King of Fighters 97
New Girls team
Combo FAQ
Last updated on 16/05/1998

Warning: This FAQ is copyright 1997-98 by mOOnrun COMBO PAGE.
All information in this FAQ should not by any means be used as a source of
profit. Non-commercial products may use the information in this FAQ  for
"FREE" but provided that credit is given to the author where credit is due.
But please inform me first before doing so.

General Combo notations:

A = light punch        B = light kick
C = heavy punch        D = heavy kick
dn/dwn = down joystick direction
up = up joystick motion
bk = hold joystick in blocking direction
fw = joystick forward motion
s = store for few seconds
QCB = quarter cirlce back joystick motion
QCF = quarter circle forward joystick motion
HCB = half circle back joystick motion
HCF = half circle forward joystick motion
DP = uppercut joystick motion
RDP = reverse uppercut joystick motion
        
(C) - corner combos, combos that only work in the corner.
(DM) - DM combos, combos that involve super moves or desperation moves.

(HD) - High damage combos, each combo can do more then 3/4 life damage.
(XX) - Difficult to do combos.
(INF)- infinite combos, combos that can be repeated and result in a continued
       combo
(MAX)- must be maxed out or POWered up for this combo to work
(MID)- opponent must be mid-air for this to work
(NEW)- new combos
***- refer to explanations

Chain combo notations:

* = chain combos that won't connect with the command attack but can still be 
    done.
I.E when Benimaru does dn B, then fw + B, the down B won't be considered a
combo with the fw + B

** = combos that can be done only when opponent blocks

Chizuru Kagura

Chain Combos:
Command attacks:
NONE

Chain combos:
Dn + B x 2
Dn + B, dn + A


General Combos:

Jump C/D, Stand C/D, HCF + A
jumping heavy punch or kick, standing heavy punch or kick combo-ed into "108th
Ressurection: The Echo of the Koto" hcf + A

Jump C/D, Stand C/D, DP + A/C
jumping heavy punch or kick, standing heavy punch or kick combo-ed into "100th
Ressurection: Heavenly Spirit's Judgment", uppercut + A/C

Stand CD, QCB + B, QCF + A
standing body toss attack combo-ed into qcb + B, then qcf + A
Note: qcb + B won't hit opponent, but qcf + A will hit opponent on the ground.


(DM)(MAX)(HD)
Jump C/D, Stand C/D, QCF x 2 + B/D repeat C/D
jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
"Reverse Side 1st Ressurection: Three-Sided Defense", qcf x 2 + K and keep 
tapping heavy punch or kick while mo ving forward.
Note: MAXed version of this combo does nearly 100% damage

(DM)(MAX)(HD)
Jump C/D, dn + B, dn + A, QCF x 2 + K, repeat C/D
jumping heavy punch or kick, crouch light kick, light punch combo-ed into 
"Reverse Side 1st Ressurection: Three-Sided Defense", qcf x 2 + K and keep 
tapping heavy punch or kick while moving forward.

Mai Shiranui

Chain Combos:
Command attacks:
Dnfw + B

Chain combos
stand/crouch C, dnfw + B
stand D, dnfw + B
**dn + D, dnfw + B


General Combos:

Jump D, Crouch C, then do either ***
jumping heavy kick, crouching heavy punch combo-ed into either;
i)QCB + A/C
ii)DP + B/D
iii)DP + A/C
iv)HCF + B/D

Jump D, dwn B, stand A, hcf + B
Jumping heavy kick, crouching light kick, standing light punch combo-ed into
hcf + B

(DM)
Jump D, Stand/Crouch C/Stand D, QCB,QCF + B
jumping heavy kick, standing/crouching heavy punch  or standing havy kick 
combo-ed into "Super Deadly Ninja Bees", qcb, qcf + B

Jump QCB + A/C, any DM except QCB x 2 + P
"Flying Squirrel Dance", qcb + A/C in mid air any DM except qcb x 2 + P
Note: this must be in corner only.

(INF)(HD)(C)(MID)
Mai's infinite:
Conditions:
- opponentin mid air
- accurate timing

Jump QCB + A, HCF + B, HCF + B....
jump and execute Mai's "Musasabi no Mai" then once Mai lands, execute her
"Deadly ninja Bees" hcf + B till opponent dies or dizzies.

King

Chain Combos:
Command attacks:
Dnfw + D

Chain combo:
Dn + A x 2
Dn + A x 2, dnfw + D
Stand D(2 hits), dnfw + D
Stand/crouch C, dnfw + D


General Combos:

Jump B/C/D, dn + B, stand + A, HCB + K
jumping heavy punch or kick, crouching light kick, stand light punch combo-ed 
into "Tornado Kick", hcb + K

Jump B/C/D, Stand D(1/2 hit), QCF + K
jumping heavy punch or kick, standing heavy kick combo-ed into "Venom Strike",
qcf + K

Jumping B/C/D, Stand D(1/2 hit), HCF + K
jumping heavy punch or kick, standing heavy kick combo-ed into "Mirage Kick", 
hcf + K

