash forward on the combo listed above
to land all the hits of the dp+A/C. Except if you're in the corner, where
all the hits will come out anyway...


-=Joe Higashi=-

(1)Jumping D, Standing C, hcf+A (Rush 3)
Jumping D, Standing C, qcb+B (Rush 4)
Jumping D, Standing C, dp+B (Rush 3)
(2)Jumping D, Standing C, tap A, qcf+A (Rush ??)
Jumping D, Standing C, f+B, hcf+B (Rush 4)
*Jumping D, Standing C, f+B, qcf,hcb+A/C (Rush 14?)
*Jumping D, Standing C, qcf,qcf+A/C (Rush 9?)
*Jumping D, Crouching B x2, Crouching A, qcf,hcb+A/C (Rush ??)
*Jumping D, Crouching B x2, Crouching A, qcf,qcf+A/C (Rush ??)
*qcb+B, qcf,hcb+A/C (Rush ??)
*Jumping D, Standing C, qcf,qcf+A/C, qcb+B/D (Rush ??)

Notes: 
(1) When you do this in the corner, it's possible to link a Crouching C
afterward. Buffer that into either DM, or the hcf+B.
(2) TNT Punch (Tap A) is no longer guaranteed for all those hits...
you must do the finisher early...
If you hit someone in the air with his Golden Heel Kick (qcb+B), you can
juggle with just about anything. If they're in the corner, you can keep
juggling with GHK after GHK for an infinite!



-=Ryo Sakazaki=-

Jumping C/D, Standing C/D, qcf+A (Rush 3)
Jumping C/D, Standing C/D, hcb+D (Rush 5)
Jumping C/D, Standing C/D, dp+A (Rush 3)
Jumping C/D, Standing C/D, qcb+A/C (Rush 5)
Standing C/D, qcb+A/C, dp+A/C (Rush 5)
Jumping C/D, Standing C/D, hcf+A/C, dp+A/C (Rush 7)
Jumping C/D, Standing C/D, hcf+A/C, Jumping CD (Rush 7)
*Jumping C/D, Standing C/D, qcf,hcb+A (Rush 17)
*Jumping C/D, Standing C/D, f,hcf+A/C (Rush 3)
**Jumping C/D, Standing C/D, qcf,qcf+A/C (Rush 3)

Notes: It's not advisable to do the dp+A/C finisher to the MRK (qcb+A/C),
since it doesn't seem to knock down and leaves you open. And you must be
really close to connect it as well...
The qcf,qcf+A/C, when an SDM, will dizzy when comboed. Follow with another
combo of your choice!
The Standing C/D can usually be replaced by Crouching B, Crouching A if 
you'd rather do it that way... the only thing that won't connect is the
qcf+P.


-=Robert Garcia=-

Jumping C/D, Standing/Crouching C, qcf+A (Rush 3)
Jumping C/D, Standing/Crouching C, hcb+B/D (Rush 4/6)
Jumping C/D, Standing/Crouching C, dp+A (Rush 3)
Jumping C/D, Standing/Crouching C, f+B, hcb+D (Rush 6)
*Jumping C/D, Standing/Crouching C, f+B, qcf,hcb+A (Rush 18)
*!Jumping C/D, Standing/Crouching C, qcf,qcf+B (Rush ??) 
!Jumping C/D, Standing/Crouching C, hcf+B/D, dp+A/C (Rush 7)
!Jumping C/D, Standing/Crouching C, hcf+B/D, dp+B/D (Rush 7)
!Jumping C/D, Standing/Crouching C, hcf+B/D, Jumping CD (Rush 7)
*!Jumping C/D, Standing/Crouching C, hcf+B/D, qcf,qcf+B (Rush ??)
*Jumping C/D, Crouching B x2, qcf,qcf+B (Rush ??)
(2)*!Jumping C/D, Standing/Crouching C, hcf+B/D, Crouching A, qcf,hcb+A/C 
  (Rush ??)

