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The
Definitive King Of Fighters Combo Guide v1.1
Last Updated on 11.10.01
by -=NeoGML=-
==========
Legal Crap
==========
Unpublished Work Copyright 2001 Matthew Lim.
This FAQ is intended for use on http://www.gamefaqs.com,
and Fan Scene. If you wish to host this FAQ on your
own site, please contact me first for authorization.
If you must excerpt from this FAQ, you must do the
same. blah blah blah...
=========
Contents:
=========
I.
Revision History
II.
Introduction
III.
Terms & Abbreviations
IV.
Combo System
V.
Striker Combos
VI. Help (READ
EVERYTHING ELSE BEFORE GOING HERE!)
VII.
Credits/Contact
===================
I. Revision History
===================
11.10.01, v1.1 - Made the FAQ Fan-Scene friendly,
fixed a few retarded mistakes...
11.03.01, v1.0 - EVERYTHING!
================
II. Introduction
================
Combos in KOF are among the most complicated and
potent in any fighting game. The KOF combo system is
also very, very flexible, most notably in KOF 98 and
on. the main thing that sets KOF apart from most 2D
fighters is the fact that you can cancel into and out
of command attacks. This guide will help beginner and
intermediate comboers (and MAYBE beginner players)
hone their combo technique. This combo does not
contain combos for characters, but it provides a
precise explanation of how to create your own combos
and how the KOF combo system works.
***Note: This FAQ is for the original Neo*Geo versions
of the KOF games. if you have a port to another
console, look in the "Terms &
Abbreviations" section to see which A thru D
button corresponds to what punch or kick on your [...]
system's joystick/controller.
==========================
III. Terms & Abbreviations
==========================
*** Heads-Up For This Section: Many different terms
and abbreviations are used when describing moves or
types of hits in order to save time and to communicate
easier when explaining combos or moves. This section
will clear up the most commonly used.
-=Terms=-
Combo:
A combination of attacks strung together such that the
opponent cannot attack until the combo is done.
Chain:
See "Combo".
Standard Attack:
Any attack that is executed by simply pressing weak
punch (A), weak
kick (B), strong
punch (C) or
strong kick (D).
Special Attack:
Any non-super attack that involves performing a
multi-directional motion with the joystick and a
button press.
Desperation Attack:
An attack similar to a special attack, but the motion
for the attack is usually more complicated or requires
more motions. These attacks are of the most damaging
attacks in a character's arsenal, and require ONE
power stock in KOF 97-XX, or a full power charge in
KOF 96 and before.
Super Desperation Attack:
An attack much similar to the Desperation attack which
is much stronger and usually more elaborate. These
require 3 power stocks in KOF 99-XX (also requires the
pressing of BOTH kicks or punches), two power stocks
in 97-98 (one for the A+B+C
power explosion, one for the super), or a flashing red
life meter and and a full power charge in KOF 96 and
before. These are the strongest attacks in the game.
By the way, I think that "Super Desperation
Attack" sounds lame too. Blame not me, blame SNK.
Cancel/String/Chain/etc:
When one move is executed and another move is directly
chained onto the end of it. This "cancels"
all of the recovery animation of the canceled move,
hence the name "cancel". This can be done by
canceling (most oftenly) a standard attack into a
command, special, or super attack. More on this
Connect:
successfully landing a hit, for example, when a hit
*connects*.
Links:
A link is when one lands a hit and it isn't
necessarily canceled into or canceled out of. These
are usually done in the form of juggles.
Juggles:
When an opponent is hit into the air (cannot attack),
and successive hits are landed, in any way shape or
form. These successive hits will combo.
Command Attack:
A command attack is an attack which every character in
KOF has except for Ralf. The command attacks are executed
by pressing /
+ A/B.
They are usually fairly strong, and they are STAPLE
combo fillers; very, very useful.
Counter Hit:
A counter hit is when you land any kind of hit which
interrupt's someone's special/desperation/super
desperation move. Look in Section III. Combo System,
KOF 94-XX, paragraph 5.
Overhead:
An attack that is unblockable when being
crouch-blocked.
Knockdown:
An attack that knocks down the opponent when landed.
Buffer (MY definition of buffer, anyway):
See Section III. Combo System, KOF94-XX, paragraph 3,
and KOF99-XX ONLY, paragraph 2.
