The King of Fighters '97 Beginner's Reference v.1.2
 -----------------------------------------------------

 This Reference is designed to help beginning players learn and
 understand the basics of KoF '97 -- how to play, which Mode
 of play to choose, and so on. The Guide also features a glossary
 of terms commonly associated with KoF '97.

 --(*) Contents:--
 (I.): What is KoF '97?
 (II.): Basics: Buttons, Joystick Motions, and Some Notes
	 About Special Move Motions in KoF '97
 (III.): Advanced Mode vs. Extra Mode
 (IV.): Game Mechanics
 (V.): Glossary of Commonly Used Terms in KoF '97
 (VI.): Credits, Version History

 (I.) What is KoF '97?

 KoF '97 is the fourth installment of SNK's King of Fighters
 fighting game series (which began in 1994 with KoF '94); a
 series with several interesting features, not the least of which
 is Team Play: instead of paying one credit and simply getting
 to play one character, KoF lets you choose a Team of three
 different characters to compete against other Teams of three!
 This year, the KoF tournament returns with a vengeance,
 featuring several new faces and plenty of old favorites. Keep
 your eye out for gameplay in two completely different Modes,
 each with its own set of options to explore.

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 (II.) BASICS:

 Here is the basic control layout.:

  --(*) Joystick Key: (When Your Character is Facing to the Right):--

		up-bk           up              up-fwd

		O               O               O

			\       |       /

	bk      O       -       n       -       O       fwd

			/       |       \

		O               O               O

	dwn-bk                  dwn             dwn-fwd

 Buttons: "A," "B," "C," "D" 

 KoF '97 uses the old Fatal Fury 2 button setup:
 A-Light Punch  C-Heavy Punch
 B-Light Kick   D-Heavy Kick
 CD-Knockdown Attack
 (NOTE: CD's can only be performed while jumping or
  while standing up. There is no such thing as a "low CD."
  NOTE: Standing CD's are the same, close or far, and
  are always bufferable.)
 Normal Throw-fwd or bk + C or D        
 (Special moves performed with A or C [punch buttons]
     are often written with a "P" to indicate "Punch button"
     [e.g. "qcf + P"]; B or D kick moves are likewise written
     with a "K" to indicate "Kick button" [e.g. "hcb + K"].)


 Joystick Movement:
 "up" or "u" = "up"                     "dwn" or "d" = "down"
 "fwd" or "f" = "forward"               "bk" or "b" = "back" 
 "up-fwd" or "uf"  = "up-forward"       "dwn-bk" or "db" = "down-back"
 "n" = "joystick neutral [centered]"

 "qcf" = "quarter circle forward" (dwn, dwn-fwd, fwd)
 "qcb" = "quarter circle back" (dwn, dwn-bk, bk)
 "hcf" = "half-circle forward" (bk, dwn-bk, dwn, dwn-fwd, fwd)
 "hcb" = "half-circle back" (fwd, dwn-fwd, dwn, dwn-bk, bk)
 "charge dwn, up" = "hold joystick down briefly, then move up"
 (also: "charge d, u")
 "charge bk, fwd" = "hold joystick back briefly, then move forwards" 
 (also: "charge b, f")
 "close" = "perform the move near opponent"
 "far" = "perform the move far from opponent"
 "standing" = "perform the move while your character is standing"
 "low" = "perform the move while your character is crouching"
 "jump" = "perform the move while your character is jumping"
 "high-block" = "move joystick straight back" (used to block
    most standing attacks and jumping attacks
 "low-block" = "move joystick to dwn-bk" (used to block most
    low attacks)

 --(*) A Few Notes About Special Move Motions in KoF '97:--

 Charge-Moves: A "Charge Move" is one that requires the player to
    "charge" the joystick briefly in one direction, then quickly
    move the joystick in another direction [usually the opposite]
    and press [a] button(s). An example of this is Ralf's
    "Gatling Punch," (charge bk, fwd + P).

    Note1: KoF '97, like its predecessor KoF '96, sometimes has a
	bit of trouble detecting charge-motions -- because of this,
	players must be fairly 'precise' about buffering charges.
	Make sure that you have charged the move long enough,
	or it simply will not come out as such.

    Note2: It also seems that charge-moves are more easily detected
	when joystick diagonals (dwn-bk especially) are used to
	charge, instead of straight directions (joystick bk or dwn).

    Note3: In KoF '97, as with KoF '96, a charge-move may not be
	'held' at the very start of a round of play. This means
	that if you would like to start your round with a charge
	move, you may only start charging up the move after the
	round begins.

    Note4: In KoF'97, as with KoF '96, a charge may not be 'held'
	when switching the joystick from the dwn-bk to the bk
	position. This means that if you are buffering a charge low
	and you find you need to 'block high,' you will lose the
	low-charge you have been buffering.

	(There are 6 characters in KoF '97 equipped with charge-moves;
	 they are Leona, Kim Kapwhan, Ralf, Blue Mary, Chang
	 Koehan and Choi Bounge.)

 Manual Moves: A Manual Move is really just any special move
    that does not require a Charge to perform. Examples of
    this are Ryo's "Kohoh" (fwd, dwn, dwn-fwd + P), and Terry's
    "Burn Knuckle" (qcb + P).

    Note1: In the previous game, KoF '96, there was a troublesome
	problem with move-detection: moves that were performed
	using quarter-circles (i.e. qcf / qcb) came out easily
	enough, while moves performed with half-circles
	(i.e. hcf / hcb) would often "not come out." This year the
	converse seems to be true: half-circle motions are extremely
	easy to do, while quarter-circle motions seem less reliable.

    Note2: In order to deal with this problem, many KoF players
	from around the world have sought out 'shortcuts;' easier,
	more reliable ways to do quarter- and half- circle motions.
	The following is a list of the most currently known shortcuts:

    'Formal' Motion             Shortcut:
     hcf                        dwn-bk -> fwd
     hcb                        dwn-fwd -> bk
     qcf                        dwn -> dwn-fwd
     qcb                        dwn -> dwn-bk
     fwd, dwn, dwn-fwd          fwd -> n -> dwn-fwd
     qcf, hcb                   dwn -> dwn-fwd -> bk
     qcb, hcf                   dwn -> dwn-bk -> fwd
     hcf x 2                    (dwn-bk -> fwd) x 2
     hcb x 2                    (dwn-fwd -> bk) x 2
	
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 (III.): Advanced Mode vs. Extra Mode

 KoF '97 lets players play their teams in one of two Modes:
 Advanced Mode and Extra Mode.:

		----ADVANCED MODE----
 Features:
 *Roll Forwards: n + AB or fwd + AB
 *Roll Backwards: bk + AB
 *Run Forwards:
   tap fwd, hold fwd
	OR
   tap fwd, hold dwn-fwd
 *Dash Backwards: tap bk, tap bk / tap bk, hold bk
 *Normal Jump: push joystick up-bk / up / up-fwd
 *Short Hop Jump: tap joystick up-bk / up / up-fwd
 *Super Jump:
    push joystick dwn-bk -> push joystick up-fwd /
    push joystick dwn -> push joystick up /
    push joystick dwn-fwd -> push joystick up-bk
	OR
    while running forwards -> push joystick up-fwd
 *Super Short Hop:
    push joystick dwn-bk -> tap joystick up-fwd /
    push joystick dwn -> tap joystick up /
    push joystick dwn-fwd -> tap joystick up-bk
	OR
    push joystick qcf, up-fwd -> tap joystick dwn-bk
    push joystick qcb, up-bk -> tap joystick dwn-fwd
	OR
    while running forwards -> tap joystick up-fwd
 *Throw Escape: when grabbed by a normal throw,
    you may escape from it by quickly pressing
    a button (A/B/C/D)
 *May Hold up to 3 POW stocks
 *POW Explode (go intoMAX): Press ABC (costs 1 stock)
 *On MAX: characters deal 25% extra damage
 *DM's cost one stock to perform
 *SDM: on MAX, perform DM (costs 2 stocks total)
    one must be used to POW explode, the other is
    used for the DM itself
 *Dash-in Special Moves/DM: while dashing forwards,
  "cancel" the dashing animation into a special move or
  S/DM [one that does not require a charge bk, fwd
  motion; or Ryo's hcf + P Punch Dance].
 *Dash-in Normal Throw: while dashing forwards,
  stop, then immediately throw by:
  fwd, hold fwd (to dash) -> n -> bk + C/D OR
  fwd, hold fwd (to dash) -> n -> fwd + C/D
 *Standard Features:
    -MAX roll: with a stock, press AB (costs 1 stock)
    -CD Counter: with a stock, press CD (costs 1 stock)
    -Roll Recover: when knocked down, immediately
     press AB
    -Taunt: Press Start (does not affect gameplay)

