King of Fighters 97 May 22, 1999 version 1 *** 100% COMBOS *** Table of contents 1. Intro 2. Q/A Y? i don't know ^(^ ^_^ ^)^ 3. Combos 4. Final words 5. Credits 1. Intro King of Fighters 97 has 100 % combos. This is a faq explaining and teaching those who whishes to know them... some are hard some are easy. You might already know them, but here they are. There isn't 100% combo for everybody, at least not to my knowledge. Some of them are imposible and only works in theory. Q/A Q: Do you really need 100%s A: yes/no no because you should rely on other things as well to be to be ... ??? yes you do need it. Especially when you are facing a tough player and you wait for the chance and execute and presto instant victory. Q: It's 1999 why are you writing writing 97 faq? A: Good question. I don't know. I wish I knew but I don't... Actually That is a stupid question. It's 1999 Why are you reading 97 faq? Actually it's for people who still plays 97 on personal console. Q: Do you have any KoF playable Consoles? A: Nope. I wish I did. If you're selling, I might be interested if the price is right. Well, then again who know how far away you are. Q: How'd you learn these 100% combos? A: Through videos provided by friend(s) Q: Any more questions? A: ??? 2. Characters with 100 combos Athena (works in theory) Blue Mary (easiest of them all) Chang (easy but hard) Choi (hard but possible) Iori(Some what in the Corner) King (Corner) Kyo (not too hard) Orochi Chris (easier than Kyo's) Orochi Shermie (Similar but slightly different from Athena's) Ralph (simple but hard) Robert (Corner) Shingo (doesn't always work) Orochi Yashiro's (possible to escape but hard when well timed.) not really a combo. motions qcb - quarter circle backwards down, back qcf - quarter circle forwards down, fwd hcb - half circle backwards fwd, down, back hcf - half circle forwards back, down, fwd dp - dragon punch uppercut fwd, down, down-fwd rdp - reverse dragon punch back, down, down-back Athena requirements: Two gems one for Charge (ABC) other for SDM Athena's 100% is impossible because it requires your opponent to be running away from you. This combo only works if your opponent wanted to be killed by the combo. This is not very practical at all to be a 100% combo but the psycho ball can be taken out for a heavy damaging combo. First make your opponent run away from you. To do this have your opponent run towards you non stop. You jump over your opponent. Now your opponent is running away from you on the edge of the screen but not going anywhere. You shoot a fire ball (psycho ball) qcb A and run forward. Because of the running you and your opponent must have chosen Advanced. Running forward will give your opponent space to run towards the corner. When your opponent reaches the corner and still continues to run, high jump forward before the psycho ball hits your opponent. Jump D, C, hcf A/C, hcb B, SDM (hcb x2) Blue Mary requirements: Two gems one for Charge (ABC) other for SDM Blue Mary's 100% is very simple and useful. Anyone who can execute a DM can do it. Total of 32 hits (I think) it can be done any where. Jump attack is not required in order for the combo to work but without it, it might not be 100% Start with a jump C/D, C (two hits), fwd A, SDM (qcf hcb A/C) When mary does her spinning arm thingy at the end prepare to do Mary Snatcher (dp B) then while still in the air (dp B) again for the grab. Mary will land on the ground first. Without delay execute the move. *extra* you can do her special grab back breaker (hcf A/C) then Mary snatcher (dp B while in air dp B again) Chang requirements: Three gems one for Charge (ABC) others for two consecutive Supers. opponent near or at corner I never got this to work. One must know how to control Chang's Combo SDM finish. The SDM must end with a front kick ( don't know ) when he kicks the opponent quickly do the heven to hell drop SDM. He will hit on the way up and on the way down for complete kill. the combo SDM (qcf hcb A/C), then the belly flop SDM (qcf x2 A/C) Choi requirements: Two gems one for Charge (ABC) other for SDM Cornered opponent I couldn't understand how this worked until the end of 98. ^_^ It's mainly because Choi's flying drill must connect with the CD attack I didn't know you could do the move using down (hold 2 sec.) up B/D. This move when executed makes Choi leap to the end of the screen (either end). This is the part I couldn't figure out until end of 98... if you just press the button B/D he will leap to one side and just drop down, but if you hold the button B/D he will leap and when he reaches the wall he will do the drill claw move for up to 4 hits without touching the floor. **note** same rule applies for Mai Shiranui's air dive attack To execute this combo one must be charged up (ABC) jump towards opponent and hold down (first part of off-wall flying drill attack). Before reaching the ground execute CD attack. Just as you land quickly execute off-wall flying drill attack up with B/D (second part of off-wall frying dill attack). When the opponent gets hit with the claw press B/D again for the second hit and press it again for the third and forth. When the opponent is hit by the