Supercancel:
same thing as a cancel, only a move is canceled into a
super. realistically an unnecessary term, only stated
here to clear up confusion.
Rapid-Fire hit:
Again, another unnecessary term. usually used to
describe when a certain move can hit many times in
succession. just clearing things up for you since I'm
such a nice kid :)
================
IV. Combo System
================
***Heads-Up For This Section: This section is the main
guts of the FAQ. it tells about the combo systems of
all the KOF games, but the pre 99 games are in a
different section than the 99-XX section. The 94-XX
section that applies to both games. uhm, yeah.
-=KOF 94-XX=-
The KOF combo system has a multitude of different
quirks and features to it. I'll start off by telling
you the basic combo formula:
Special
/
Command
/
\
Standard - Desperation/Super
Desperation
\
/
Standard - Special
\
/
Command
\
Desperation/Super Desperation
That's a VERY VERY basic chart. Standards can be
repeated more than twice with many characters.
Additionally, you cannot go up the "\"
marks, and you cannot go down the "/" marks.
Another thing to note, combos don't always have to be
started with a standard (ex: juggles). Jumping hits
can start combos, especially strong punches/kicks.
standing hits many times cancel into crouching hits,
and many characters have weak crouching kicks that
will cancel into weak crouching punches, and vice
versa. There are also some exceptions, like Seth in
KOF2000, who can string two command attacks into each
other. standard attacks also appear in many places in
the middle of a combo, but again, this chart is very
basic.
Another thing to take into consideration is the fact
that not all command attacks and standard attacks are
cancelable. Most far standing standards do not cancel,
but some do. Many close standing hits do not cancel as
well, you need to find out what does, and what doesn't
for your character. many command attacks do not cancel
either, due to too much range created between you and
your opponent after the hit, or simple lack of speed.
Also, command attacks lose their additional hit
effects after they're canceled, such as overheads, and
knockdowns. an example is the K' 2 hit chain, Strong
Punch ->
+ A.
normally, the
+ A
command attack would knock the opponent down, but
because it was canceled into, it loses its hit
effects.
One other relatively important function of the KOF
combo system is the ability to buffer attacks. if a
super motion like     
is hard to perform quick enough after a cancelable
standard attack or something of similar speed, do the
motion first, press the button of the standard attack
you cancel out of, and then very quickly press the
button that the motion corresponds with. note that if
you need to do a super that involves a kick but you're
canceling out of a kick this is not possible, because
it would simply execute the kick when you press the
button for the kick you're canceling out of. same goes
for punches.
If a character has a multi-hit standard attack, such
as K''s close standing C
(KOF99-2K) or Kim's (all) close standing B,
most of the time all hits can be canceled. Not always
though. some attacks only have cancelability on one
hit, such as Kim's close standing C
(all), which cancels on the first hit only. Again,
these are just things to watch out for.
Strong standard attacks will almost never chain into
another strong standard or a weak standard. The only
way a strong standard would chain into another strong
standard is if a jumping strong standard is performed,
and then a standing or crouching strong standard is
performed upon landing. Weak standards also will not
usually cancel into strong standards, unless the weak
standard is a jumping attack, and the strong standard
is a standing attack performed upon landing.
C+D
moves are powerful moves that every character has.
these can be executed in the air or on the ground, and
always knockdown. Most (All?) characters have a C+D
attack that is cancelable into a desperation/super
desperation/special, but know that the aforementioned
will not connect unless the C+D
attack landed is a counter hit.
-=KOF 99-XX ONLY=-
The chart in the KOF 94-XX section is pretty much the
same, only you can realistically call strikers
anywhere in between in KOF2000, and you can
*sometimes* call strikers in 99 in between. in 99, the
strikers were mainly used to save someone from being
hit, or adding a juggle hit. some strikers in KOF2000
can lift people up off the ground, and make them stand
up if they're knocked down (Joe). strikers mainly
juggle in 2000, and they're very very useful in making
large combos. See the next section for more on this.