 --Building up POW--
 *Advanced Mode has an orange bar called a "POW meter," and
    next to it are three 'boxes' that are initially empty. As the
    Advanced Mode Player attacks, performs special moves
    or defends, the POW meter will begin to fill up. When the
    POW meter is full, it will reset to empty, and one of the three
    'boxes' will be filled with a green dot, known commonly as a
    "POW stock" [or simply a "stock"]. As the player then continues
    to attack, perform special moves or defend, the now empty
    POW meter will begin to refill; when it does, it will empty out
    again, and the player will receive another stock in another box.
    Players may accumulate up to three stocks [one in each box].
 *With one stock, the player may:
    -Perform a "DM," or Desperation Move (also known as a "Super
     Move"): Each character has his or her own specific arsenal
     of DM's. When a character performs his/her DM, s/he emits
     a blue flash, and the entire screen darkens briefly to black.
    -"Cancel" his/her block-stun with a "MAX roll": An Advanced
     Mode player with a stock may, the next time s/he blocks an
     attack, press AB (or fwd + AB) to do MAX roll forwards, or
     bk + AB to MAX roll backwards. The player may find this
     advantageous, as s/he can use this to break out of block-stun,
     to get clear to safety or perhaps set up a counterattack.
     Be aware, however, that a MAX roll costs you one POW stock.
    -"Cancel" his/her block-stun with a "CD counter": An Advanced
     Mode player with a stock, may, the next time s/he blocks an
     attack, press CD to do a CD counter -- this is a fast, high
     priority counterattack that nearly always knocks the opponent
     down. Players should be warned that CD counters will "cost"
     one stock, and do very little damage; some players may wish
     to conserve stocks for MAX rolls to set up counterattacks
     or to perform a far more damaging S/DM later on in the matchup;
     though using a CD counter is a good way to break out of a
     multi-hitting special move, especially when you are low on life.
    -Press ABC to "POW explode": An Advanced Mode player with a
     stock may press ABC to POW explode -- after this is done, the
     player is now "on MAX," and the player's POW meter will be
     replaced for a short time with a "MAX meter" that indicates how
     much time the player has left to be on MAX. When an Advanced
     Mode character is on MAX, he/she will deliver an additional
     25% damage on all attacks(!). Advanced Players on MAX, if they
     have another stock, may also perform SDM's [see next].
 *With two [or more] stocks, the player may:
    -Press ABC to go on MAX. This 'costs' one stock, so the player
     should be on MAX with one or two stocks remaining in his boxes.
     While the player is on MAX, any DM that the player performs will
     automatically be an SDM ("Super Desperation Move") -- a stronger
     version of the DM that will typically deal more damage, deliver
     more hits and may have a few other interesting properties besides.
     When a character performs his/her DM, s/he emits a pink flash,
     and the entire screen darkens to black momentarily.
 *Additional Notes:
    -Advanced Mode features 4 types of jump: Normal Jumps,
     Short Hop Jumps, Super Jumps and Super Short Hops.
    -Throw Escapes: Advanced Mode features throw escapes; tap any
     button to escape a normal throw.
    -Roll Recovery: When knocked down, the player may immediately
     press AB to roll up from the ground quickly.
    -Taunts: Press Start to perform your character's taunt. This
     has no effect on gameplay or POW meters in either Mode.

      Advanced Mode seems to most closely resemble KoF '96's
      style of play with rolls, hops, forward-running and throw
      escapes, which suggests that it might be a better Mode for
      aggressive, dynamic players -- note in Advanced Mode you
      are unable to manually ABC charge your POW meter;
      as such, you will have to move about and attack and defend
      to build up your POW. However, in Advanced Mode you
      may fill your meter up 3 times, storing up to 3 POW
      stocks for later use. This ability to store up POW stocks
      will help a dynamic player gain access to SDM's more
      easily than in Extra Mode.

		----EXTRA MODE----
 Features:
 *Dodge: AB
 *Forward Hop:
    tap fwd, tap fwd
	OR
    tap fwd, tap dwn-fwd
 *Dash Backwards: tap bk, tap bk
	OR
    tap bk, hold bk
 *Normal Jump: push joystick up-bk / up / up-fwd
 *Super Jump: tap joystick up-bk / up / up-fwd
	OR
    push joystick dwn-bk -> tap joystick up-fwd /
    push joystick dwn -> tap joystick up 
    push joystick dwn-fwd -> tap joystick up-bk
	OR
    push joystick qcf, up-fwd /
    push joystick qcb, up-bk
 *POW meter chargeup: press and hold ABC
    (when POW meter is full, player is on MAX)
 *on MAX: characters deal 50% extra damage
 *DM's can be performed if on MAX,
    OR when the lifebar is red
 *Unlimited Use of DM's: when lifebar is red
 *SDM: at full POW and red lifebar,
    perform DM (empties POW meter)
 *Hop-Forward Special Moves/DM: while hopping forwards,
  "cancel" the last frames of "hop" animation (just as your
  character is coming to a halt) into a special move or
  S/DM [one that does not require a charge bk, fwd
  motion; or Ryo's hcf + P Punch Dance].
 *Hop-Forward Normal Throw: while hopping forwards,
  then throwing just as you recover from the hop animation:
  fwd,  fwd (to hop) -> n -> bk + C/D OR
  fwd,  fwd (to hop) -> n -> fwd + C/D
 *Standard Features:
    -MAX roll: with a stock, press AB (costs 1 stock)
    -CD Counter: with a stock, press CD (costs 1 stock)
    -Roll Recover: when knocked down, immediately
     press AB
    -Taunt: Press Start (does not affect gameplay)
 Note: Extra Mode does NOT feature throw-escapes.

 --Building up POW--
 *Extra Mode also has a "POW meter," though the Extra Mode POW
    meter is colored yellow instead of orange. Unlike Advanced
    Mode, the Extra Mode player CANNOT fill up the POW
    meter by attacking, performing special moves or defending;
    the Extra Mode POW meter can be filled only by ABC POW Chargeup.
    Once the POW meter is filled, the Extra Mode POW meter
    immediately changes into a MAX meter and the Extra Player is
    on MAX. When on MAX, all of the player's attacks will deal an
    additional 50% damage;and the player may also opt to spend
    his/her full POW meter on a DM/SDM, or a MAX roll or a
    CD counter.
 *Extra Mode DM's: Can be performed in two instances:
    -POW meter is full (when used, POW meter empties out)
    -when the lifebar is flashing red
 *Extra Mode SDM's: SDM's can only be performed if the
     player has both a full POW meter and a red lifebar.
 *With a full POW meter, Extra Mode players may also perform
    a MAX roll or CD counter; be aware that doing this
    empties the POW meter.
 *Additional Notes:
    -Extra Mode players may Recovery Roll and Taunt as well.
	    
      Extra Mode seems to most closely resemble the play
      of KoF '94: forward-hops instead of full dashes, dodging,
      and ABC POW chargeup. Extra seems geared more towards
      less dynamic players who tend to prefer to stay in one place,
      possibly using the dodge to 'trap' their opponents by buffering
      a command throw immediately from the dodge. It has in fact
      been speculated that the most effective characters in Extra
      Mode are throw-based "grapplers." Though Extra
      Mode players don't often have access to SDM's (since they
      must have both a red lifebar and full POW), they have ready
      access to DM's by ABC POW charge-up, and can perform
      unlimited DM's when the lifebar is flashing red.