Notes: Any of the Kyokugen Kick Dance (hcf+B/D) that are listed to work in
the corner will work off a normal Standing/Crouching C when close.
(1) The qcf,qcf+B combo is weird... I've seen it combo on some characters,
but it whiffs on others. My guess is the bigger they are, the better it 
will work.
(2) This is another combo using the whiffed normal move system. Do the 
Crouching A and IMMEDIATELY do the qcf,hcb+A/C, and it will miraculously 
juggle.


-=Yuri Sakazaki=-

Jumping C/D, Standing C/D, qcf+A (Rush 3)
Jumping C?D, Crouching A x3, qcb+B (Rush ??)
Jumping C/D, Standing C/D, qcb+B/D (Rush 4)
Standing C/D, hcb+A/C (Rush 2+)
Standing C/D, dp+C, dp+C (Rush 4)
*Jumping C/D, Standing C/D, qcf,hcb+B (Rush 17)
*Jumping C/D, Crouching B, Crouching A, qcf,qcf+P (Rush ??)

Notes: She sucks this year. Why SNK, why?!


-=Leona=-

Jumping C/D, Crouching B, Crouching A, charge d,u+C (Rush 4)
Jumping C/D, Crouching C, charge d,u+C (Rush 3)
charge b,f+D, f+D (Rush 4)
charge b,f+D, charge d, u+C (Rush 4)
*charge b,f+A, Jumping qcf,hcb+A/C (Rush 6)
*charge b,f+D, qcb,hcf+B/D (Rush 2)
*!charge b,f+D, qcf,qcf+A/C (Rush ??)
*Jumping D, Standing C (1 hit), qcb,hcf+B/D (Rush 3)
*Jumping C, Crouching A, qcf,qcf+P (Rush ??)
*Jumping D, qcf,hcb+A/C (Rush 2)

Notes: Running Slash is too slow to combo. Blah.


-=Ralf=-

Jumping C/D, Crouching A, charge b,f+C (Rush 6)
Jumping C/D, Standing/Crouching C, charge b,f+C (Rush 5)
Jumping C/D, Standing/Crouching C, tap C (Rush 3)
Jumping C/D, Standing/Crouching C, hcf+D (Rush 2+)
*Jumping C/D, Standing C, qcf,hcb+A (Rush ??)
*Jumping C/D, Crouching C, qcb,hcf+B (Rush 3+)
!charge b,f+B, charge b,f+A/C (Rush ?)
!charge b,f+B, qcb,hcf+B (Rush 2+)

Notes: After a Ralf Kick in the corner, you can juggle with certain
special moves (like the two listed above)... but it's somewhat tricky!
To land the juggle, you must hit them as LATE as possible... i.e. hit
them when Ralf is coming down from the move. Experiment...


-=Clark=-

Jumping D, Standing C (one hit), hcf+D, qcf+A/C (Rush 2+)
Jumping D, Standing C (one hit), tap C (Rush 3+)
*Jumping D, Standing C (one hit), hcb,hcb+A/C (Rush 2+)

Notes: Be sure to tack on the Elbow Drop Finisher (qcf+A/C) after any of
Clark's special throws. To keep yourself from looking like a spaz, when
you do the hcf+D, do the qcf+A motion right after the guy comes down on
Clark's head. It'll follow automatically.


-=Athena Asamiya=-

Standing C, dp+A/C (Rush 2+)
Jumping D, Standing C, hcf+C, Jumping d+B (Rush 4)
Jumping D, Standing C, hcf+C, Jumping CD (Rush 4)
Jumping D, Standing C, hcf+C, dp+A/C (Rush 4+)
Jumping D, Standing C, hcf+C, hcb+B (Rush 4+)
Jumping D, Standing C, hcf+C, Jumping qcb+C (Rush 4+)
@@!*Jumping D, Standing C, hcf+C, hcb+B, b,hcb+A/C (Rush 4+)
**Jumping D, Standing C, hcf+C, Jumping b,hcb+A/C (Rush 4)
**Jumping D, Standing C, hcf+C, Jumping qcf,qcf+C (Rush 4+)

Notes: Obviously, it's all centered around her hcf+C launcher throw.