claw for the forth time you should be close to the ground, just as you land do the combo SDM and presto they're dead. Number of hits? can't remember more than 28 hits I think. *note* as long as you catch them with off-wall or non off-wall frying dill attack for four consecutive hits you should be able to connect the combo DM/SDM. Iori requirements: Two gems one for Charge (ABC) other for SDM opponent must be a step or two away from corner This isn't really difficult as long as you can do his reverse kick (jump forward hold back and B) you must jump over your opponent and kick the back of his/her neck. They must be step or two away from the corner because you have to corner yourself. There are two ways of doing this. One is done as written above the other is that as long as you corner yourself it's fine. You can, in the corner, jump back and press D for the jump kick, C, special grab that grabs the opponent pushes him/her to the other side (hcf A/C), C again, special grab again (hcf A/C), C again, then crazy SDM. As written above, the reversal kick can also be used. All it is, is that reversal kick is replaced by jump D. Use either of them which ever is more comfortable. King requirements: Two gems one for Charge (ABC) other for SDM opponent must be in corner This is pretty simple like Blue Mary's 100% but requires you to move a bit faster. And this restricts you to a corner combo. This is 28 hits. SDM and air juggle. Quite similar to Blue Mary's. First of all jump kick Jump D, then D (one hit not two) then SDM Silent Flash (qcb x2 B/D) then lastly after the final blow which takes your opponent way up in the air Tornado Kick (hcb D). I suppose you should time this last special move, maybe... or don't delay and execute right away. Your choice. I personally don't think it matters. About that one hit business. You must cancel the second hit by doing the SDM Silent Flash. Kyo 97 ver. not 94 requirements: Same thing 2 gems 1 4 max other 4 SDM, and opponent in corner. This combo is similar to Orochi Chris' 100% since their SDM is the same or almost the same. O. Chris doen't go on fire. This one isn't hard but it's a bit more complex than O. Chris' but it is reletivly easy. Jump C/D, C/D, double kick (qcf D D), fire punch (qcf A), body flame shot SDM (qcb hcf A/C) little bit of holding the button may be necessary for more intensive burning. After the double kick the fire punch needs to be well timed. The fire punch not only adds another hit it also brings closer to your opponent. After the fire punch the SDM should burn your opponent back up with Kyo's body heat you should let go of the button just as soon as your opponent reaches their max height. If you let go to early ??? If you let go to late you miss the super that should kill fry cook whatever your opponent. Orochi Chris requirements: Same as Kyo should be sweep distance away from opponent Leona's sweep range more or less in the corner This combo is similar to Kyo's 100% since their SDM is the same or almost the same. Kyo goes on fire. This one isn't hard and it's a bit more simple than Kyo's overall relatively easy. This one starts off with a fire ball (qcf A/C), forward A, burning combo (hcf A/C), finger flame shot SDM (qcb hcf A/C). The fire ball is the important part you wont be able to do fwd A until fire- ball hits three times. Distance is required for the fireball because Orochi Chris steps forward when he shoots it out. The hardest part of this combo is getting the fireball to hit. I usually do a standard combo get the fire- ball connected. Jump D, C, fwd A, fireball. Some people tries to escape the fireball and gets caught in it. If they block the fireball, repeat the process over until they do. They can escape however by CD counter (which uses up a gem or in extra the whole meter), rolling, counter rolling (which also uses up a gem or meter in extra mode), or doing special move in the split second they have (literally). Orochi Shermie requirements: Same as everyone eles away from corners This is next to impossible because of the chance of you pulling this one off is better than performing Athena's. The reason for you actually pulling this off is if your opponent let you or he/she was preoccupied. From somewhere away from corners stand right in front of your opponent. Do her lightning kiss (qcf B), quickly press C, fwd B (two hits), lightning fist SDM. Lightning kiss can be done by qcf any button A,B,C or D. They control the distance of the lightning ball. A is the closest and D sends it far. I think you can still do the combo without the lightning kiss. The hard part should be connecting SDM with the two hit flip kick. Otherwise they're easy enough. Other than the lightning kiss part of course. Ralph requirements: Same as everyone else. not too close to opponent This is the most simple yet still has troubles concerning the practicality of the SDM. Yes, the SDM. That is the 100% one hit omega punch insta death touch of death move or whatever you want to call it. This SDM is the most powerful of them all one hit will take up at least 75%. It will do more damage if it hits as a counter hit. (i.e. when your opponent is doing a move and gets hit