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 (IV.) Game Mechanics

--(*) The following is a general list of features of KoF '97 gameplay.:--

 1.) Guard Crush If You Block Too Much:
	After a player forces his opponent to block several hits
	within a short period of time, the opponent may get
	Guard Crushed: when this happens, the blue "Guard
	Crush" message should appear on the screen. The
	opponent will stumble backwards for a moment, unable
	to block. In certain cases, the Guard Crush may actually
	be followed up immediately with another attack which
	the opponent will be unable to block(!).

 2.) "Counter" Messages Set Up Juggles:
	If Player A hits Player B while player B is performing a
	special move (this is known to Tekken players as "interrupting
	a move"), Player A's attack will count as a Counter. When
	this happens, the red "Counter" message should appear on
	the screen. In certain cases, if Player A used an attack
	that knocks down to perform the counter, s/he may be
	able to juggle Player B afterwards by immediately buffering
	a [special] move to follow up. This sort of juggle is known
	as a "Counter Juggle." (see Glossary) The most common
	and easy-to-use move to set up such a juggle is with the
	CD knockdown blow.

 3.) "Critical Hit"  Messages Stun You A Bit Longer:
	Though the exact circumstances for performing a Critical
	Hit are uncertain, it is known that certain characters tend
	to get Criticals much more often (Ralf with his Ralf Kick
	[charge bk, fwd + K]; Leona with her Moon Slasher [charge
	dwn, up + P]; Shingo with several of his special moves).
	When a Critical Hit occurs on a blocking opponent, the
	opponent's guard is broken for a moment, causing the
	opponent to stumble backwards a bit. When a Critical Hit
	occurs on an opponent who was not blocking (i.e. s/he
	took the hit), it causes a slightly longer hit-stun.

 4.) "Counter Criticals" Are Juggle Hits Too:
	When a Critical Hit is performed under Counter conditions,
	a Counter Critical may occur (the "Counter Critical"
	message, with "Counter" in red letters and "Critical" in
	green letters directly beneath it, should appear on the
	screen). When this happens, the player that got the
	Counter Critical will not only 'stun' the opponent a bit
	longer with the hit, but s/he may also be able to Counter
	Juggle the opponent afterwards(!).

 5.) Command Attack(s), Use 'Em If You Got 'Em:
	Certain characters in the game have 'Command Attacks,'
	normal move attacks that can only be performed with by
	pressing the joystick in a certain direction and pressing
	the button (e.g.: Joe Higashi's Ground Circle Shot
	[fwd + B]). Of these, some command attacks may have
	special properties; for example, Kyo's fwd + B Axe
	Kick is an "overhead" and cannot be low-blocked.

 6.) Turn Your Command Attack Into A Chain Combo:
	Characters [who have them] can use their command attack(s)
	"by themselves" (i.e. do nothing before the command attack;
	simply buffer in the command and press the button). When
	used in this way, command attacks have different properties
	in each case: for example, Ryo Sakazaki's Ice Pillar Smash
	[fwd + A] is an overhead when used "by itself." However, command
	attacks may also be "chain comboed" from bufferable normal
	moves (e.g.: Ryo can also chain combo his standing C -> fwd + A
	for 2 hits total[!]).
		-Note: When a command attack is chained this way,
		    it loses any special properties it may have had
		    "by itself." For example, when Ryo's fwd + A
		    is chained, it is no longer an overhead and may
		    be blocked low.
		-Note: When a command attack is chained, often it
		    becomes bufferable (if it wasn't already); this
		    can help certain characters perform even longer,
		    more powerful combos.

 7.) Run Up And Do A Special Move:
	In '97, every single [non-charge] special move and
	S/DM can be "buffered" directly from a forward
	dash (Advanced Mode) or a forward hop (Extra
	Mode), with the exception of "charge bk, fwd + P/K"
	moves, like Leona's "Ground Sabre," and, curiously
	enough, Ryo's "Kyokugen Punch Dance" (hcf + P).
	That is, while running forwards, you can "cancel" your
	running animation immediately into a special move
	(in Advanced Mode); or you can "cancel" the last frames
	of "recovery" animation from your forward hop (in
	Extra Mode). All other specials and DM's (including
	command throws!) can be buffered directly from a
	forward dash/hop.

 8.) Run Up And Do A Throw:
	Advanced Mode players may cancel a forward dash,
	then follow with a normal throw. Extra Mode characters
	may cancel the final frames of the forward-hop animation
	into a normal throw. For Advanced Mode:

	fwd, hold fwd (to dash) -> n -> bk + C/D OR
	fwd, hold fwd (to dash) -> n -> fwd + C/D
	(Note: Releasing the joystick to the "n" position causes
	 the character to abruptly stop his/her forward dash.
	 Immediately cancel this "stop" into a bk + C/D
	 or fwd + C/D throw.)

	For Extra Mode:

	fwd,  fwd (to hop) -> n -> bk + C/D OR
	fwd,  fwd (to hop) -> n -> fwd + C/D
	(Note: As soon as your character finishes the "leap"
	 from the forward-hop, do bk + C/D or fwd + C/D
	 to do a normal throw.)
	(Additional Note: This technique may seem rather
	 difficult, but is very, very useful once mastered.)

 9.) Charge Dwn While Running:
	Forward Dashing/Hopping can be performed two
	ways in KoF '97:

	fwd -> fwd  OR
	fwd -> dwn-fwd

	This is a hold-over from KoF '96 which actually
	works to the advantage of characters with charge-based
	moves. By dashing/hopping using the fwd -> dwn-fwd
	command, a character can actually dwn-charge a
	"charge dwn, up" move using the dwn-fwd part of the
	dash to charge. Example:

	-Advanced Mode Ralf dashes forwards: fwd -> hold dwn-fwd
	-After starting to dash, he player continuously holds the joystick
	 dwn-fwd, which actually holds a dwn-charge.
	-After dashing halfway across the screen, Ralf immediately
	 buffers his dash (see Game Mechanics, entry 7) into his
	 Blitzkrieg Punch (charge dwn, up + P).

 10.) Aerial Recovery:
	Characters with special moves or S/DMs that can be
	performed in mid-air can use those special moves to
	"cancel" their falling animation and "recover" from being
	hit "out of the air" by a normal (non-special) move.
	Example:

	-Mai jumps at Kyo, who hits her out of the air with his
	 low C punch.
	-Instead of falling right to the ground, Mai quickly
	 performs her aerial "Musasabi No Mai" (qcb + P),
	 which 'cancels' her falling animation into her special move.

 11.) Air-Blocking:
	Air-blocking exists only to a limited extent in KoF '97.
	A character may only air-block an attack if he or she
	has jumped straight up or backwards. A player may
	-not- air-block on a forward jump.

 12.) Reflecting Projectiles:
	Three characters in KoF '97 (Yamazaki, Athena,
	Chizuru) have the ability to "reflect" projectile attacks
	back at their throwers with a "reflect" special move.
	Note, however, that the only projectiles that can
	be reflected in this way are the following:

	-Joe's "Hurricane Upper" (hcf + P)
	-King's "Venom Strike" (qcf + K)
	-King's "Double Strike" (qcf x 2 + K)
	-Mai's "Kachosen" (qcf + P)
	-Iori's "Darkness Thrust" (qcf + P)
	-Kensou's "Chokyuudan" (qcb + P)
	-Athena's "Psycho Ball" (qcb + P)
	-"Haohshokoken" DM [Ryo, Robert, Yuri] (fwd, hcf + P)

	Other "shortened" projectile attacks (such as Ryo's
	"Kooh-ken" [qcf + P] or Andy's "Hishoken" [qcb + P])
	cannot be "reflected."
 
