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    Special Moves Execution by CChien

    Version: 1.0 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    The King of Fighters Special Moves Execution FAQ v1.0
            written by Ozaki Ryo (Charles Chien)
    How many times have you tried to execute a move on any of the King of
    Fighters games only to whiff and do another move? You followed the
    instructions in the King of Fighters and FAQs, but that didn't quite work
    or only sometimes works. Well, I don't consider myself an advanced player,
    so I don't have the timing of the joystick motions ingrained in my head
    after playing many games of KOF. Therefore that lends this FAQ credibility
    because if I can do a special move every single time, so can other people.
    Please note that I did not include the special moves involving simple
    joystick motions. The significant motions worth observing are the more
    problematic moves. After this FAQ, I hope you can appreciate the KOF series
    more confidence on executing special moves consistently.
    Joystick positions:
    u - up
    d - down
    f - foward
    b - back
    uf - up and forward
    ub - up and backward
    df - down and forward
    db - down and backward
    qcf - quarter circle forward
    qcb - quarter circle backward
    hcf - half circle forward
    hcb - half circle backward
    dp  - dragon punch
    rdp - reverse dragon punch
    The Special Moves
    1. KOF 96/94: The Dragon Punch motion (dp)
    Classically from Street Fighter, the dragon punch is supposed to be done in
    the following manner: f, d, df + punch. However in the world of KOF, it
    doesn't work like that. Only in KOF 95 does that motion always work. In KOF
    94 and KOF 96, it only sometimes works [due to sheer luck or ingrained
    How it's really done:
    f, center joystick, df + punch.
    2. KOF 96: Ryo's MRK Finisher
    Apparently, NO ONE gets this right because the timing is tricky and on top
    of that the motion listed in the FAQ as qcf doesn't work except by chance.
    How it's really done:
    qcb + B/D, then just as Ryo connects with any of the 3 hits in the MRK, do
    the SNK dp motion.
    3. KOF 96: The qcfx2 and qcbx2 motions
    Chin's DM, Kasumi's DM, Chizuru's DM...
    These motions are listed in the manuals and FAQs would work in KOF 95, but
    in fact are done differently. The ironic thing is that in the KOF 95
    instruction booklet, it lists the proper execution of these moves while in
    KOF 96 booklet lists the wrong motion. One thing to note is that these
    moves must be done moderately quickly.
    How it's really done:
    Method 1
    qcf, d, df + punch
    qcb, d, db + kick (for Chizuru)
    Method 2
    qcf, center joystick, df + button
    4. KOF 96: Charge motions that go from b to f
    Examples: Leona's cheeseball, Leona's running slash, Choi's dive...
    This has got to be one of the most frustrating motions to figure out. The
    charge motion from down to up is easy. However, it is considerably more
    difficult when it's from back to forward. The thing is, charge b, f +
    button works fine. However, when the motion is executed from the starting
    position at db, it gets much harder to pull off. To pull off this motion,
    there is a slight trick.
    How it's really done:
    charge db, uf/f + punch.
    the uf/f is the joystick position between uf and f. Whether or not the
    NeoGeo can detect these in-between positions, I don't know. All I know is
    that ever since I used this guideline, it has worked for me consistently.
    5. KOF 96: Geese's DM
    Razing Storm is way too tough to get out, but the easiest way (at least for
    me) is:
    hcf, hcb, db, d, df + A/C
    6. KOF 96: Clark's follow up elbow to rolling cradler
    There are two ways to do this: by sight & by sound
    This is preference, but I do it mostly by ear.
    How it's done by ear:
    Grab your opponent with HCF + A/C.
    Listen for Clark's grasp and "ARRRRR!"
    You hear Clark's rolling thuds in the pattern "BUMP bump BUMP bump BUMP..."
    [The capitalized BUMP refers to the heavier thuds]
    On the third BUMP, do qcf + C. Forward here refers to the direction in
    which Clark is rolling. 
    After a while, you'll get the rhythm ingrained in your head and this will
    be wasy to do.
    7. KOF 96: Clark's follow up elbow to Super Argentine Backbreaker
    This elbow is much easier to time than the Rolling Cradler one.
    How it's done:
    Grab your opponent with HCF + D.
    Clark will throw the enemy into the air and catch him. Just as Clark begins
    to throw him, do qcb + C. Let me clarify that last statement. Qcb there
    refers to the quarter circle motion opposite of the direction Clark grabbed
    his opponent. For example, if Clark is on the left side on the screen and
    Ralf is on the right and Clark grabs Ralf to backbreak him, then the
    quarter circle motion should be done this way:
            |  / O- + C
            O O
    8. KOF 96: Clark/Daimon's dodge
    It's not really a hard-to-do move, but because it's not well-documented, I
    feel that it should be mentioned.
    How it's done:
    9. KOF 94: King's DM, Illusion Dance
    The various manuals and FAQs that list this move aren't accurate. 
    How it's really done:
    b, f, df, d, db + BD
    10. KOF 94: King's Double Strike
    The FAQs provide a way for it to work, but it shouldn't be so awkward as
    How it's really done:
    f, b, db, d, df + B/D
    11. KOF 94: Kensou's DM
    The motion, qcf, b, f + D is correct. The only catch is that you have to do
    it very quickly.
    Fin. As of 8/5/1997
    - Ryo!
    Hidamari no Ozaki Ryo
    Addendum by Greg
            All command grab supers which you probably think are performed with:
    -O  \  |  /  O- -O  \  |  /  O-
          O O O           O O O
    May be triggered with the following faster, easier motion:
    \   O-  \   O-
      O       O
    This is at its most dangerous when you use it by flicking your wrist twice
    quickly and then pushing the appropriate button. This motion is so much
    faster than the one above, and when you're fighting up close in '97 that
    extra instant makes all the difference. This motion also makes comboing
    super grabs much easier. Try it and see. Hope this helps.
            Greg Kasavin
    Neo Geo Mega Shock
    Greg Kasavin wrote:
    > Whereas half-circle motions which one would guess would be more 
    > difficult are in fact merely:
    >   /   -O
    >  O
    Hmm, combining this with the "short cut" DM motions from '96 (which still 
    work, if I am not mistaken), couldn't the generic QC, HC DM motions be 
    abbreviated as follows?
    QCF, HCB: |  \   O-
              O   O
    QCB, HCF: |   /  -O
              O  O
    <GUNSMITH P.S... unconfirmed at going to press.>
    Tony W. 

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