The King of Fighters '97/Terry: Difference between revisions

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[[File:Terry97Win.gif|right]]
[[File:Terry97Win.gif|right]]
=Introduction=
{{TOClimit}}
 
==Introduction==
{{ ProConTable
| pros=
* placeholder
| cons=
* placeholder
}}


==Movelist==
==Movelist==
<center>'''Move List Showcase''' <br>
<youtube>JBn8W44WfjE</youtube></center>
=== Normals ===
=== Normals ===
==== Far Normals ====
==== Far Normals ====
Line 501: Line 512:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
==== Blowback Attack ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=CD
|input={{Icon-SNK|c}}+{{Icon-SNK|d}}
|data=
{{AttackData-KOF97
|Damage=-
|G. Damage=
|Stun=-
|Cancel=
|Guard= Mid
|Startup=-
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=jp.CD
|input={{Motion|7}}/{{Motion|8}}/{{Motion|9}}+{{Icon-SNK|c}}+{{Icon-SNK|d}}
|data=
{{AttackData-KOF97
|Damage=-
|G. Damage=
|Stun=-
|Cancel=
|Guard= Overhead
|Startup=-
|Active=-
|Recovery=-
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv=
Line 510: Line 572:


=== Throws ===
=== Throws ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Grasping Upper
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}
|data=
{{AttackData-KOF97
|Damage=-
|G. Damage=
|Stun=-
|Cancel=
|Guard= Throw
|Startup=-
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Buster Throw
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
Line 539: Line 628:
|image=
|image=
|caption=
|caption=
|name=
|name=Back Knuckle
|input={{Motion|6}}{{Icon-SNK|a}}{{Icon-SNK|a}}
|input={{Motion|6}}{{Icon-SNK|a}}
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
Line 556: Line 645:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}
Line 565: Line 654:
|image=
|image=
|caption=
|caption=
|name=
|name=Rising Upper
|input=
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
Line 582: Line 671:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}
Line 592: Line 681:
|image=
|image=
|caption=
|caption=
|name=
|name=Power Wave
|input=
|input={{Motion|236}}[[File:P.png]]
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
  |version=
  |version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|c}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Rising Tackle
|input={{Motion|623}}[[File:P.png]]
|data=
{{AttackData-KOF97
|version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|c}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Power Dunk
|input={{Motion|623}}[[File:K.png]]
|data=
{{AttackData-KOF97
|version={{Icon-SNK|b}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|d}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Crack Shoot
|input={{Motion|214}}[[File:K.png]]
|data=
{{AttackData-KOF97
|version={{Icon-SNK|b}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|d}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Burn Knuckle
|input={{Motion|214}}[[File:P.png]]
|data=
{{AttackData-KOF97
|version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|c}}
  |Damage=-
  |Damage=-
  |G. Damage=
  |G. Damage=0
  |Stun=-
  |Stun=-
  |Cancel=  
  |Cancel=  
Line 609: Line 882:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}
Line 618: Line 891:
|image=
|image=
|caption=
|caption=
|name=
|name=Power Charge
|input=
|input={{Motion|41236}}[[File:K.png]]
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
  |version=
  |version={{Icon-SNK|b}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|d}}
  |Damage=-
  |Damage=-
  |G. Damage=
  |G. Damage=0
  |Stun=-
  |Stun=-
  |Cancel=  
  |Cancel=  
Line 635: Line 924:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}


==Super Moves==
===Super Moves===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 645: Line 934:
|image=
|image=
|caption=
|caption=
|name=
|name=Power Geyser
|input=
|input={{Motion|214}}{{Motion|41236}}[[File:P.png]]
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
  |version=
  |version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|c}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version=[[File:P.png]](SDM)
  |Damage=-
  |Damage=-
  |G. Damage=
  |G. Damage=0
  |Stun=-
  |Stun=-
  |Cancel=  
  |Cancel=  
Line 662: Line 983:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}
Line 671: Line 992:
|image=
|image=
|caption=
|caption=
|name=
|name=High Angle Geyser
|input=
|input={{Motion|236}}{{Motion|236}}[[File:K.png]]
|data=
|data=
  {{AttackData-KOF97
  {{AttackData-KOF97
  |version=
  |version={{Icon-SNK|b}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version={{Icon-SNK|d}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF97
|version=[[File:K.png]](SDM)
  |Damage=-
  |Damage=-
  |G. Damage=
  |G. Damage=0
  |Stun=-
  |Stun=-
  |Cancel=  
  |Cancel=  
Line 688: Line 1,041:
  |Block Adv=
  |Block Adv=
  |Invul=-
  |Invul=-
  |descrtption=
  |description=
  }}
  }}
}}
}}