during the move) for example Chang is spinning his ball around you charge up and do the fatal punch SDM (qcf x2 A/C) insta kill. It should kill. Some characters will be extreamly hard to get because of their height. Such as Chin Gentai and Choi Bun Gae. The only way is to get them while they are in air so that the punch will actually hit them.For some reason, some characters have more life than others. Example. Orochi can take more damage than other characters. Robert requirements: Same as everyone else. corner This is pretty easy to perform. This combo starts off the same as Robert's normal combos. Jump C/D, C, fwd B, multi kick SDM. All you have to do is that and it's all over. It need's to be in the corner because after the forward B Robert is slightly pushed back and the SDM doesn't have too much starting range unlike his DM in which he just flings up with his kicks forward but his SDM starts off with some kicks before he launches up. You can, however, do the combo with his DM and doesn't require the corner, of course it's not going to be 100% but hey it's a combo. Shingo requirements: Same as Chang's. 3 gems This is very similar to Chang's. This is where the term super cancel comes in. Most people already know or should know that Shingo's Shoulder charge SDM (SDM not DM) (qcf x2 A/C) can be canceled into a Special move or another SDM. I really like this one because the super cancel can be applied whether or not the opponent blocks or gets hit. When Shingo gets ready for his shoulder charge SDM the opponent has 3 choices. 1. Get hit 2. Block 3. Dodge (by either jumping or rolling or hitting him out of it) If your opponent chooses 1... Do I need to explain? Obviously your opponent needs special attention. Anyway, just as it hits you can do his punching SDM (qcb hcf A/C). For the complete 100% combo. If you are a bit slow the shoulder will send him/her up and the punching SDM will only hit them twice, more or less. If your opponent chooses 2 he/she's either new to the game or he/she forgot about the whole ordeal. Why? Elementry my dear... reader. Shingo's SDM can super cancel remember? His shoulder charge SDM (qcf x2 A/C) is so powerful it shatters the opponent's defences for a second. Just as it touches the opponent do another SDM. Either one is fine. Your opponent will be in a position where he/she can't block. If you choose to do another shoulder charge SDM (qcf x2 A/C) you can chain it by doing a special move. Uppercut (dp C) is the simplest to do but you can do other moves as well. If you choose to do the punching SDM (qcb hcf A/C) have fun watching Shingo beat your opponent. The critical hits during this SDM can alter the damage done to the opponent. I heard that if every hit that Shingo does in this SDM is critical it will be 100% but I never confirmed it. If your opponent chooses 3 pray that they fail in what they're doing. Right after the shoulder charge SDM (qcf x2 A/C) hits air Shingo is very open to attacks. Long enough for some one to do a combo on you if they dodge your SDM. Shoulder Charge SDM (qcf x2 A/C) into Punching SDM (qcb hcf A/C) Orochi Yashiro requirements: 3 gems away from corners This isn't a combo but if done correctly hard to dodge. Computer will dodge most of the time and the people who know exactly when to roll can as well. I have a hard time dodging or rolling out of the charged beam SDM (qcf x2 A/C hold) Maximize holding for unblockablilty. To do this first jump C/D, C/D, head grab toss SDM (hcb x2 A/C) not to be confused with over head grab toss SDM (hcf x2 B/D), just as the grey skull beam hits your opponent do charged beam SDM (qcf x2 A/C hold) if timed right Yashiro should release his bean to kill just as the opponent gets up from the floor. The computer uses the split second it has to roll out of the way. 4. Final words If any of the combos don't work tell me and I'll tell you or at least try to explain to you where you went wrong, because all combos listed above work. I've seen it work. I did most of them on Shingo A.K.A. Raphael S. so it should work. If there is anything that I missed or is unclear on please tell me. More questions for the Q/A section? Ask away. If you know any other 100% please e-mail me at Same goes for questions and/or comments. ksk_bill@hotmail.com 5. Credits First and foremost NeoGeo/SNK for making such great game in series and continuing to make more. Secondly the people who provided me with the video that showed the combo and of course the people that made the video itself. I am sure you know who you are. If you truely want to view some videos bother Shingo A.K.A. Raphael S. send him an e-mail Shingo@Canada.com The places that had the game where I enjoyed playing. Well without them I don't I would be writing this And You. If you didn't read I wouldn't be writing. If I missed anyone tell me. ---All characters mentioned are trademarks of SNK--- *You may use this faq any way you want to, BUT give credit to me and ask permission before publishing or post this. I will most likely say yes but I want to know if you are. This faq may never be used as money making project or whatever eles that's not legal.* (This Document Copyright 1999 Billy Kim)