King Of Fighters '97

King Of Fighters '97

17.10.2013 12:41:34

English

The King of Fighters '97 Beginner's Reference v.1.2
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This Reference is designed to help beginning players learn and
understand the basics of KoF '97 -- how to play, which Mode
of play to choose, and so on. The Guide also features a glossary
of terms commonly associated with KoF '97.

--(*) Contents:--
(I.): What is KoF '97?
(II.): Basics: Buttons, Joystick Motions, and Some Notes
About Special Move Motions in KoF '97
(III.): Advanced Mode vs. Extra Mode
(IV.): Game Mechanics
(V.): Glossary of Commonly Used Terms in KoF '97
(VI.): Credits, Version History

(I.) What is KoF '97?

KoF '97 is the fourth installment of SNK's King of Fighters
fighting game series (which began in 1994 with KoF '94); a
series with several interesting features, not the least of which
is Team Play: instead of paying one credit and simply getting
to play one character, KoF lets you choose a Team of three
different characters to compete against other Teams of three!
This year, the KoF tournament returns with a vengeance,
featuring several new faces and plenty of old favorites. Keep
your eye out for gameplay in two completely different Modes,
each with its own set of options to explore.

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(II.) BASICS:

Here is the basic control layout.:

--(*) Joystick Key: (When Your Character is Facing to the Right):--

up-bk up up-fwd

O O O

\ | /

bk O - n - O fwd

/ | \

O O O

dwn-bk dwn dwn-fwd

Buttons: "A," "B," "C," "D"

KoF '97 uses the old Fatal Fury 2 button setup:
A-Light Punch C-Heavy Punch
B-Light Kick D-Heavy Kick
CD-Knockdown Attack
(NOTE: CD's can only be performed while jumping or
while standing up. There is no such thing as a "low CD."
NOTE: Standing CD's are the same, close or far, and
are always bufferable.)
Normal Throw-fwd or bk + C or D
(Special moves performed with A or C [punch buttons]
are often written with a "P" to indicate "Punch button"
[e.g. "qcf + P"]; B or D kick moves are likewise written
with a "K" to indicate "Kick button" [e.g. "hcb + K"].)


Joystick Movement:
"up" or "u" = "up" "dwn" or "d" = "down"
"fwd" or "f" = "forward" "bk" or "b" = "back"
"up-fwd" or "uf" = "up-forward" "dwn-bk" or "db" = "down-back"
"n" = "joystick neutral [centered]"

"qcf" = "quarter circle forward" (dwn, dwn-fwd, fwd)
"qcb" = "quarter circle back" (dwn, dwn-bk, bk)
"hcf" = "half-circle forward" (bk, dwn-bk, dwn, dwn-fwd, fwd)
"hcb" = "half-circle back" (fwd, dwn-fwd, dwn, dwn-bk, bk)
"charge dwn, up" = "hold joystick down briefly, then move up"
(also: "charge d, u")
"charge bk, fwd" = "hold joystick back briefly, then move forwards"
(also: "charge b, f")
"close" = "perform the move near opponent"
"far" = "perform the move far from opponent"
"standing" = "perform the move while your character is standing"
"low" = "perform the move while your character is crouching"
"jump" = "perform the move while your character is jumping"
"high-block" = "move joystick straight back" (used to block
most standing attacks and jumping attacks
"low-block" = "move joystick to dwn-bk" (used to block most
low attacks)

--(*) A Few Notes About Special Move Motions in KoF '97:--

Charge-Moves: A "Charge Move" is one that requires the player to
"charge" the joystick briefly in one direction, then quickly
move the joystick in another direction [usually the opposite]
and press [a] button(s). An example of this is Ralf's
"Gatling Punch," (charge bk, fwd + P).

Note1: KoF '97, like its predecessor KoF '96, sometimes has a
bit of trouble detecting charge-motions -- because of this,
players must be fairly 'precise' about buffering charges.
Make sure that you have charged the move long enough,
or it simply will not come out as such.