-=Sie Kensou=-

Jumping D, Standing C/D, hcf+A (Rush 5)
Jumping D, Crouching A, hcf+C (Rush 5)
???Standing C, dp+C (tap C), hcf+A (Rush 16)
???Standing C, dp+C (tap C), qcf,hcb+B (Rush ??)	
Standing C, rdp+B (Rush 2+)
*Jumping D, Standing C/D, qcf,hcb+B (Rush 5+)
**Standing C, qcf,qcf+A/C (Rush 6)

Notes: If you're at a distance, his far Standing C is often more useful
than the close Standing C... it hits twice, is interruptable on the second
hit, PLUS moves him forward far enough so that you can probably interrupt
into whatever you want. Try it out...


-=Chin Gentsai=-

Jumping C (two hits), Standing C, qcb+A/C (Rush 4)
Jumping C (two hits), Standing C, dp+C (Rush ??)
*Jumping C (two hits), Standing C, qcf,qcf+A/C (Rush 4)
*Jumping C (two hits), Standing C, qcf,hcb+A/C (Rush ??)
 
Notes: The Jumping C, Standing C can be replaced by Standing D.


-=Chizuru Kagura=-

Jumping C/D, Standing C/D, hcf+A (Rush 3)
Jumping C/D, Standing C/D, dp+A/C (Rush 4)
(1)Jumping C/D, qcb+A, tap A, hcb+A/C (Rush 3)
(2)*Jumping C/D, Standing C/D, qcf,qcf+B/D, whatever (Rush 3+)

Notes: 
(1) By "tap A", it means you must push the Punch button again immediately
after doing the move to cut the move short. If you don't push the button,
the attack won't come out fast enough to combo. hcb+A/C is simply the 
finisher.
(2) If you keep doing Standing C and Standing D while the DM is going on, 
you can amass a lot of hits and keep pushing them back (assuming they're
not in the corner, where this combo is least effective). You can get more 
than 20 hits and a lot of damage this way!


-=Mai Shiranui=-

Jumping D, Standing/Crouching C, qcb+A/C (Rush 4)
!Jumping D, Standing/Crouching C, dp+B/D (Rush 4)
Jumping D, Standing/Crouching C, DP+A/C (Rush 10?)
Jumping D, Standing/Crouching C, hcf+B/D (Rush 4)
*Jumping D, Standing/Crouching C, qcb,hcf+B/D (Rush ??)
*Jumping qcb+A/C, qcb,hcf+B/D (Rush ??)
*Jumping qcb+A/C, qcf,qcf+A/C (Rush ??)

Notes: Standing/Crouching C can be replaced by Standing D.


-=King=-

Jumping D, Standing D (two hits), qcf+D (Rush 4)
Jumping D, Standing D (one hit), qcf,qcf+D (Rush 4)
Jumping D, Standing D (one hit), dp+C (Rush 6?)
Jumping D, Standing D (one hit), hcb+D (Rush 8)
Jumping D, Crouching B, Crouching A, hcb+D (Rush 9)
Jumping D, Standing D (two hits), hcf+B/D (Rush 7)
Jumping D, Standing D (two hits), dp+D (Rush 9)
(1)!Jumping D, Standing D (one hit), dp+C, hcb+D (Rush 11)
(2)**qcb,qcb+B/D, hcb+B/D (Rush ??)
(3)dp+A, Crouching A, dp+A, Crouching A, dp+A, etc.

Notes: 
(1) This corner combo is an instant dizzy when done right! The tricky part
is juggling the hcb+D after the dp+C...
(2) Only on SDM...
(3) Yes, it's an infinite using the whiffed normal method. Wow, a TOD and 
an infinite... King is overpowered!!!  ;)


-=Kim Kaphwan=-

Jumping D, Standing C (one hit), charge b,f+B/D (Rush 4)
Jumping D, Standing C (one hit), qcb+B/D (Rush 4+)
Crouching B, Crouching B, Crouching A, charge d,u+D, d+D (Rush 7)
Crouching B, Crouching B, Crouching A, charge d,u+C (Rush 6)
(1)*Jumping D, Standing C (one hit), f+A, qcb,hcf+B (Rush ??)