=Combos=
== Combos ==
Jumping C/D, Standing C (two hits), qcb+A (Rush 4)<br>
General notes:
Jumping C/D, Standing C (two hits), qcb+B (Rush 4+?)<br>
*when in max mode. moves will have more pushback which can be a problem in certian combos.
Jumping C/D, Standing C (two hits), dp+A/C (Rush 8/10)<br>
 
Jumping C/D, Standing C (two hits), qcf+A (Rush 4)<br>
==== meterless ====
Jumping C/D, Standing C (two hits), dp+B/D (Rush 5)<br>
''(midscreen)''
Jumping C/D, Standing C (two hits), qcb,hcf+A (Rush 4)<br>
*'''cr.B, cr.A, df.C, qcb P'''
Jumping C/D, Standing C (two hits), qcf,qcf+B/D (Rush 8)<br>
 
Jumping C/D, Standing C (two hits), hcf+B/D, qcf+A (Rush 5)<br>
*'''cr.Bx1-2, cr.A, df.C, hcf B, qcb  A / qcf A'''
Jumping C/D, Standing C (two hits), hcf+B/D, qcb+A (Rush 5)<br>
 
Jumping C/D, Standing C (two hits), hcf+B/D, dp+B/D (Rush 6)<br>
*'''(cr.Bx1-2,cr.A) / (cr.b,cl.A), df.C, hcf D, dp P'''
Jumping C/D, Standing C (two hits), hcf+B/D, dp+A/C (Rush 9/11)<br>
 
Jumping C/D, Standing C (two hits), hcf+B/D, qcb,hcf+A (Rush 5)<br>
*'''(j.X), cl.C, df.C, qcb A'''
Jumping C/D, Standing C (two hits), hcf+B/D, qcf,qcf+B/D (Rush 8)<br>
 
Jumping C/D, Standing C (two hits), hcf+B/D, Crouching A, hcf+B/D, Crouching A, hcf+B/D, Crouching A, etc<br>
*'''(j.X), cl.C, df.C, hcf B, any special move'''
unlike KOF 98, you can actually follow-up just about anything from power charge. dp P does the most dmg, while the others can give decent oki position. you can get dp B but it requires a micro-run after hcf K.
 
*'''hit-confirm, hcf B, cr.A, hcf B, cr.A...'''
one of the most infamous infinites in KOF history. compared to most infinites in kof 97, this is the easiest one to pull off since A powercharge starts-up and recovers very fast that you can do the 'whiff normal into special' trick (mainly as db.P, qcf b) very easily. what makes this even more scary is that terry can threaten this off of a light confirm. keep in mind that you have to press cr.A as soon as you've recovered from the power-charge.
 
''(corner)''
*'''(j.X), cl.C, df.C, hcf K, dp K'''
 
*'''(j.X), cl.C, df.C, hcf B, qcb B, dp P'''
you have to delay the qcb B after hcf B in order for the dp P to work.
 
*'''hit-confirm, hcf B, qcb B, qcb B...'''
simallar to the other infinite, instead just doing qcb B all the time. you need to time qcb B very late in order for this to work. can drop out at times tho, more consistent on billy.
 
==== with meter ====
''(midscreen)''
*'''(cr.Bx1-2,st.A) / (cr.B,cr.A,df.C), qcfx2 B'''
for the 1st hit confirm, do it as cr.B cr.B~qcf, st.A~qcf K to make it easier
 
*'''cr.Bx1-2, cr.A, df.C, qcb,hcf P'''
 
*'''cr.Bx1-2, cr.A, df.C, hcf B, qcb,hcf P'''
 
*'''(j.X), cl.C, df.C, hcf B, qcb,hcf P / qcfx2 P'''
when i said just about anything, i meant it. for qcb,hcf P is preferred.
 