Note2: It also seems that charge-moves are more easily detected
when joystick diagonals (dwn-bk especially) are used to
charge, instead of straight directions (joystick bk or dwn).

Note3: In KoF '97, as with KoF '96, a charge-move may not be
'held' at the very start of a round of play. This means
that if you would like to start your round with a charge
move, you may only start charging up the move after the
round begins.

Note4: In KoF'97, as with KoF '96, a charge may not be 'held'
when switching the joystick from the dwn-bk to the bk
position. This means that if you are buffering a charge low
and you find you need to 'block high,' you will lose the
low-charge you have been buffering.

(There are 6 characters in KoF '97 equipped with charge-moves;
they are Leona, Kim Kapwhan, Ralf, Blue Mary, Chang
Koehan and Choi Bounge.)

Manual Moves: A Manual Move is really just any special move
that does not require a Charge to perform. Examples of
this are Ryo's "Kohoh" (fwd, dwn, dwn-fwd + P), and Terry's
"Burn Knuckle" (qcb + P).

Note1: In the previous game, KoF '96, there was a troublesome
problem with move-detection: moves that were performed
using quarter-circles (i.e. qcf / qcb) came out easily
enough, while moves performed with half-circles
(i.e. hcf / hcb) would often "not come out." This year the
converse seems to be true: half-circle motions are extremely
easy to do, while quarter-circle motions seem less reliable.

Note2: In order to deal with this problem, many KoF players
from around the world have sought out 'shortcuts;' easier,
more reliable ways to do quarter- and half- circle motions.
The following is a list of the most currently known shortcuts:

'Formal' Motion Shortcut:
hcf dwn-bk -> fwd
hcb dwn-fwd -> bk
qcf dwn -> dwn-fwd
qcb dwn -> dwn-bk
fwd, dwn, dwn-fwd fwd -> n -> dwn-fwd
qcf, hcb dwn -> dwn-fwd -> bk
qcb, hcf dwn -> dwn-bk -> fwd
hcf x 2 (dwn-bk -> fwd) x 2
hcb x 2 (dwn-fwd -> bk) x 2

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(III.): Advanced Mode vs. Extra Mode

KoF '97 lets players play their teams in one of two Modes:
Advanced Mode and Extra Mode.:

----ADVANCED MODE----
Features:
*Roll Forwards: n + AB or fwd + AB
*Roll Backwards: bk + AB
*Run Forwards:
tap fwd, hold fwd
OR
tap fwd, hold dwn-fwd
*Dash Backwards: tap bk, tap bk / tap bk, hold bk
*Normal Jump: push joystick up-bk / up / up-fwd
*Short Hop Jump: tap joystick up-bk / up / up-fwd
*Super Jump:
push joystick dwn-bk -> push joystick up-fwd /
push joystick dwn -> push joystick up /
push joystick dwn-fwd -> push joystick up-bk
OR
while running forwards -> push joystick up-fwd
*Super Short Hop:
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up /
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, up-fwd -> tap joystick dwn-bk
push joystick qcb, up-bk -> tap joystick dwn-fwd
OR
while running forwards -> tap joystick up-fwd
*Throw Escape: when grabbed by a normal throw,
you may escape from it by quickly pressing
a button (A/B/C/D)
*May Hold up to 3 POW stocks
*POW Explode (go intoMAX): Press ABC (costs 1 stock)
*On MAX: characters deal 25% extra damage
*DM's cost one stock to perform
*SDM: on MAX, perform DM (costs 2 stocks total)
one must be used to POW explode, the other is
used for the DM itself
*Dash-in Special Moves/DM: while dashing forwards,
"cancel" the dashing animation into a special move or
S/DM [one that does not require a charge bk, fwd
motion; or Ryo's hcf + P Punch Dance].
*Dash-in Normal Throw: while dashing forwards,
stop, then immediately throw by:
fwd, hold fwd (to dash) -> n -> bk + C/D OR
fwd, hold fwd (to dash) -> n -> fwd + C/D
*Standard Features:
-MAX roll: with a stock, press AB (costs 1 stock)
-CD Counter: with a stock, press CD (costs 1 stock)
-Roll Recover: when knocked down, immediately
press AB
-Taunt: Press Start (does not affect gameplay)