--(*) Additional Notes About KoF '97's Game Engine:--
	
 1.) Command Throws Have Most Priority:
	Command Throws (see Glossary) have the most priority of
	any special move in the game. A command throw, when
	executed properly, will beat anything else (normal moves,
	special moves, non-command throw S/DM's) other than
	another command throw!
		Note: As with all KoF games, command throws are
		    also combo-able from a bufferable normal(!).

 2.) Higher Jump Attacks Beat Lower Jump Attacks:
	When characters jump at each other and attack, the one
	who has jumped higher will nearly always win the exchange.
	Therefore normal jumps usually beat Advanced Mode short
	hops; and super jumps normally beat normal jumps.

 3.) CD's Aren't What They Used To Be:
	The CD knockdown attack was both extremely fast and
	powerful in KoF '96. For the most part, CD's have been
	slowed down tremendously. When the CD hit does come
	out, it is usually a fairly high-priority hit, and is
	also bufferable. Though slow, CD's can still be used
	to effect Counter Juggles (see Game Mechanics, entry 2).

 4.) Normal Moves Have More Priority Than They Used To:
	In response to depowering the CD's from KoF '96, SNK
	apparently decided to increase the priority of several
	normal moves -- in fact normal moves seem to play
	even more of a role in the game than ever. Experiment
	with your favorite characters and see.

 5.) Some Of Us Have Power Cancels!:
	Certain characters have special moves or S/DMs
	whose animation can actually be "cancelled" immediately
	into another special move or S/DM(!). It is important
	to note that only certain characters have this ability,
	and only with a certain few moves (the only characters
	with Power Cancel moves only have one special move
	or S/DM that may be power-cancelled).

	Example:
	-Terry performs his "Power Charge" (hcf + K) on
	 Shingo, then power-cancels the Power Charge
	 immediately into his Rising Tackle for a 9-hit combo.
	-Not to be outdone, Shingo performs his SDM
	 "Burning Shingo" (qcf x 2 + P) on Terry, then
	 power-cancels into his "Unfinished Twilight
	 Ride" (bk, dwn, dwn-fwd + K).

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 (V.): Glossary of Commonly Used Terms in KoF '97       

 2-in-1: A combo resulting from the 'buffering' or 'cancelling'
	of a normal move into a special move [or DM]. An
	example of this might be Joe Higashi 'cancelling' a
	low C into a "Slash Kick" (hcf + K) for Rush: 2.

 Abbreviation: the practice of referring to a phrase only by
	the first letters of each word in the phrase. Many
	special moves in KoF '97 (especially those with long
	Japanese names) are often abbreviated when discussing
	them (e.g. Andy Bogard's "Choureppadan" DM is
	often referred to simply as "Andy's CRD").

 Abuse ("Abusive") : taking [unfair] advantage of a particular flaw
	in a game; this can involve [repeated] use of overpowered
	tactics/moves, or of flaws in the game's engine itself.

 Advanced Mode: One of the two Modes of play in KoF '97,
	characterized by AB rolling, POW stocks, throw escapes
	and short hops.

 Aerial: A move or attack performed while "in the air," either
	by jumping or by getting juggled.

 Aggressive: A style of play, or strategy, that stresses offense
	[i.e. moving towards your opponent and attacking
	constantly; rather than sitting still and blocking] over
	defense. (Also known as "Offensive Play")

 Air-blocking: While jumping, pull bk or dwn-bk on the joystick.
	You will block any attack thrown at your jumping character.
	NOTE: air-blocking may only be performed on a vertical
	 (i.e. straight up) jump or on a backward jump. You may
	NOT air-block while jumping forwards. (See Also: Blocking)

 Air-defense: A move that will hit a jumping attacker out of the air.

 Air-to-Air: A term used to describe a jumping move and how it
	works against other jumping moves. An example is Terry's
	jump B, which is excellent air-to-air defense.

 Autoguard: The ability of certain special moves to "block" other
	attacks while being performed. Example: Terry Bogard's
	"Rising Tackle" has an autoguard, so if an opponent tries
	to hit Terry while he is doing the move, the Rising Tackle
	will actually "block" the opponent's move and continue to
	hit him. Other examples of autoguard moves include Kyo
	Kusanagi's "Oniyaki" uppercut and Ryo Sakazaki's "Moko
	Raijin Go" sliding punch.

 Block Damage: The [usually] small amount of damage that results
	from blocking a special move.

 Blocking: Pulling back or dwn-bk on the joystick; this causes
	your character to take a defensive stance and guard against
	incoming hits. There are 3 kinds of blocking in KoF '97:
		-high-blocking: pull bk on the joystick: this will
		 guard against mostly all standing attacks and
		 overheads, as well as all jumping attacks. This
		 will -not- protect you from crouching (low) attacks.
		-low-blocking: pull dwn-bk on the joystick: this will
		 guard against several standing attacks and all low
		 attacks. This will -not- protect you from overheads
		 or jumping attacks.
		-air-blocking: while in the air, pull bk or dwn-bk
		 on the joystick. This will guard against any attacks
		 thrown at you while you are in the air.
		NOTE: Airblocking can only be performed
		 on a vertical (straight up) or backward jump.

 Block Stun: The period of time during which a character goes
	into his/her blocking stance (pull bk or dwn-bk on joystick).
	Block stun may be interrupted by the blocking player with
	a MAX roll or with a CD counter, if the player has at
	least one POW stock [Advanced] or a full POW meter
	[Extra]. Note: YOU MAY NOT BE THROWN DURING
	BLOCK STUN.

 Bufferable: The property of a normal move to be 'buffered,' or
	'cancelled' into a special move [or a command attack].
	A bufferable normal move, buffered or cancelled into a
	special move, constitutes a "2-in-1 combo." (Also known
	as "cancellable" or "interruptable")

 Buffering: Inputting a special move (or command attack) while
	your character is performing a 'bufferable' normal
	move. This causes the last few frames of animation of
	a bufferable normal move into be 'cancelled' or 'interrupted'
	into the special move (or command attack). An example of
	buffering might be Robert Garcia's low C into
	"Hiensenpuu Kyaku" (hcb + K) -- you should see Robert
	performing his low C punch, but immediately 'cancel' the
	last frames of animation of the punch into his HSK: this is a
	"2-in-1 combo." (Also known as "cancelling" or "2-in-1")

	The term "buffering" is also used to describe the
	'cancelling' of normal moves into charge-moves specials.
	In this case, it refers to the ability of a move to provide
	sufficient charge-time.

	Side Definition: Bufferable: A move that is bufferable may
	be 'cancelled' or 'interrupted' into a special move (or a
	command attack chain combo). (Also known as
	"cancellable," "interruptable")

 Cancelling: A reference either to a 2-in-1 combo or to "Power
	Cancelling." Note that in Japan, the arcadegoer's
	common term for 2-in-1 is "cancelling."

 CD: The "knockdown attack" performed by pressing buttons C + D.
	The CD always knocks down, and is always bufferable.
	If used as a Counter hit, buffer the CD into a special
	move or DM immediately for a Counter juggle.

 CD Counter: A knockdown attack that costs one POW stock
	[Advanced Mode] or full POW meter [Extra Mode] to
	perform. While blocking your opponent's attack, press
	CD [i.e. interrupt block-stun], though they deal very
	little damage. CD counters are also accompanied by
	a brief blue flash of light.

 Chain Combo: A combo in which one normal move is comboed into
	another. Chain combos in KoF '97 can only be performed
	by chaining a bufferable normal move into a command
	attack. Note the difference between a Chain Combo and
	a Link: a Chain involves interrupting the last frames of animation
	of the first move into the second (e.g. Joe's close standing C ->
	fwd + B); a Link involves allowing all of the frames of animation
	of the first attack to finish, then quickly following it with
	a second attack (e.g. Shingo's low B -> low A).
 (See Also: Command Attack, Link, Combo)

 Changeup: Switching between two [or more] alternatives from a single
	starting point. The most obvious examples of change-ups are
	"high-low games" that involve mixing up overheads and low
	hits so that the opponent doesn't know which way to block.
	In Advanced Mode, mixing up Joe Higashi's short hop jump
	D (which hits high) and his fwd + B (which hits low) is an
	example of a high-low "changeup."