Notes: 
(1) You must do the qcb,hcf+B IMMEDIATELY when the f+A hits... Kim will 
still be in the air, but since he can do his super in the air it will 
buffer and combo...


-=Chang Koehan=-

Jumping C/D, Standing D, tap C (Rush 3)
Jumping C/D, Crouching C, charge d,u+B/D (Rush 3)
Jumping C/D, Crouching B, Crouching A, charge d,u+B/D (Rush 4)
Jumping C/D, Standing D, hcb,f+C (Rush 2+)
*Jumping A, Standing A, qcf,qcf+A/C

Notes: He's more power than combos...


-=Choi Bounge=-

Jumping C, Crouching B, Crouching A, charge d,u+C (Rush ??)
Jumping C, Crouching C, charge d,u+C (Rush ??)
*Jumping C, Crouching B, Crouching A, qcf,hcb+B/D (Rush ??)
*Jumping C, Crouching C, qcf,hcb+B/D (Rush ??)

Notes: If you hit an opponent in the air with the charge d,u+D, then repeat
f+D three times for four hits, and then do one final juggle with the 
qcf,hcb+B/D.


-=Yashiro Nanakase=-

Jumping D, Standing C/D, hcf+A (Rush 3)
Jumping D, Standing C/D, hcb+A (Rush 6)
*Jumping D, Standing C/D, qcb,hcf+A (Rush ??)
*Jumping D, Crouching b, Crouching A, qcb,hcf+A
???(1)Standing CD, qcb+A/C

Notes: 
(1) The qcb+A/C hits them while they're on the ground. I have not confirmed
it yet.


-=Orochi Yashiro=-

Jumping D, Standing C/D, hcf+A/C (Rush 2+)
Jumping D, Standing C/D, hcb,f+A/C (Rush 2+)
*Jumping D, Standing C/D, hcf,hcf+A/C (Rush 2+)
*Jumping D, Standing C/D, hcb,hcb+A/C (Rush 2+)

Notes: Someone mentioned comboing his qcf,qcf+A/C super after one of his
throw supers... is it possible?


-=Shermie=-

Jumping D, Standing/Crouching C, hcf+A/C (Rush 2+)
*Jumping D, Standing/Crouching C, hcf,hcf+A/C (Rush 2+)
*Jumping D, Standing/Crouching C, hcb,hcb+A/C (Rush 2+)

Notes: Again, is this it? I need to look into her weird links...


-=Orochi Shermie=-

Jumping D, Crouching C, hcb+A/C (Rush 4)
Jumping D, Crouching C, f+B (two hits), hcb+A/C (Rush 6)
*Jumping D, Crouching C, qcf,qcf+A/C (Rush 7)

Notes: The rest of her combos (and gameplan) mostly focuses around her
electric "kisses"... basically, you're going to want to either push your
opponent back into the kiss with an attack, or hit them with another
attack AS they're getting hit by the kiss. Nothing's guaranteed, but
that's why it's fun to play her!


-=Chris=-

Crouching Bx2, Crouching A, f+A, qcf+A (Rush 5)
Jumping C/D, Standing/Crouching C, f+A, qcf+A (Rush 4)
Jumping C/D, Standing/Crouching C, dp+B/D (Rush 4)
*Jumping C/D, Standing/Crouching C, qcf,qcf+A/C (Rush ??)
*Jumping C/D, Standing/Crouching C, f+A, qcb,qcb+B/D (Rush ??)
*Crouching B, Crouching A, f+A, qcb,qcb+B/D (Rush ??)

Notes: Whaddya know, he has some combos after all.


-=Orochi Chris=-

Jumping C/D, Standing C, f+A, dp+A/C (Rush 5/7?)
Jumping C/D, Standing C, f+A, hcf+A/C, dp+A (Rush ??)
Jumping C/D, Standing C, f+A, hcf+A/C, Standing CD (Rush ??)
*Jumping C/D, Standing C, f+A, hcf+A/C, qcb,hcf+A/C (Rush ??)
*Jumping C/D, Standing C, f+A, hcf+A/C, qcf,qcf+A/C (Rush ??)

