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    AOF Team Combo by m00nrun

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

    King of Fighters 97
    Art of Fighting 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
    
    Ryo Sakazaki
    
    Chain Combos:
    Command attacks:
    
    Fw + A(overhead)
    
    Chain combos:
    dn + B, stand A
    *dn + B, stand A, fw + A
    Jump C/D, dn + B, stand A, fw + A
    Jump C/D, stand C/D, fw + A
    Jump C/D, dn C, fw + A
    
    
    General Combos
    
    Jump C/D, Stand C/D, then ***
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into either
    i)"Tiger Gleam Fist", qcf + P
    ii)"Flying Gale Swallow Leg", hcb + K
    iii)"Tiger Cannon", uppercut + P
    iv)"Kyokuge Dance Fist", hcf + P
    v)"Fury Tiger Thunder", qcb + P, dp + P
    
    HCF + P then ***
    i)jump C/D
    ii)jump CD
    iii)"Tiger Cannon" uppercut + P
    iv)"Flying Gale Swallow Leg", hcb + K (timing is crucial)
    v)"Fury Tiger Thunder", qcb + P,
    
    (DM)
    dn + B, stand A  then ***
    i)"Flying Gale Swallow Leg", hcb + K
    ii)"Tiger Cannon", uppercut + P
    iii)"Kyokuge Dance Fist", hcf + P
    iv)"Fury Tiger Thunder", qcb + P, dp + P
    v)"Heaven Hell Supreme King Fist", qcf x 2 + P
    
    (NEW)
    Jump C/D, stand C, hcf + C, qcb + A, dp + C
    Jumping heavy punch or kic, standing heavy punch combo-ed into hcf + C, then as 
    Opponent is launched, qcb + A, cancelled into dp + C 
    
    Stand C/D, QCB + P, DP + P
    standing heavy punch or kick then "Fury Tiger Thunder", qcb + P, dp + P
    
    (DM)
    Jump C/D, Stand C/D, "RyokoRanbu", QCB, HCF + P
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
    "RyokoRanbu",qcb, hcf + P
    
    
    (DM)
    Jump C/D, Stand C/D, "Haoshokoken" fw, HCF + P
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
    "Haoshokoken" fw, HCF + P
    
    (DM)(TOD)(HD)
    Ryo's 2 steps TOD(touch-of-death)
    Condition:
    i)3 stocks of POWER
    ii)MAXed up first
    
    Step 1:
    Jump C/D, Stand C/D, QCF x 2 + P
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
    "Heaven Hell Supreme King Fist", qcf x 2 + P
    Note: Opponent WILL be dizzy after the first combo
    
    Step 2:
    Jump C/D, Stand C/D, "RyokoRanbu", QCB, HCF + P
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
    "RyokoRanbu",qcb, hcf + P
    
    Robert Garcia
    
    Chain Combos:
    Command attacks:
    Fw + B
    
    Chain combos:
    Dn + B x 3
    Dn + B x 2, dn + A
    Dn + B x 2, dn + A, fw + B
    Jump C/D, dn + B, dn + A, fw + B
    Jump C/D, stand C, fw + B
    **Jump C/D, dn + D, fw + B
    
    General Combos:
    
    (DM)
    Jump C/D, Stand/Crouch C, then do either ***
    i)QCF + A
    ii)HCB + K
    iii)DP + P
    iv)HCF + K
    v)QCF x 2 + K
    vi)QCF, QCB + P
    
    (DM)
    Jump C/D, Stand/Crouch C, HCF + K, then do either ***
    i)dp + A/C
    ii)dp + B/D
    iii)Jumping CD
    iv)qcf,qcf+B
    
    (DM)
    Jump C/D, dn + B x 2, QCF x 2 + K
    jumping heavy punch or kick, down light kick twice combo-ed into "Shadowless 
    Gale Wind Heavy Step Kick", qcf x 2 + K
    
    Jump C/D, Stand/Crouch C, fw + B, HCB + D
    jumping heavy punch or kick, standing or crouching heavy punch, forward light 
    kick combo-ed into "Whirwind Leg", hcb + K
    
    (DM)
    Jump C/D, Stand/Crouch C, fw + B, QCF, QCB + P
    jumping heavy punch or kick, standing or crouching heavy punch, forward light 
    kick combo-ed into "RyokoRanbu", qcf, qcb + P
    
    (XX)(C)
    Jump C/D, Stand C, HCF + D, jump QCB + B, DP + C
    jumping heavy punch or kick, standing heavy punch combo-ed into "Kyokugen 
    Dance Kick", hcf + K, then jump and execute the air diving kick, qcb + 
    B, finally before opponent lands, execute the uppercut, uppercut motion + P.
    Note: timing is quite crucial.
    
    (NEW)(DM)(HD)(MAX)(C)
    Jump D, stand C, fw + B, qcf x 2 + D
    jumping heavy kick, standing heavy punch, forward light kick combo-ed into 
    "Shadowless Gale Wind Heavy Step Kick", qcf x 2 + K
    
    (HD)(XX)(DM)
    Robert "BuG" COMBO:
    HCF + B/D, dn A/D, QCF,QCB + A/C
    "Kyokugen Dance Kick", hcf + B/D, as soon as Robert can move, do down light 
    punch or heavy kick(preferred) cancelled into "RyokoRanbu", qcf, qcb + A/C.
    
    Note: same principle as the infinites, the down A or down D cannot hit the 
    opponent but must be cancelled into the "RyokoRanbu".
    
    Yuri Sakazaki
    
    Chain Combos:
    Command attacks:
    Fw + B
    
    Chain combos:
    Dn + A x 3
    Dn + B x 2, dn + A
    *Dn + A x 3, fw + B
    *Jump C/D, dn + A x 2, fw + B
    *Jump C/D, stand/crouch C, fw + B
    
    General Combos:
    
    Jump C/D, dwn + A x 3, QCB + B
    jumping heavy punch or kick, down light punch x 3, combo-ed into "Yuri Super 
    Revolving Kick", qcb + B
    
    Jump C/D, dwn B, dwn A x 2, DP + C, DP + A
    jumping heavy punch or kick, down light kick, down light punch twice, combo-ed
    into "Yuri Double uppercut", uppercut motion + C, then "Uppercut finisher", 
    uppercut motion + A
    
    Jump C/D, Stand C/D, QCF + A
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into "Ko-O 
    Ken", qcf + A
    
    
    Jump C/D, Stand C/D, QCB + B/D
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into "Yuri 
    Super Revolving Kick", qcb + B
    
    Stand C/D, HCB + A/C
    standing heavy punch or kick combo-ed into "Hundred Violent Slaps", hcb + A/C
    
    Stand C/D, DP + C, DP + A
    standing heavy punch or kick combo-ed into " Yuri Double Upper", uppercut + C,
    uppercut + C
    
    (DM)
    Jump C/D, Stand C/D, QCF, QCB + B
    jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
    "Flying Phoenix Leg", qcf, qcb + B
    
    (DM)
    Jump C/D, dn + B, dn + A, QCF x 2 + P
    jumping heavy punch or kick, crouching light kick, light punch combo-ed into 
    "Yuri Super Uppercut", qcf x 2 + P
    
    (NEW)(DM)
    Crossup D, dwn B, dwn C, QCF, QCB + B/D
    Crossup jump with heavy kick, crouching light kick, heavy punch combo-ed into
    "Flying Phoenix Leg", qcf, qcb + 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