 Character Width: A rough 'unit of measure' of horizontal distance
	along the ground; about the width of a mid-sized character.
	(Example: The Advanced Mode AB roll is ~ 1.5 to 2 character
	 widths long.)

 Charge-Moves: A "Charge Move" is one that requires the player to
    hold the joystick, or "charge" it in that direction, then move
    the joystick in another direction [usually the opposite]
    and press [a] button(s) in order to perform it. An example
    of this is Leona's "Moon Slasher": "charge dwn, up + P"
    (this means: "'charge' the joystick down briefly, then move
     the joystick up and press a Punch button, A or C").

 Combo: A 'combination' of one attack 'cancelled' into another;
	this can take the form of following a jumping hit with a
	well-timed hit on the ground for a 'jump-in combo,' or
	in the form of a 2-in-1 or chain. Usually the best way to tell if
	two moves 2-in-1 combo is to watch their animation: if the last
	frames of animation of the first move are 'cancelled into' the
	second, the two moves are said to 'combo into' each other.
	KoF '97 also features a Rush Meter to count up comboed hits.

 Command Attack: A normal move that can only be performed by
	pushing the joystick in a certain single direction and
	the appropriate button. Command attacks may be used 'by
	themselves,' in which case they may have certain special
	properties associated with them [e.g. Ryuji Yamazaki's
	Downward Scratch (fwd + A) is an overhead when  used
	'by itself']. Command attacks can also be used in chain
	combos [i.e. bufferable normal move into command attack],
	but when they are, they will lose any special properties
	associated with them [e.g. the Downward Scratch will no
	longer be an overhead]. Note that some unbufferable
	command attacks do become bufferable when chained.
	Note also that command attacks are treated as normal
	moves, as they do not deal block damage.

 Counter: An attack that hits the opponent just as s/he is
	performing a special move. On a successful Counter,
	the "Counter" message should appear on the screen in
	red letters. On a successful Counter with an attack that
	knocks down, it may also be possible to follow-up
	immediately with another attack for a "Counter Juggle."

 Counter Critical: An attack that hits the opponent just as s/he is
	performing a special move, and is also performed under
	Critical Hit conditions. On a succesful Counter Critical,
	the "Counter Critical" message should appear on the
	screen with the word "Counter" in red letters and "Critical"
	in green letters beneath it. As with Counter hits, Critical
	hits may allow the player to follow-up immediately with
	another attack for a "Counter Juggle."

 Counter Juggle: This 'juggle' results from hitting the opponent
	with a Counter (see Counter). The most reliable way to
	perform a counter juggle is to counter your opponent's
	special move with a CD knockdown attack [or a bufferable
	normal that knocks down], then 'buffer,' or 'cancel' the
	knockdown attack into a special move [in some cases counters
	can be juggled with DM's instead!] -- if it is successful,
	the special move follow-up should hit the opponent as
	s/he is falling to the ground from the CD attack.

 Critical Hit: An attack that causes a slightly longer 'stun' on
	one's opponent. If a Critical Hit is blocked, it will
	momentarily break the opponent's guard and cause
	him/her to stumble backwards a step; if a Critical Hit
	connects [i.e. the opponent takes the hit], it will cause
	a slightly longer hit-stun.

 Crossup: A jumping attack that is performed so 'deep' that it
	actually 'crosses over' the opponent and forces him/her
	to block in the opposite direction:
		-Player A is standing on the left; Player B is
		 standing on the right.
		-Player A jumps to the right, towards Player B
		 and performs an attack that crosses up [it
		 hits Player B in the back of the neck/shoulder]
		-Player B would normally pull the joystick to
		 the right to block the attack, but since the
		 attack was a crossup, Player B must "block the
		 other way," by holding the joystick to the left
		 [otherwise s/he will get hit!]
	(Also known as "Crossover")

 DM: "Desperation Move," "Death Move," etc.
	A DM is a move that costs one POW stock [Advanced] or
	a full POW meter [Extra], and typically does quite a bit
	more damage than any normal or special move. Each character
	has his/her own specific DM's. When used on MAX [Advanced]
	or with both a red lifebar and a full POW meter [Extra],
	a DM becomes an SDM. DM's are always accompanied by a
	blue flash of light and a momentary darkening of the rest
	of the screen to black.

 Deep [hit]: A hit that connects from fairly close range. A deep
	hit from a jump-in attack or close ground attack usually
	allows the player to follow-up immediately with another
	attack; a deep hit with a special move usually means
	that all of the special move's hits will 'connect.'

 Dodge: The ability to quickly turn to the side and avoid all
	non-throw attacks. The Dodge is only available to Extra
	Mode players, and is performed by pressing AB. Note that
	Extra Mode players are vulnerable to throws while dodging.

 Early: Performing a counterattack more or less just as or right after
	your opponent has initially attacked. An example of an early
	move is Leona's C-button "Moon Slasher" (charge dwn, up + P);
	when done 'early' against a jumping or otherwise attacking
	opponent, it will hit that opponent cleanly out of his/her
	attack; if it is done late, Leona will most likely trade hits.
	(See also: Late)

 Extra Mode: One of the two Modes of play in KoF '97,
	characterized by super jumps, forward hops, ABC
	POW charge-up and dodging.

 Finisher: The ending hit on a special move; usually requires an
	extra joystick + button input. An example is Kim
	Kapwhan's D-button "Hienzan": after performing
	the Hienzan, you can push dwn + D to get the
	'finisher;' an extra down-hit that ends the move.

 Glitch: A computer error that usually results in some strange
	effect. An example is Billy Kane's "Whirlwind Fire
	Wheel" DM: when Billy is command-thrown out of
	this DM, he will fall down, but because of a glitch,
	the fire wheel will not disappear; instead, it will stay
	on screen (even after Billy has fallen) and hit the
	command thrower multiple times(!).

 Grab: see Throw

 Grappler: A character that bases most of his/her special moves,
	DM's and strategy on command throws.

 Ground: Term used to describe a character who is standing
	or crouching on the ground (i.e. not jumping or falling
	down). "Ground attacks" are either standing or low;
	"grounded characters" are standing or crouching firmly
	on the ground. An example: Leona's A-button
	"Moon Slasher" will knock down a jumping opponent,
	but will not knock down a 'grounded' opponent.

 Guard Crush: A Guard Crush occurs when a player blocks too many
	attacks within a short period of time. On a successful
	Guard Crush, the player will stumble backwards a bit, and
	the "Guard Crush" message should appear on the screen in
	blue letters. If reacted to very quickly, Guard Crushes may
	be followed-up; most easily by performing a Guard Crush
	with a bufferable or 'cancellable' move, then buffering
	a special move or [DM] immediately afterwards.

 Hit Detection: Location on a sprite where a move will hit. For
	instance, the hit detection on most low attacks is at the
	legs and lower body of the sprite.

 Hit Stun: The brief period of time after a character has been hit;
	this is indicated by the character's "reeling" animation.
	While in Hit Stun, a character is essentially helpless --
	the attacking player may effect a hit stun with a cancellable
	move, then buffer it into a special or DM to perform a
	2-in1 combo. Note: YOU CANNOT BE HIT BY A NORMAL
	THROW WHILE IN HIT STUN, though you are vulnerable
	to a command throw, if it was comboed.

 Invulnerable: Cannot be punished. Advanced Mode AB rolls have
	a bit of invulnerability to getting hit at startup, for example,
	though they are still vulnerable to throws.
	(Also known as "Invincibility")

 Juggle: The act of "launching" one's opponent in the air (as
	opposed to cleanly knocking them down), then doing a
	follow-up to hit them as they are still in the air, falling
	to the ground. In KoF '97, juggles can be performed
	from Counters, from special "juggle moves" (like Andy
	Bogard's "Dam Breaker," [hcf + P]) and from certain
	combos in the corner. 
	(Also known as "launcher," "float," "pop-up")

 Juggle Move: A special move that juggles the opponent in the air,
	when connected successfully. An example of this is
	Ryo Sakazaki's "Kyokugen Punch Dance" (hcf + P).