Notes: I haven't done enough experimenting with it, but it's possible to
continue your combo after hitting your opponent with a qcf+A/C or a qcb+A/C. 
It all seems to depend on when the attack hits... the later the better.
I have yet to confirm it, but it's supposedly possible to do qcf+C, qcb+C,
f+A, hcf+A/C, then any of the follow-ups listed above.


-=Ryuji Yamazaki=-

Jumping D, Standing/Crouching C, qcb+B/C (Rush 3+)
Jumping D, Crouching A x3, qcb+B/C (Rush 5)
Jumping D, Standing/Crouching C, hcf+A (Rush 2+)
Jumping D, Standing/Crouching C, dp+A/C (Rush 4/6)
Standing/Crouching C, dp+B/D, qcb+B (Rush 3+)
*Standing/Crouching C, qcf,qcf+A/C (Rush 3+)
**Standing/Crouching C, hcb,hcb+A/C (Rush 2-47)
!Crouching A, dp+B, Crouching A, dp+B, etc...

Notes: His Sand Kick (dp+B/D) sets up opponents for another move after to
combo, but I'm not totally sure of what can be done in that small window.
He has an infinite that is done in the corner (listed above), but I haven't
been able to get more than 4 hits out of it. Timing is very crucial...
You can always cancel the Sand Kick with a Snake Arm (qcb+P), and you can 
then cancel the Snake Arm attack (a lot of cancelling, eh?) so that you 
can follow with another attack.... this makes the infinite easier to do.


-=Blue Mary=-

Jumping C/D, Standing C (two hits), dp+B/D, dp+B/D (Rush 4+)
Jumping C/D, Standing C (two hits), charge b,f+B, qcf+B/D (Rush 4+)
Jumping C/D, Standing C (two hits), f+A, hcf+A/C (Rush 4+)
!Jumping C/D, Standing C (two hits), f+A, hcf+A/C, dp+B/D, dp+B/D (Rush 4+)
*Jumping C/D, Standing C (two hits), qcf,qcf+B/D (Rush 4)
**Jumping C/D, Standing C (two hits), f+A, hcb,hcb+B/D (Rush 4+)
**!Jumping C/D, Standing C (two hits), f+A, qcb,hcf+A/C, dp+B/D, dp+B/D
 (Rush ??)

Notes: In the corner, you can juggle after her qcb,hcf+A/C super with
the Mary Snatcher (dp+B/D twice)... what happens is that the first hit
whiffs, but the second part instantly grabs them! The same thing applies
for when the Backdrop (hcf+A/C) is done in the corner. You get some extra
damage out if both ways!
Also, the last combo listed, when done as an SDM, takes off the entire
life bar if it connects!!
When in close, you can do Standing B, then link into Standing C, then do
whatever combo you wish.


-=Billy Kane=-

Jumping D, Crouching C, hcf+A/C, qcf+A/C (Rush 4)
Standing/Crouching C, tap A/C (Rush ??)
Standing/Crouching C, dp+A/C (Rush 2)
Standing/Crouching C, dp+K (Rush 2)
**Crouching C, qcf,qcf+A/C (Rush 4/6?)

Notes: If you crossup with his dp+B/D pole drop move, then you can link
in an attack or two before they recover! 


-=Shingo Yabuki=-

Jumping D, Standing C/D, qcf+A (Rush 3)
Jumping D, Standing C/D, qcf+C (Rush 4)
Jumping D, Standing C/D, dp+A/C (Rush 3)
Jumping D, Standing C/D, hcb+B (Rush 3)
!Jumping D, Standing C/D, hcb+D (Rush 5)
**Jumping D, Standing C/D, qcb,hcf+A/C (Rush 6/9)
**!Jumping D, Standing C/D, qcf,qcf+A/C, Standing/Jumping D (Rush 4)
**!Jumping D, Standing C/D, qcf,qcf+A/C, dp+A/C (Rush 4)
**!Jumping D, Standing C/D, qcf,qcf+A/C, qcb+D (Rush 5)