Jumping B/C/D, Stand D(1/2 hit), DP + K
jumping heavy punch or kick, standing heavy kick combo-ed into "Trap Shot", 
uppercut motion + K

(MAX)(C)(HD)
QCB x 2 + K , HCB + D
execute King's SDM i.e MAXed qcb x 2 + K then as opponent lands, execute 
"tornado Kick" hcb + D

(C)(HD)(TOD)
King's TOD( by Matt Hall( kensou@aol.com   )
Jump D, stand D(1 hit), DP + A, HCB + D
jumping heavy punch or kick, standing heavy kick combo-ed into "Suprise Rose",
uppercut + A, then excute "Tornado Kick", hcb + D
Note:opponent dizzies, 50 % damage

then do another
Jump D, stand D(1 hit), DP + A, HCB + D
jumping heavy punch or kick, standing heavy kick combo-ed into "Suprise Rose",
uppercut + A, then excute "Tornado Kick", hcb + D
Note: opponent dies(duh!)

(INF)(HD)(XX)(C)
King Infinite Combo:
Conditions:
- opponent in corner
- need accuracy and speed

DP + A/C, dn + A , DP + A/C, dn + A..repeat
"suprise rose", uppercut + A, then when King lands, do crouch light punch 
cancel into another "suprise rose" uppercut + A...repeat
Note: again same principle applies to King also. The down A must be cancelled 
FAST! and not hit the opponent.
Note: look at the table below for more info.

Definitions
-----------

Character - character infinite done on.

Hits - number of hits able to do on character before dizzies.

Speed - speed on how fast or slow its needed to repeat the next down A 
cancelled into dp + A/C.

A or C - indicates which version of "suprise rose" to do for infinite on 
certain characters.

-- - means these characters cannot be combo-ed with the infinite.

Table of Conditions and Hits gained for king's infinite:
---------------------------------------------------------
Character | Hits | Speed | A or C |
---------   ----   ------  ------
Kyo       |  16  |  Slow |   A/C  |
----------------------------------
Benimaru  |  11  |  Slow |   A/C  |
----------------------------------
Goro      |  14  |  Slow |   C    |
----------------------------------
Terry     |  --  |  --   |   --   |
----------------------------------
Andy      |  --  |  --   |   --   |
----------------------------------
Joe       |  --  |  --   |   --   |
----------------------------------
Ryo       |  10  |  Fast |   A    |
----------------------------------
Robert    |  12  |  Slow |   A/C  |
----------------------------------
Yuri      |  09  |  Fast |   A    |
----------------------------------
Leona     |  14  |  Fast |   A/C  |
----------------------------------
Ralf      |  11  |  Fast |   A/C  |
----------------------------------
Clark     |  16  |  Slow |   A    |
----------------------------------
Athena    |  --  |  --   |   --   |
----------------------------------
Kensou    |  --  |  --   |   --   |
----------------------------------
Chin      |  --  |  --   |   --   |
----------------------------------
Mai       |  --  |  --   |   --   |
----------------------------------
Kagura    |  10  |  Slow |   A    |
----------------------------------
King      |  12  |  Fast |   A/C  |
----------------------------------
Kim       |  14  |  Slow |   A/C  |
----------------------------------
Chang     |  18  |  Fast |   A/C  |
----------------------------------
Choi      |  --  |  --   |   --   |
----------------------------------
Yashiro   |  --  |  --   |   --   |
----------------------------------
Shermie   |  12  |  Slow |   A    |
----------------------------------
Chris     |  --  |  --   |   --   |
----------------------------------
Yamazaki  |  12  |  Fast |   A    |
----------------------------------
Mary      |  10  |  Fast |   A/C  |
----------------------------------
Billy     |  14  |  Slow |   A    |
----------------------------------
Iori      |  --  |  --   |   --   |
----------------------------------
Shingo    |  16  |  Slow |   A/C  |
----------------------------------

Note: the hits may vary depending on your accuracy but mostly after 3rd set of
dwn A into dp + A/C, opponent will dizzy.

Credits:

KoF Mailing List (kof-ml@umich.edu)
- for several interesting info
- some combos also

Kao Megura (kmegura@yahoo.com )
- some move names are taken from his kof97faq.txt

Darklancer (lancer@pacific.net.sg)
- also some move names from him

Darren (darren03@mbox3.singnet.com.sg)
- for several good combos
- the infinite combos for Kyo Kusanagi and Terry Bogard of course

Rafee (jefee98@mbox5.singnet.com.sg)
- for lotsa other combo info and tactic tips

Charles ( nghouse@hkstar.com)
- for giving me the idea of the COMBO PAGE

Hashakku Iori ( iori@chez.com )
- for being an internet pal and a fellow KoF fanatic.
- helped with several html and graphic stuff.

SNK(c) Japan, SNK(c) America
- for making KoF'97, the greatest series of fighting games this era


Done by
mOOnrun(p9643062@sp.edu.sg)
mOOnrun COMBO PAGE
http://www.geocities.com/Colosseum/Loge/6316/index.html
16/05/1998