 Keepaway: Attempting to stay away from your opponent by
	knocking him back from you with long-ranged moves
	and by constantly moving away.

 Lag: A delay during which the player can do nothing [else].
	Lag usually occurs at the beginning ("startup lag")
	or the end ("end lag") of a normal or special move;
	either when it is performed normally or when it is
	successfully blocked.

 Late: Performing a counterattack "on reaction," that is,
	well after your opponent has started his/her initial
	attack (note difference between a Late and Early
	counterattack). An example is Leona's C-button
	"Moon Slasher" (charge dwn, up + P); if done 'late'
	against an attacking opponent, Leona will most likely
	trade hits against the attack; if done early it will
	usually cleanly hit the opponent out of his/her attack.

 Learning Curve: An ambiguous term used to describe how
	difficult a game is to play, or how difficult a
	character is to use. A "steep" learning curve indicates
	higher difficulty; a "shallow" learning curve indicates
	lower difficulty.

 Lifebar: The bar at the top of the screen that indicates how much
	energy, or "life" your character has left. In Extra Mode,
	when the lifebar drops low enough and begins to flash
	red, the player may perform unlimited DM's. In Extra
	Mode, the lifebar is yellow; in Advanced Mode, the
	lifebar is orange.

 Link: A combo that involves following one normal move with another.
	Note the difference between a Chain and a Link: a chain combo
	involves interrupting the last frames of animation of the first
	move into the second (e.g. Mary's close standing C -> fwd + A);
	a link combo involves allowing all of the animation of the first
	attack to end, then quickly following it with the second attack
	(e.g. Kim's low B -> low A).
	(Also known as "Link Combos" or "Linkups")

 MAX: The condition occurring after a player uses a POW stock
	to ABC POW Explode (Advanced Mode) or ABC charges
	his/her POW meter to full (Extra Mode). On MAX, the
	player deliver 25% extra damage and DM's become SDM's
	(Advanced Mode); or the player delivers 50% extra damage
	and may perform a DM. Note that an Extra Mode player
	with full POW [and therefore on MAX] and a red lifebar
	may perform an SDM.

 MAX Meter: The meter that replaces the POW meter when a player
	uses a POW Stock to POW Explode (Advanced) or has
	charged up to full POW (Extra). The MAX meter is a glowing
	bar that gradually shortens in length, indicating how much
	time the player has left to be on MAX. While on MAX,
	characters flash white.

 Mode: Extra or Advanced.

 Move Detection: The ability of a game to take joystick and button
	input and interpret it correctly; or "detect" it. For
	example, KoF '97's Move Detection is quite good, and is
	excellent at detecting half-circles; however, it isn't quite
	as good at detecting quarter-circles. (See Section IV.)

 Normal Move: The 'normal' punch or kick that comes out simply
	by pressing A, B, C, D, or CD. Most normal moves require
	no extra joystick input to perform (other than up to do a
	jumping normal attack, or down to do a low attack). Normal
	moves deal no block damage. Note that command attacks
	are also treated like normal moves, in that they also deal no
	block damage. (Also known as "Normals")

 Option Select: Basically a situation overlapping moves that work in
	the player's favor (as opposed to working to the player's
	disadvantage, which is far more common). An example of
	an option select would be Mai Shiranui's jump C or D
	and her air-throw (any joystick direction + C or D):
	occasionally Mai will attempt to do a jump C or D attack on
	a jumping opponent, and she will air-throw the opponent
	instead (usually by accident).

 Overhead: A move [usually on performed on the ground] that must be
	blocked high and will hit opponents who are blocking low.
	Several command attacks in KoF '97 are overheads -- certain
	special moves are as well. (See Also: Blocking)
	(Also known as "Top Down Attack")

 Overlap: A term used to describe two moves that have such similar
	motions to perform that sometimes "the wrong move comes
	out." An example of this is Yashiro's "Sledgehammer"
	(qcb + P) and "Missle Might Bash" (hcb + P); since the
	joystick motions for the moves are so similar, sometimes
	players will try to do a Sledgehammer and get the Missle
	Might Bash instead.

 Overpowered: A term used to describe a character or set of moves
	that is clearly far more powerful than most [if not all] others.

 Palatte-Swap: The switchable color-scheme used for an object in
	the game; usually refers to the color of a character's
	outfit. In KoF '97, characters have two palatte-swapped
	colors per Mode; they are selected by the player at the
	character select screen. Choose your character with the
	A-button to get the "default" palatte-swap, or the D-button
	to get the "alternate" palatte-swap. An example of this might
	be starting the game, choosing Advanced Mode, and picking
	King with the A-button [for the burgundy palatte-swap] or
	the D-button [for the sky blue palatte-swap].

 Poke: A long-ranged move (normal or special) that can be
	used to "poke" at opponents from a distance.

 POW Chargeup: POW chargeup is done by pressing and holding
	ABC in Extra Mode. POW chargeup fills the player's POW
	meter to full; when it does, the POW meter changes to a
	MAX meter and the player is on MAX. Note that Advanced
	Mode players cannot POW chargeup.

 POW Explode: POW Explode requires the Advanced Mode player
	to have at least one POW stock. It is performed by
	pressing ABC, and afterwards, you will be on MAX and
	deal an additional 25% damage on all attacks, and any
	DM's performed will be SDM's instead. While on MAX,
	players may not POW explode again. Note that Extra
	Mode players cannot POW explode.

 POW Meter: The small meter in the lower corner of the screen
	(yellow for Extra Mode players, orange for Advanced Mode
	 players) that fills up either by attacking, defending
	and/or performing special moves [Advanced Mode] or by
	ABC Pow chargeup [Extra Mode].

 POW Stock: The green "dots" that appear in the three boxes next
	to the Advanced Mode POW meter. POW stocks accumulate
	every time the Advanced Mode player fills his/her meter
	by attacking, defending and/or performing special moves.
	POW stocks may be used to perform DM's at the cost
	of one stock per DM; or to perform a CD counter or
	MAX roll during block stun at the cost of one stock per
	CD counter or MAX roll; or to ABC POW Explode at
	the cost of one stock per explosion; and any subsequent
	DM's performed on MAX will come out as SDM's at the
	cost of one stock per SDM. (Also known as a "stock")

 Power Cancel: The ability to cancel the animation of certain
	special moves or DM's into other special moves or DM's.
	Only a certain few characters possess this ability; for
	example, Terry Bogard can power cancel his "Power
	Charge" (hcf + K) into a "Rising Tackle" 
	(fwd, dwn, dwn-fwd + P).

 Pressure [Tactics]: Continuously attacking with normal/special
	moves and throws without letting the opponent rest.

 Priority: The "priority" of a move refers to how often and how
	many different other moves it will beat. A high priority
	move will usually always beat a low priority move: for
	example, Clark's "Argentina Backbreaker" (hcf + K)
	will outprioritize Ralf's low C: the result is that the
	Argentina Backbreaker "sucks in" Ralf, whose low C
	gets outprioritized.

 Projectile, Full-Screen: A special move that throws a projectile
	across the entire length of the screen. Examples of
	these are Iori Yagami's "Yamiharai" (qcf + P) and
	Yuri Sakazaki's "Haohshokoken" (f, hcf + P).

 Projectile, Shortened: A special move that was once a
	full-screen projectile before KoF '96 (in which most
	full-screen projectiles were 'shortened'). Shortened
	Projectiles will travel a maximum of 1/2 screen distance.
	Examples are King's "Venom Strike" (qcf + K) and
	Terry Bogard's "Power Wave" (qcf + P).