--Building up POW--
*Advanced Mode has an orange bar called a "POW meter," and
next to it are three 'boxes' that are initially empty. As the
Advanced Mode Player attacks, performs special moves
or defends, the POW meter will begin to fill up. When the
POW meter is full, it will reset to empty, and one of the three
'boxes' will be filled with a green dot, known commonly as a
"POW stock" [or simply a "stock"]. As the player then continues
to attack, perform special moves or defend, the now empty
POW meter will begin to refill; when it does, it will empty out
again, and the player will receive another stock in another box.
Players may accumulate up to three stocks [one in each box].
*With one stock, the player may:
-Perform a "DM," or Desperation Move (also known as a "Super
Move"): Each character has his or her own specific arsenal
of DM's. When a character performs his/her DM, s/he emits
a blue flash, and the entire screen darkens briefly to black.
-"Cancel" his/her block-stun with a "MAX roll": An Advanced
Mode player with a stock may, the next time s/he blocks an
attack, press AB (or fwd + AB) to do MAX roll forwards, or
bk + AB to MAX roll backwards. The player may find this
advantageous, as s/he can use this to break out of block-stun,
to get clear to safety or perhaps set up a counterattack.
Be aware, however, that a MAX roll costs you one POW stock.
-"Cancel" his/her block-stun with a "CD counter": An Advanced
Mode player with a stock, may, the next time s/he blocks an
attack, press CD to do a CD counter -- this is a fast, high
priority counterattack that nearly always knocks the opponent
down. Players should be warned that CD counters will "cost"
one stock, and do very little damage; some players may wish
to conserve stocks for MAX rolls to set up counterattacks
or to perform a far more damaging S/DM later on in the matchup;
though using a CD counter is a good way to break out of a
multi-hitting special move, especially when you are low on life.
-Press ABC to "POW explode": An Advanced Mode player with a
stock may press ABC to POW explode -- after this is done, the
player is now "on MAX," and the player's POW meter will be
replaced for a short time with a "MAX meter" that indicates how
much time the player has left to be on MAX. When an Advanced
Mode character is on MAX, he/she will deliver an additional
25% damage on all attacks(!). Advanced Players on MAX, if they
have another stock, may also perform SDM's [see next].
*With two [or more] stocks, the player may:
-Press ABC to go on MAX. This 'costs' one stock, so the player
should be on MAX with one or two stocks remaining in his boxes.
While the player is on MAX, any DM that the player performs will
automatically be an SDM ("Super Desperation Move") -- a stronger
version of the DM that will typically deal more damage, deliver
more hits and may have a few other interesting properties besides.
When a character performs his/her DM, s/he emits a pink flash,
and the entire screen darkens to black momentarily.
*Additional Notes:
-Advanced Mode features 4 types of jump: Normal Jumps,
Short Hop Jumps, Super Jumps and Super Short Hops.
-Throw Escapes: Advanced Mode features throw escapes; tap any
button to escape a normal throw.
-Roll Recovery: When knocked down, the player may immediately
press AB to roll up from the ground quickly.
-Taunts: Press Start to perform your character's taunt. This
has no effect on gameplay or POW meters in either Mode.

Advanced Mode seems to most closely resemble KoF '96's
style of play with rolls, hops, forward-running and throw
escapes, which suggests that it might be a better Mode for
aggressive, dynamic players -- note in Advanced Mode you
are unable to manually ABC charge your POW meter;
as such, you will have to move about and attack and defend
to build up your POW. However, in Advanced Mode you
may fill your meter up 3 times, storing up to 3 POW
stocks for later use. This ability to store up POW stocks
will help a dynamic player gain access to SDM's more
easily than in Extra Mode.

