hide results

    Special Team Combo FAQ by m00nrun

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

    King of Fighters 97
    97special 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
    
    Ryuji Yamazaki
    
    Chain Combos:
    Command attacks:
    Fw + A
    
    Chain combos:
    Dn + A x 3
    Dn + B, dn + A x 2
    Dn + B x 2, dn + A
    *Dn A x 2, fw + A
    *Jump C/D, stand/crouch C, fw + A
    
    General Combos:
    
    Jump C/D, dwn A x 3, QCB + K
    jump in with heavy punch or kick, then down  light punch x 3 combo-ed into 
    "Hebi tsukai", qcb + B/C .A version of "hebi tsukai" don't combo much.
    
    Jump C/D, dwn A x 2, QCF + P
    jump in with heavy punch or kick, then down light punch twice, comboed into 
    "Bai Gaeshi", qcf + A/C
    
    Jump C/D, Stand/Crouch C, DP + P
    jump in with heavy punch or kick, then standing heavy punch combo-ed into 
    "Sakai no Aikuchi", uppercut motion + A/C
    
    Jump C/D, Stand/Crouch C, HCF + P
    jump in with heavy punch or kick, then standing heavy punch combo-ed into 
    "Budan Bachiki", hcf + A/C
    
    Jump C/D, Stand/Crouch C, DP + K, HCB + B/C
    jump in with heavy punch or kick, then standing heavy punch combo-ed into 
    "Sand kick", uppercut motion + B/D, then execute the "Hebitsukai", qcb + 
    B or C only.
    
    Jump C/D, dwn A, DP + K, HCB + B/C
    jump in with heavy punch or kick, then crouch light punch combo-ed into "Sand 
    blast kick", uppercut motion + B/D, then execute the "snake arms" aka "Hebi 
    tsukai", qcb + B or C only.
    
    (DM)
    Jump C/D, Stand/Crouch C, "Gullotine"(qcf x 2 + P)
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "Gullotine"
    
    
    (DM)(HD)
    Jump C/D, Stand/Crouch C, "Yondan Drill"(near hcb x 2 + P)
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "Yondan Drill", hcb x 2 + P. The "YondanDrill" DM can be 
    "edited" in such a way that Yamazaki will do different versions of the 
    DM.Drill Edit #3 must be done in Maxed or Powered up.
    
    (NEW)(DM)(XX)(HD)
    Jump C/D, stand B, dp + B, hcb + BD, stand C, hcb x 2 + C (Drill Edit #3)
    Jumping heavy punch or kic, standing light kick combo-ed into uppercut + B, 
    Cancelled into hcb + BD then standing heavy punch combo-ed into hcb x 2 + C
    
    Drill Edit #1 : tap A and C together FAST  or till Yamazaki pulls hand out of 
    pocket and streches arm back.
    Action: Yamazaki will do a multiple hit version of his qcb + A/B/C
    
    Drill Edit #2 : tap A and C together at moderate speed till Yamazaki just 
    about to pull hand out of pocket.
    Action:  Yamazaki will headbutt opponent a couple of times or stamps opponent.
    
    Drill Edit #3 : as soon as Yamazaki throws opponent into mid-air, do keep 
    doing bk fw and D till opponent is about to land then do keep doing bk fw + C.
    Action: Yamazaki will do a multihit version of his DP + A/C move.
    
    (DM)(HD)(INF)
    DP + B, HCB + A/B/C, D, DP + B, HCB + A/B/C, D....
    do yamazaki's sand kick(uppercut motion + B) , then cancel into the snake 
    arms(hcb + A/B/C), then cancel the snake arms by pressing D, sand kick
    (uppercut motion + B) , then cancel into the snake arms(hcb + A/B/C), then 
    cancel the snake arms by pressing D and then repeat...
    
    NOTE: with this infinite combo method, it is possible to do many other combos 
    for Yamazaki. I.E, after the (sand kick(uppercut motion + B) , then cancel 
    into the snake arms(hcb + A/B/C), then cancel the snake arms by pressing D), 
    DMs are also comboable after the sand kick or try this kool looking combo:
    
    Jump C/D, stand C/D, hcb + A/B/C, cancel with D immediately then press stand D
    or dwn D or stand CD
    
    EASY WAY TO DO YAMAZAKI INFINITE:
    
    DP + BD, HCB + BD, hold BD a while till u see Yamazaki's sandkick is cancelled
    then, DP + BD, HCB + BD, hold BD a while till u see Yamazaki's sandkick is 
    cancelled then...repeat
    