 Pushback: Pushing your opponent away, by using fast, weak
	normals; stronger; longer-ranged normal move pokes,
	no-lag special moves; throws that end up pushing the
	opponent far away; or by some other means.

 Reversal: A special move whose main purpose is to 'reverse'
	an attack. In many cases, performing the reversal
	causes the character to initially take some sort of
	defensive stance and wait; if the character is attacked,
	and the reversal is successful, the character will
	perform a special counterattack that can only be triggered
	via the reversal. Examples of these are Blue Mary's
	Reversals "Reverse Facelock" & "Reverse Head
	Buster" (qcb + B/D) and Billy's "Dragon Rave" &
	"Dragon Buster" (qcb + B/D). Reversals are typically
	performed with either a Kick button (B or D) or
	with a Punch button (A or C). The "weak" version
	(A or B) will usually reverse jumping attacks and
	special moves, while the "strong" version (C or D)
	will usually reverse standing [and sometimes low]
	attacks.

 Reversal, Offensive: An offensive reversal is different from a
	regular reversal in that the initial part is actually an
	attack itself (as opposed to a defensive stance);
	so that the initial part itself will actually deal some
	damage, and the counterattack will come out
	automatically if the initial part 'touches' the opponent.
	Therefore offensive reversals can actually be used
	in combos(!). The only offensive reversals in the game
	are possessed by Real Yashiro ["Upper Duel,"
	fwd, dwn, dwn-fwd + P] and Real Shermie ["Shermie
	Whip," fwd, dwn, dwn-fwd + K].

 Roll, AB: The normal roll of the Advanced Mode player;
	fwd + AB (or just n + AB) to roll forwards and
	bk + AB to roll backwards. Rolls have a tiny bit
	of invulnerability at the startup and travel a preset
	distance of about 2 to 2-1/2 character-widths
	forward or about 1 character-width backward.

 Roll, MAX: When a player has at least one POW stock
	(Advanced) or a full POW meter (Extra) to "spend,"
	s/he may press AB while in block stun to interrupt
	the block stun with a MAX roll: this will cause a
	slightly longer-ranged roll trailing blue 'shadows'
	behind it. Press fwd + AB (or simply n + AB) to MAX
	roll forwards or bk + AB to MAX roll backwards.

 Roll, Recovery: When a player is knocked down by an
	attack, the player may press AB immediately
	to quickly roll and get up from the ground. Note
	that both Extra and Advanced Mode players
	may use Roll Recoveries.

 Rush Meter: A 'meter' that appears on-screen every time
	two or more hits are landed in succession [i.e. as
	a combo]. For instance, Yashiro Nanakase's "Missile
	Might Bash" (hcb + P) does 4 hits, or "Rush 4."

 SDM: The "POW-ed up" version of the DM. SDM's are
	performed on MAX after ABC POW Exploding
	(Advanced) or with a red lifebar and a full POW
	meter (Extra). SDM's are always accompanied by
	a pink flash of light and a momentary darkening of
	the rest of the screen to black.

 SNK: The video game company responsible for KoF '97
	and it's hardware platform, the Neo Geo.

 Scrub: A player who fails to grasp the early parts of the
	learning curve (e.g. how to perform combos, how to
	counterthrow, etc.), no matter how many times s/he
	tries. Scrubs tend to choose characters who are easy
	to use and whose strengths are easy to exploit. Scrubs 
	often tend to rely on easy-to-do, repetitious patterns,
	such as Turtling (see Turtling).

 Shortcut: An abbreviated joystick command: for example,
	a shortcut for an hcf is simply dwn-bk -> fwd.
	(See section II: Manual Moves Note2)

 Short Hop: The vertically shorter but horizontally farther
	jump of Advanced Mode. To do a short hop,
	tap the joystick up-fwd, up or up-bk. Note that
	short hops are unavailable in Extra Mode.

 Skill: A rather nebulous term used generally to describe how "good"
	a player is at a game, or how difficult a character is
	to play. My own personal criteria for 'skill' are as follows:
	-Manual Dexterity: The ability to physically perform complex
	 joystick + button maneuvers (like long combos). This also
	 includes "Timing," or how well a player can time each of
	 his/her attacks/strategies.
	-Knowledge of One's Character: The familiarity of a player
	 with his/her character, and how well that player can exploit
	 his/her character's strengths and weaknesses. This includes
	 knowledge of one's character's normal and special moves,
	 combos and strategies.
	-Knowledge of the Game: The familiarity of a player with
	 the game and how it works, and how well that player
	 can put that knowledge to use. This includes knowing how
	 and when to throw/counterthrow, having a good general idea
	 of different moves' priorities and so on.
	-Strategy and "Mind Games": The ability to use one's character
	 'intelligently,' using different tactics and strategies (instead
	 of no-brainer patterns) to win games. This includes "Placement"
	 or "Positioning;" the ability to locate your character
	 strategically on the screen, and to force your opponent's
	 character into moving into a strategically favorable location.
	-Presence of Mind: Possessing all of the above, and the ability
	 to remember most [if not all] of it, and use most [if not all] of
	 it on a regular basis.
	-Non-Scrubbiness: Independence from abusive, repetitious,
	 no-brainer patterns (like turtling).

 Skill Character: A character believed to require a good deal of
	"skill" to play successfully.

 Special Move: A move that [usually] requires an input
	more complex than a single joystick direction +
	button press. A special move may have any number
	of different properties, the most obvious of which is
	that when blocked, a special move will deal block
	damage [be warned that some specials, like command
	throws, are unblockable!]. Examples of special moves
	are Mai Shiranui's "Ryuenbu" (qcb + P) and Yamazaki's
	Exploding Headbutt command throw (hcf + P).
	(Also known as "Specials")

 Sprite: The technical term for the flat ("2-D") computer-
	generated representation of a character on the
	screen. Sprites' sizes are roughly indicated by the
	size of the character.

 Startup: The beginning of a move.

 Super Jump: A jump that travels farther and higher than a normal
	jump. To do a super jump in Advanced Mode, push the
	joystick dwn-bk, then up-fwd; or dwn then up; or dwn-fwd
	then up-bk OR while running forwards -> tap joystick up-fwd
	To super jump in Extra Mode, you can:
		tap joystick up-bk / up / up-fwd
			OR
		push joystick dwn-bk -> tap joystick up-fwd /
		push joystick dwn -> tap joystick up /
		push joystick dwn-fwd -> tap joystick up-bk
			OR
		push joystick qcf, up-fwd  /
		push joystick qcb, up-bk
	On a super jump, your character will be covered in
	trailing 'shadows.'
	(Also known as "Shadow Jump," "Double Jump")

 Super Short Hop: The super short hop is a short hop that travels
	about twice as far horizontally along the ground.
	In Advanced Mode (only), to super short hop:
		push joystick dwn-bk -> tap joystick up-fwd /
		push joystick dwn -> tap joystick up /
		push joystick dwn-fwd -> tap joystick up-bk
			OR
		push joystick qcf, uf -> tap joystick dwn-bk
		push joystick qcb, ub -> tap joystick dwn-fwd
	As with super jumps, on a super short hop, your character
	will be covered in trailing 'shadows.'
	(Also known as "super jump short hop")

 Sweep: Any normal attack that both hits low and knocks down.

 TOD ["Touch of Death"]: A combo that both deals 50% or more
	damage AND dizzies the opponent. A TOD is so named
	because it can be performed on an opponent with a full
	lifebar; take away half [or more] of that lifebar and dizzy
	the opponent; then be performed a second time to defeat
	the opponent's character outright.

 Taunt: An incitement to attack, formerly used to deplete charging
	POW meters in previous KoF's. In '97, taunts to do not
	affect POW meters or any other aspect of gameplay.
	Taunts are performed by pressing the Start button.

 Team: The group of 3 characters you and you opponents choose
	to play KoF '97.

 Throw [Normal]: A physical hold or toss/grapple. Normal throws are
	completely unblockable, though they can be escaped in
	Advanced Mode [see Throw Escape]. Throws are normally
	performed by pressing fwd or bk + C or D while close
	to the opponent.