Notes: Shingo gets random "Critical Hit" messages during any of his
special moves. If this happens, and the opponent is still standing, you
can often link in another attack too! The prime example is his "Shingo
Kick" (hcf+B/D). If it doesn't knock down but causes a Critical Hit,
you have enough time to link in a Crouching C into DM if you're in the
corner! It's all randomness, but it's fun!
The Jumping D, Standing C/D, qcf,qcf+A/C, Standing/Jumping D is a 100%
(instant kill) combo when done on MAX! Hard to land though...
Jumping D, Standing C/D, qcf,qcf+A/C, qcb+D is a guaranteed dizzy if
they're in the corner!! Timing is VERY crucial though. I've only done the
combo a handful of times, but man is it awesome when it connects.


-=Iori Yagami=-

Jumping D, Standing C, qcf+C (Rush 3)
Jumping D, Standing C, dp+A (Rush 4?)
Jumping D, Standing C, hcb+B/D (Rush 4)
Jumping D, Standing C, qcb+A/C, qcb+A/C, qcb+A/C (Rush 5)
**Jumping D, Standing C, qcf,hcb+A/C (Rush 3+)
(when cornered) Standing C, hcf+C, Standing C, anything listed above
!Jumping b+B, Standing C, hcf+C, Standing C, anything listed above

Notes: His f+A, f+A chain will combo into just about anything listed.
His qcb,hcf+A/C super, when it connects, gives him a free combo... can
be seen coming a mile away though.
Since I'm not giving Orochi Iori his own section, let's just say he can
do all those listed above, and maybe more... (including his '96 infinite)





  CHAIN COMBOS

& = The last attack, which is a command attack, won't combo. It's just a
way of adding another hit into the chain and keeping the offensive
pressure on your opponent.
&& = Another form of pressure, but the whole thing is only done when
blocked... namely because otherwise they'd be knocked down. This usually
applies to interrupting sweeps with a command attack.


-=Kyo Kusanagi=-

Crouching B x2
Crouching B x2, Crouching A
Crouching B x2, Crouching A, df+D 
Jumping C/D, Crouching B, Crouching A, df+D
Jumping C/D, Crouching B, Crouching A, Standing A, df+D
Jumping C/D, Standing C/D, df+D
Jumping C/D, Crouching B, Standing C, df+D
&Jumping C/D, Standing C/D, f+B
&Jumping C/D, Crouching B, Standing C, f+B
&Jumping C/D, Crouching B, Crouching A, f+B


-=Benimaru Nikkaido=-

Crouching B x3
Standing D, Standing A
Jumping B, d+D
&Jumping C/D, Crouching B x3, f+B
&Jumping C/D, Crouching B x2, Standing B, f+B
&Jumping C/D, Standing C/D, f+B


-=Goro Daimon=-

Crouching A x2
Crouching A, df+C
Jumping C/D, Crouching A, df+C
Jumping C/D, Standing C/D, df+C
Jumping C/D, Crouching C, df+C
&Jumping C/D, Standing C/D, f+A
&Jumping C/D, Crouching C, f+A
&&Jumping C/D, Crouching D, df+C
**Jumping C/D, Crouching D, f+A


-=Terry Bogard=-

Crouching B x3
Crouching A x4
Crouching B x2, Crouching A, df+C
Crouching A x3, df+C
Standing B, Crouching A x2, df+C
Standing B, d+B, d+A, df+C
Jumping C/D, Crouching B, Crouching A, df+C
Jumping C/D, Standing C (two hits), f+A (two hits)
Jumping C/D, Standing C (two hits), df+C
Jumping C/D, Crouching C, f+A
Jumping C/D, Crouching C, df+C
Jumping C/D, Standing D, f+A
Jumping C/D, Standing D, df+C
&&Jumping C/D, Crouching D, f+A
&&Jumping C/D, Crouching D, df+C


-=Andy Bogard=-

Crouching A x2
&Jumping C/D, Crouching A x2, f+B
&Jumping C/D, Standing C (two hits), f+B
&Jumping C/D, Crouching C, f+B


