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