*'''(j.X), cl.C, hcf K, qcb,hcf P'''


*Should be noted the Crouching A must be pressed at the end of the recovery of hcf+B/D canceled immediately into another hcf+B/D
''(corner)''
*'''(j.X), cl.C, df.C, hcf B, qcb B, qcfx2 K'''


=Strategies=
==Strategies==


[[Category:The King of Fighters '97]]
[[Category:The King of Fighters '97]]
{{The King Of Fighters '97}}
{{The King Of Fighters '97}}

Latest revision as of 08:54, 23 May 2024

Terry97Win.gif

Introduction

Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Move List Showcase

Normals

Far Normals

st.A
Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.B
Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.C
Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.D
Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

Close Range Normals

cl.A
Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.B
Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.C
Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.D
Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

Crouching Normals

cr.A
D.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - - - - - -

cr.C
D.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid None - - - - - - - - - -

cr.D
D.pngKof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - KD - - - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Blowback Attack

CD
Kof.sp.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

jp.CD
Ub.png/U.png/Uf.png+Kof.sp.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Throws

Grasping Upper
B.png/F.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Buster Throw
B.png/F.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Command Normals

Back Knuckle
F.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
- - - - - - - - - - - -

Rising Upper
Df.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
- - - - - - - - - - - -

Special Moves

Power Wave
Qcf.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - 0 -

Rising Tackle
Dp.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - 0 -

Power Dunk
Dp.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lk.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sk.png - - - - - - - - - - 0 -

Crack Shoot
Qcb.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lk.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sk.png - - - - - - - - - - 0 -

Burn Knuckle
Qcb.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - 0 -

Power Charge
Hcf.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lk.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sk.png - - - - - - - - - - 0 -

Super Moves

Power Geyser
Qcb.pngHcf.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
P.png(SDM) - - - - - - - - - - 0 -

High Angle Geyser
Qcf.pngQcf.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lk.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sk.png - - - - - - - - - - 0 -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
K.png(SDM) - - - - - - - - - - 0 -

Combos

General notes:

  • when in max mode. moves will have more pushback which can be a problem in certian combos.

meterless

(midscreen)

  • cr.B, cr.A, df.C, qcb P
  • cr.Bx1-2, cr.A, df.C, hcf B, qcb A / qcf A
  • (cr.Bx1-2,cr.A) / (cr.b,cl.A), df.C, hcf D, dp P
  • (j.X), cl.C, df.C, qcb A
  • (j.X), cl.C, df.C, hcf B, any special move

unlike KOF 98, you can actually follow-up just about anything from power charge. dp P does the most dmg, while the others can give decent oki position. you can get dp B but it requires a micro-run after hcf K.

  • hit-confirm, hcf B, cr.A, hcf B, cr.A...

one of the most infamous infinites in KOF history. compared to most infinites in kof 97, this is the easiest one to pull off since A powercharge starts-up and recovers very fast that you can do the 'whiff normal into special' trick (mainly as db.P, qcf b) very easily. what makes this even more scary is that terry can threaten this off of a light confirm. keep in mind that you have to press cr.A as soon as you've recovered from the power-charge.

(corner)

  • (j.X), cl.C, df.C, hcf K, dp K
  • (j.X), cl.C, df.C, hcf B, qcb B, dp P

you have to delay the qcb B after hcf B in order for the dp P to work.

  • hit-confirm, hcf B, qcb B, qcb B...

simallar to the other infinite, instead just doing qcb B all the time. you need to time qcb B very late in order for this to work. can drop out at times tho, more consistent on billy.

with meter

(midscreen)

  • (cr.Bx1-2,st.A) / (cr.B,cr.A,df.C), qcfx2 B

for the 1st hit confirm, do it as cr.B cr.B~qcf, st.A~qcf K to make it easier

  • cr.Bx1-2, cr.A, df.C, qcb,hcf P
  • cr.Bx1-2, cr.A, df.C, hcf B, qcb,hcf P
  • (j.X), cl.C, df.C, hcf B, qcb,hcf P / qcfx2 P

when i said just about anything, i meant it. for qcb,hcf P is preferred.

  • (j.X), cl.C, hcf K, qcb,hcf P

(corner)

  • (j.X), cl.C, df.C, hcf B, qcb B, qcfx2 K

Strategies

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