-=Joe Higashi=-

Crouching B x3
Crouching B x2, Crouching A
Jumping C/D, Standing/Crouching C, f+B
Jumping C/D, Standing/Crouching C, df+B
&Crouching B x2, Crouching A, df+B
*Crouching B x2, Crouching A, f+B
*Jumping C/D, Crouching B, Crouching A, df+B


-=Ryo Sakazaki=-

Crouching B, Standing A
Jumping C/D, Standing C/D, f+A
Jumping C/D, Crouching C, f+A
&Crouching B, Standing A, f+A
&Jumping C/D, Crouching B, Standing A, f+A
&&Jumping C/D, Crouching D, f+A


-=Robert Garcia=-

Crouching B x3
Crouching B x2, Crouching A
Crouching B x2, Crouching A, f+B
Jumping C/D, Crouching B, Crouching A, f+B
Jumping C/D, Standing C, f+B
&&Jumping C/D, Crouching D, f+B


-=Yuri Sakazaki=-

Crouching A x3
Crouching B x2, Crouching A
&Crouching A x3, f+B
&Jumping C/D, Crouching A x2, f+B
&Jumping C/D, Standing/Crouching C, f+B


-=Leona=-

Crouching B x4
Crouching A, Crouching B x3
Crouching B, Crouching A, Crouching B x2


-=Ralf=-

Crouching A x2


-=Clark=-

Crouching A x2
Standing C (one hit), f+B
&Crouching A x2, f+B


-=Athena Asamiya=-

Crouching B x2
Jumping C, Crouching B
Jumping C/D, Standing C/D, f+B
&Crouching B x2, f+B


-=Sie Kensou=-

Crouching A x3
Crouching A x3, f+B
Jumping C/D, Crouching A, f+B
Jumping C/D, Standing C (two hits), f+B
Jumping C/D, Crouching C, f+B
&Jumping C/D, Crouching A, f+A
&Jumping C/D, Standing C (two hits), f+A
&Jumping C/D, Crouching C, f+A
&&Jumping C/D, Crouching D, f+B
&&Jumping C/D, Crouching D, f+A


-=Chin Gentsai=-

Crouching A x2
&Standing C, f+A
&Standing D, f+A


-=Chizuru Kagura=-

Crouching B x2
Crouching B, Crouching C


-=Mai Shiranui=-

Standing/Crouching C, df+B
Standing D, df+B
&&Crouching D, df+B


-=King=-

Crouching A x2
Crouching A x2, df+D
Standing D (two hits), df+D
Standing/Crouching C, df+D


-=Kim Kaphwan=-

Crouching B x2, Crouching A
Crouching C, f+A
Jumping C/D, Standing C (1 hit), f+A
&Crouching B x2, Crouching A, f+A
&Crouching B x2, Crouching A, f+B
&Jumping C/D, Standing C (1 hit), f+B


-=Chang Koehan=-

Crouching A x2
Standing D, df+A
Crouching C (1 hit), df+A
&Crouching A x2, df+A
&&Crouching D, df+A


-=Choi Bounge=-

Crouching B, Crouching A x2
Crouching B, Crouching A, f+B
Jumping C/D, Standing/Crouching C, f+B
&Jumping C/D, Standing/Crouching C, f+A


-=Yashiro Nanakase=-

Crouching A x3, Standing A
Crouching A x3, Crouching B
Crouching A, Standing A, f+B
Jumping C/D, Standing/Crouching C, f+B
Jumping C/D, Standing D, f+B
&&Jumping C/D, Crouching D, f+B
&&Standing CD, f+B


-=Shermie=-

Standing A, Standing B
Standing A, f+B
Jumping C/D, Standing/Crouching C, f+B


-=Chris=-

Crouching B x2
Crouching B x2, Crouching A
Crouching B x2, Crouching A, f+A
Crouching A x2
Crouching A x2, f+A


-=Ryuji Yamazaki=-

Crouching A x3
Crouching B, Crouching A x2
Crouching B x2, Crouching A
&Crouching A x2, f+A
&Jumping C/D, Standing/Crouching C, f+A
&&Standing CD, f+A