    Blue Mary
    
    Chain Combos:
    Command attacks:
    Dnfw + B, fw + A
    
    Chain Combos:
    Dn + B x 3, stand B
    Dn + B, dn + A, dnfw + B
    Jump C/D, stand C(1 hit), dnfw + B
    Jump C/D, stand C(2 hits), fw + A
    
    General Combos:
    
    Jump C/D, Stand/Crouch C, QCF + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "spin fall" 
    Note:the "spin fall" will not produce any hits on the hit counter
    
    Jump C/D, Stand/Crouch C, QCF + P
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "M.Spider"
    Note:the "M.Spider" will not produce any hits on the hit counter
    
    Jump C/D, Stand/Crouch C, bk s fw + K, qcf + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "Straight slicer", store back then foward + K, then execute 
    the "stun slice", qcf + K.
    
    dnfw + B, DP + K, DP + K
    command attack downforward light kick comboed with "M.Snatcher", dp + K, dp + K
    Note:first dp + K won't hit but second dp + K will because its a throw command.
    
    
    Jump C/D, Stand/Crouch C, DP + K, DP + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "Vertical arrow", uppercut motion + K, then execute the 
    "M.Snacher", uppercut motion + K.
    
    Jump C/D, Stand C(1 hit), dnfw + B, DP + K, DP + K
    jump in with heavy punch or kick then standing heavy punch(1 hit), chained 
    with downfoward + light kick, then do the M.Snatcher, uppercut motion + K, 
    uppercut motion + K. 
    Note:the first initial uppercut kick won't get the opponent, but the second 
    command which is a slam command will grab the opponent.
    
    (C)
    Jump C/D, Stand/Crouch C, HCF + P, DP + K,DP + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "backbreaker", then wait till opponent "bounces" off the ground 
    then do the M.Snatcher, uppercut motion + K, uppercut motion + K. 
    Note:the first initial uppercut kick won't get the opponent,
    but the second command which is a slam command will grab the opponent.
    
    (DM)
    Jump C/D, Stand/Crouch C, "M.typhoon", HCB x 2 + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "M.Typhoon", hcb x 2 + K.
    
    (DM)
    Jump C/D, Stand/Crouch C, "M.Dynamite Swing", QCF X 2 + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "M.Dynamite Swing", qcf x 2 + K
    
    (DM)(HD)(C)
    Jump C/D, Stand/Crouch C, "M.Suprise Rose", QCF, QCB + P, DP + K, DP + K
    jump in with heavy punch or kick, then standing or crouching heavy punch 
    combo-ed into "M.Suprise Rose", qcf,qcb +P, then wait till opponent "bounces" 
    off the ground then do the M.Snatcher, uppercut motion + K, uppercut motion +K. 
    Note:the first initial uppercut kick
    won't get the opponent, but the second command which is a slam command will 
    grab the opponent
    
    Note:B.Mary stand/crouch C can be replaced by the chain, stand C, fw + A
    
    Billy Kane
    
    Chain Combos:
    Command attacks:
    Fw + A, fw + B
    
    Chain combos:
    
    Dn + B, stand + A, fw + A
    *Dn + B, dn + A, fw + A
    *Dn + B, dn + A, fw + B
    Jump D, stand/crouch C, fw + A
    Jump D, stand D, fw + A
    *Jump D, stand D, fw + A
    *Jump D, stand/crouch C, fw + B
    **Dn + D, fw + A
    **dn + D, fw + B
    
    General Combos:
    
    Jump C/D, Stand/Crouch C, HCF + P, QCF + P
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Pole extender", hcf + P, "flame finisher", qcf + P
    
    Jump C/D, Stand/Crouch C, rapid A
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Senpuukon", rapid A
    
    Jump C/D, Stand/Crouch C, rapid C
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Jyoutenrehakon", rapid C
    
    Jump C/D, Stand/Crouch C, DP + K
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Soaring Crackdown Cane", uppercut motion + K
    
    Jump C/D, Stand/Crouch C, DP + P
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Slicing Spiral Cane", uppercut motion + P
    
    (DM)(XX)
    DP + K, as Billy lands behind opponent and overlaps the opponent, do Stand C 
    into Firewheel DM.  "Soaring Crackdown Cane", uppercut + K, then as Billy 
    
    overlaps/cross over the opponent, combo it into standing heavy punch into 
    "Fire Wheel" DM, qcf, qcb + P
    
    (DM)
    Jump C/D, Stand/Crouch C, "Taisenpuu", QCF x 2 + P
    jump in with heavy punch or kick then standing or crouching heavy punch 
    combo-ed into "Taisenpuu", qcf x 2 + P
    
    Note:Billy's stand/crouch C can be replaced with stand D.
    
    
    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