An additional note on Buffering: Buffering a super
from a standard whose type of attack (kick/punch) is
the same attack that the super desperation calls for
is possible, but only in KOF 2000 onward. if you are
playing KOF 2000 or later, and you're canceling into a
Super Desperation attack whose motion does not have a
regular Desperation version, you can do this because
the system won't register the first hit as the SD
because the SD needs two kicks/punches. This is theoretically
possible, and I'm sure a character has it, but it
could get messy considering most SD attacks have half
of a special move inside of them. and example of the
*regular* Desperation cancel would be in KOF2000 with
Kim:     
C, D
(the desperation attack is     
D, and it cancels
out of the C. Conveniently, Kim has no special moves
that involve  
+ C :P)
Another large 99-XX feature is the ability to go into
Counter mode. Counter mode is accessed by pressing A+B+C
when you have 3 power stocks, and it allows you to
cancel into a desperation (no super desperations)
attack from a certain special move(s). This certain
special move(s) is character specific, and not all
special moves can be canceled. You can usually find
out these moves through simple experimentation or in a
character FAQ for the character that you happen to be
using.
=================
V. Striker Combos
=================
***Heads-Up For This Section: These really only apply
to KOF99-XX. if you're playing any KOF before, you
don't have to read this.
Striker combos are most powerful and flexible in
KOF2000, and you can marginally do them in KOF99. most
striker combos involve a few hits, and a striker call,
and then more hits. Strikers are separated into 5 main
categories: Holds, Juggles, Knockdowns, Projectile,
and Non-Attack.
A striker that holds is one who grabs your opponent
and holds/hurts/holds+hurts them, giving you an opportunity
to either get some distance between your opponent or
create a nasty combo. Hold strikers, if they hold the
person on the ground (ex. Benimaru), can usually be
chained into large-hit desperation/super desperation
attacks (Ryo's      
+ A/C/A+C,
Iori's      
+ A/C/A+C,
etc.). If they hold the person up in the air (ex.
Maxima), it can prove a little bit more difficult.
However, these types of hold strikers can be useful
for single hit supers, like Shingo's     
+ A/C,
or K''s     
+ A/C.
Juggle strikers juggle your opponent, and are mainly
used to let anti-air specials connect to form a juggle
combo, or let single hit Desperation/super desperation
attacks hit to do the same. These can often be
repeated, especially if the striker can hit grounded
opponents (ex. Dong Hwan).
Knockdown strikers aren't terribly useful for combos.
They pretty much knockdown the opponent without giving
the opponent much height, so you can't easily juggle
them. a good example of this is Fio.
Projectile strikers also aren't useful for combos,
unless the projectile launches the person into the
air. even then, your opponent usually won't stay
airborne long enough to juggle. examples would be Ryo
and Takuma.
Non-Attack strikers obviously aren't useful for
striker combos. They most often give you health or a
power stock. An example of these would be Lily and
Athena.
========
VI. Help
========
***Heads-Up For This Section: This section will give
you answers to non-system related questions.
Q: The attacks I'm using aren't stringing together.
Help!
A: Make sure you're using the combo chart correctly.
And also, you might need to slow down your button
presses, and you also just need to get the timing
down. You generally want to start doing the motion for
another attack somewhere during the first one, and
finish your motion for the second attack just as the
first one finishes. Yeah, it's tough, but it takes
time.
Q: This button layout for X system on a pad is
ATROCIOUS! How do people play like this???
A: Well, I suggest you get a stick for your non
neo-geo system, because the neo-geo controller is very
nice, with an in-line 4 button layout. By the way, in
my book it's absolute BLASPHEMY to use pads on
fighting games, namely KOF.
Q: How do you make combos??? I don't get it...
A: Making combos is relatively simple. just look at
the combo chart in section III, to make basic combos.
More advanced combos are a little harder; you're going
to need to incorporate juggles, supers, and/or
strikers (KOF99-XX) to create long strings.
Q: My question isn't answered in any of this FAQ and
IT DOES RELATE to combos.
A: Mail me: mattlim86@yahoo.com
I'm glad to answer questions. :)
====================
VII. Credits/Contact
====================
Written By Matthew Lim.
e-mail: mattlim86@yahoo.com
ICQ UIN: 115822930
AIM: NeoGML
Special Thanks:
SNK of Japan (May they rest in peace)
S-Team
White Tower.net (they're renovating their site, can't
recall the URL at the moment)
http://www.neo-geo.com
http://www.Orochinagi.com
Fran
Kao Megura for all of his great great FAQs, which
helped me to write this one.
Good Old Samuel, for playing KOF with me even when he
didn't feel like it :)
Thank You. ^_^
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