-=Blue Mary=-

Crouching B x3, Standing B
Crouching B, Crouching A, df+B
Jumping C/D, Standing C (one hit), df+B
Jumping C/D, Standing C (two hits), f+A
&&Crouching D, f+A
&&Crouching D, df+B


-=Billy Kane=-

Jumping D, Standing/Crouching C, f+A
Jumping D, Standing D, f+A
&Crouching B, Crouching A, f+A
&Crouching B, Crouching A, f+B
&Jumping D, Standing D, f+A
&Jumping D, Standing/Crouching C, f+B
&&Crouching D, f+A
&&Crouching D, f+B


-=Iori Yagami=-

Crouching B x2, Crouching A
Crouching B, Crouching A, f+A, A
Jumping C/D, Standing C, f+A, A
Crossup b+B, Standing/Crouching A, f+A, A
&Jumping C/D, Standing C, f+B
&Crouching B x2, Crouching A, f+B


-=Shingo Yabuki=-

Crouching B, Crouching A
Standing/Crouching C, f+B
&Crouching B x2, Crouching A, f+B
&Jumping C/D
&&Crouching D, f+B






  INTERRUPTABLE MOVES LIST


                         STANDING      CROUCHING     STANDING FAR

Kyo Kusanagi               ABCD           A CD           A C
Benimaru Nikkaido          ABCD           ABCD           A
Goro Daimon                ABCD           A  D           AB
*Terry Bogard              ABCD           A CD           A
*Andy Bogard               ABC            ABC
Joe Higashi                ABC            A CD           AB
Ryo Sakazaki               ABCD           A CD           A
Robert Garcia               BC            ABCD
Yuri Sakazaki              ABCD           A CD
Leona                      ABCD           A C
Ralf                        BC            A C
*Clark                     ABC            A              A
Athena Asamiya             ABCD           ABCD           A
Sie Kensou                 ABCD           A CD           A C
*Chin Gentsai              ABCD           A C            ABC
Chizuru Kagura             ABCD           A CD           A
Mai Shiranui               ABCD             C
*King                      ABCD           A C
*Kim Kaphwan               ABC            A C
Chang Koehan               AB D           ABCD            B
Choi Bounge                ABC            A C             BC
*Yashiro Nanakase          ABCD           A CD           A
*Shermie                   ABC            A C             B
*Chris                     ABCD           A C            A C
*Ryuji Yamazaki            ABCD           A C
*Blue Mary                 ABCD           A C
Billy Kane                 ABCD             C            A
Shingo Yabuki              ABCD           A CD           A
Iori Yagami                ABC            ABC              C

* - has a double-hit move.

Double-hit moves that must be interrupted on the first hit:
Leona Standing C, Clark Standing C, Kim Standing C, Shermie Standing B,
Chris Standing C (far), Yamazaki Standing D, Yashiro Crouching D

Double-hit moves that must be interrupted on the second hit:
Kensou Standing C (far), Mary Standing D

Double-hit moves that can be interrupted on either hit:
Terry Standing C, Andy Standing C, Leona Standing D, Chin Standing D,
Mary Standing C, King Standing D



  COMING SOON IN FUTURE UPDATES

Confirmation on some combos
Confirmation on the interruptable moves (I think some are wrong)
Whatever I forgot to add in this update  :)
Basically, anything I don't have yet!


  CONTACTING US

Want to drop a line about this FAQ? If so, just e-mail us...

kensou@aol.com 
moonrun@pacific.net.sg 

(please mail both of us, it's more convenient that way.)  :)


  ACKNOWLEDGMENTS

Basically, I'd like to extend a big thank you to the KoF Mailing List,
without which most of these combos would still be unknown to me.  :)
Thanks in particular to the regulars posting combos (EX Andy, Greg Kasavin, 
Amano, Omega MAD, Olivier, Joe, Yosha!, and all the rest... I don't want
to get into specifics, but you guys know what you contributed... keep up
the good work)

                                                       


Til next time...




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