 Throw, Air: A throw performed while jumping, usually by jumping
	and pressing a joystick in a single direction and pressing
	C or D. In KoF '97, Leona, Mai, Clark, Benimaru, Yuri,
	and Athena are all equipped with air-throws.
	NOTE: Air-throws cannot be escaped in any circumstance
	 or either Mode of play.

 Throw, Command: A command throw is a special move in which the
	character performs an unblockable special throw that has
	no whiff animation (Shermie Spiral, hcf + P, is a good
	example). Command throws may be comboed from normal
	moves the same way other special moves are comboed.
	Note that command throws are the most highly prioritized
	moves in the game, and will outprioritize any other type
	of move.

 Throw, Counter: The ability of a player to throw the opponent first
	in the case of tick-throws or walk-up throws. Whenever an
	an opponent attempts to throw the player using a jump-in/
	walk-up tick, or a walk-up throw, the player may ALWAYS
	throw the opponent first. The only exception to this is when
	the thrower simply has more throw range than the player,
	as with certain command throws.

 Throw, Running: A special move throw that automatically causes
	the character to dash towards his/her opponent and throw
	him/her. Running throws may be avoided by jumping up,
	hitting the running-thrower out of the dash with a high-priority
	normal or special move, or by counterthrowing [provided
	you have enough range to successfully counterthrow the
	running throw). Real Shermie, Clark, Orochi Yashiro, and
	Goro are all equipped with running throws.

 Throw, Tick: A tick throw is a throw that is set up with a fake-out
	attack; either a quick jab or weak kick on the ground or a
	suspicious-looking jump-attack. The fake-out is intended to
	trick the opponent into pulling bk or dwn-bk on the stick to
	attempt to block an attack that is faster than that opponent
	expects (or an attack that simply isn't coming). Tick-throws
	are easily thwarted with a counterthrow (see Throw, Counter);
	and in KoF '97 can often be stopped simply by doing several
	low A's. Note that in KoF '97, as with many other fighting
	games, characters may --NOT-- be thrown while in block-stun.

 Throw, Walk-up: The simple act of walking up to one's opponent
	and throwing him/her straightaway. Easily preventable
	by counterthrow, provided you have enough throw-range;
	or simply by not sitting in one place long enough to get thrown.

 Throw Escape: An Advanced Mode feature only; when an Advanced
	Mode player is caught by a normal throw, s/he may escape
	from the throw by immediately tapping a button. Note that
	Extra Mode does not have throw escapes.

 Throw-Range: The [maximum] distance from which a character can throw.
	While most normal throws have roughly equal range, certain command
	throws (most notably Shermie's "Shermie Spiral" and Clark's
	"Super Argentina Backbreaker") have noticeably above-average
	throw-range.

 Tick: "Tick" has two main definitions:
	-Block-Tick: The [usually] small amount of block damage
	 resulting from blocking a special move. Be aware that
	 some special moves and S/DM's in KoF '97 actually do
	 many block-ticks, resulting in a lot of block damage.
	-Tick-throw: the weak or feigned attack used to set
	 up a throw attempt.

 Trading Hits: When two characters attack each other simultaneously
	with moves of similar priority, often each character's attack
	will hit the other; i.e. both characters will take damage and
	both characters will get knocked down/back. This is called
	"trading hits."

 Turtling: A manner of playing characterized by several
	backward jumps, backdashes and [most often] sitting
	for long periods of time in a low-block (joystick dwn-bk).

 Underpowered: A term used to describe a character or set of
	moves that is clearly far less powerful than most [if not
	all] others.

 Vulnerable: Can be punished, by a normal/special move,
	a throw, etc.

 Whiff: What happens when a move neither connects nor is
	blocked; i.e. when a move completely misses

 Zoning: Trying to keep your character at a certain distance
	from your opponent's character for a certain purpose.
	For example, Yamazaki can "zone" his opponents
	to about 1/2-screen range using his 1/2-screen
	"Snake Arm" attacks.
----------------------------------------------------------------------------------------
	(VI.) Credits, Version History

	The following list of people helped contribute to
	this guide. Many thanks!

	-The King of Fighters Mailing List: kof-ml@umich.edu
	 A list full of KoF enthusiasts who provided a
	 good deal of information.

	-Greg Kasavin: Shrike@slip.net
	 For many valuable suggestions about terminology
	 and general formatting; his excellent SNK website,
	 the Mega Shock (formerly located at
	 http://www.slip.net/~shrike) is alas, no more.

	-Kao Megura: kmegura@yahoo.com / cgfm2@hooked.net
	 Several move names and Japanese translations
	 were borrowed from his excellent KoF '97 FAQ at
	 Kao's new homepage, which can be accessed at:
	 http://kao.home.ml.org
	 
	-Tony Wedd: miku@camtech.net.au
	 For several editting tips and suggestions. The
	 Wedd KoF '97 Leona Guide is now up at:
	 http://www.adelaide.net.au/~miku/leona.txt

	-Matt Hall: Kensou@aol.com / Kensou@ix.netcom.com
	 For pointing out that Chang and Choi are also
	 charge-move characters. Matt's new edition
	 of the KoF '97 Combo FAQ is at:
	 ftp://users.aol.com/kensou/97combo.txt

	-Gerald "Yagyu" Joubert: gxj1717@usl.edu
	 For pointing out several Game Mechanics and
	 Additional Notes I completely neglected in
	 earlier versions of the guide.

	-Kabeer Ali: wada@aol.net.pk
	 For the name of Joe's fwd + B command attack
	 taken from his Joe Higashi Strategy Guide at
	 at his new website:
	 http://www.fortunecity.com/underworld/worms/252

	-Joe Palanca: JGPalanca@aol.com
	 For the alternate motions on performing a
	 super jump, taken from his FAQ at:
	 http://www.geocities.com/TimesSquare/9673

	-The UC Berkeley "Underground" Campus Arcade
	 For actually getting KoF '97. Bravo!

	-SNK Corp.
	 For turning out one of the best fighting games in
	 recent memory -- and one of the very best
	 ever, in my opinion -- KoF '97.
	 You can access SNK on the Web at:
	 http://www.neogeo-usa.com (USA)
	 http://www.neogeo.co.jp (Japan)	
	 http://www.neogeo.com.br (Brazil)

	-Version History-

	V.1.20 Completed at exactly 5:29 P.M.
	  Friday, March 20 1998
	-Added several Game Mechanics, Additional
	 Notes and Advanced vs Extra Mode
	 Features I should have added long, long ago.
	 Special thanks to Gerald "Yagyu" Joubert
	 for most of the additions.

	V.1.10  Completed at exactly 12:30 P.M.
	 Tuesday, November 11 1997
	-Added a few more Glossary terms
	 (Running Throw, etc.)

	V.1.00 Completed at exactly 2:00 P.M.
	Wednesday, November 5 1997
	-Fixed several minor typographical
	 errors
	-Added Tony Wedd and Matt Hall's
	 names and webpages to credits [for
	 their help with aforementioned errors]
	-Added a few more Glossary terms
	 (Early, Late, Trade Hits)

	V.0.00 Completed at exactly 9:00 P.M.
	Sunday November 2 1997.
	-First version of Guide:
	-Features: Introduction, Control Basics,
	 Mode Descriptions, Game Engine
	 Details and Glossary
----------------------------------------------------------------------------------------
	 Please remember that this guide is intended for
	 entertainment purposes only, and is therefore to be
	 distributed freely--the only cost incurred should be
	 the price of reproduction (making photocopies).
	 It is also my property and if part or all of it is
	 to be used in any way shape or form, proper
	 credit must be given.

	Thanks again, and enjoy KoF '97!

	-EX Andy (asp@slip.net)
----------------------------------------------------------------------------------------
	End of Guide v.1.2 Copyright 1997 Andrew S. Park aka EX Andy
	KoF '97 and its characters are trademarks of SNK Corp, Copyright 1997