----EXTRA MODE----
Features:
*Dodge: AB
*Forward Hop:
tap fwd, tap fwd
OR
tap fwd, tap dwn-fwd
*Dash Backwards: tap bk, tap bk
OR
tap bk, hold bk
*Normal Jump: push joystick up-bk / up / up-fwd
*Super Jump: tap joystick up-bk / up / up-fwd
OR
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, up-fwd /
push joystick qcb, up-bk
*POW meter chargeup: press and hold ABC
(when POW meter is full, player is on MAX)
*on MAX: characters deal 50% extra damage
*DM's can be performed if on MAX,
OR when the lifebar is red
*Unlimited Use of DM's: when lifebar is red
*SDM: at full POW and red lifebar,
perform DM (empties POW meter)
*Hop-Forward Special Moves/DM: while hopping forwards,
"cancel" the last frames of "hop" animation (just as your
character is coming to a halt) into a special move or
S/DM [one that does not require a charge bk, fwd
motion; or Ryo's hcf + P Punch Dance].
*Hop-Forward Normal Throw: while hopping forwards,
then throwing just as you recover from the hop animation:
fwd, fwd (to hop) -> n -> bk + C/D OR
fwd, fwd (to hop) -> n -> fwd + C/D
*Standard Features:
-MAX roll: with a stock, press AB (costs 1 stock)
-CD Counter: with a stock, press CD (costs 1 stock)
-Roll Recover: when knocked down, immediately
press AB
-Taunt: Press Start (does not affect gameplay)
Note: Extra Mode does NOT feature throw-escapes.

--Building up POW--
*Extra Mode also has a "POW meter," though the Extra Mode POW
meter is colored yellow instead of orange. Unlike Advanced
Mode, the Extra Mode player CANNOT fill up the POW
meter by attacking, performing special moves or defending;
the Extra Mode POW meter can be filled only by ABC POW Chargeup.
Once the POW meter is filled, the Extra Mode POW meter
immediately changes into a MAX meter and the Extra Player is
on MAX. When on MAX, all of the player's attacks will deal an
additional 50% damage;and the player may also opt to spend
his/her full POW meter on a DM/SDM, or a MAX roll or a
CD counter.
*Extra Mode DM's: Can be performed in two instances:
-POW meter is full (when used, POW meter empties out)
-when the lifebar is flashing red
*Extra Mode SDM's: SDM's can only be performed if the
player has both a full POW meter and a red lifebar.
*With a full POW meter, Extra Mode players may also perform
a MAX roll or CD counter; be aware that doing this
empties the POW meter.
*Additional Notes:
-Extra Mode players may Recovery Roll and Taunt as well.

Extra Mode seems to most closely resemble the play
of KoF '94: forward-hops instead of full dashes, dodging,
and ABC POW chargeup. Extra seems geared more towards
less dynamic players who tend to prefer to stay in one place,
possibly using the dodge to 'trap' their opponents by buffering
a command throw immediately from the dodge. It has in fact
been speculated that the most effective characters in Extra
Mode are throw-based "grapplers." Though Extra
Mode players don't often have access to SDM's (since they
must have both a red lifebar and full POW), they have ready
access to DM's by ABC POW charge-up, and can perform
unlimited DM's when the lifebar is flashing red.

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(IV.) Game Mechanics

--(*) The following is a general list of features of KoF '97 gameplay.:--

1.) Guard Crush If You Block Too Much:
After a player forces his opponent to block several hits
within a short period of time, the opponent may get
Guard Crushed: when this happens, the blue "Guard
Crush" message should appear on the screen. The
opponent will stumble backwards for a moment, unable
to block. In certain cases, the Guard Crush may actually
be followed up immediately with another attack which
the opponent will be unable to block(!).

2.) "Counter" Messages Set Up Juggles:
If Player A hits Player B while player B is performing a
special move (this is known to Tekken players as "interrupting
a move"), Player A's attack will count as a Counter. When
this happens, the red "Counter" message should appear on
the screen. In certain cases, if Player A used an attack
that knocks down to perform the counter, s/he may be
able to juggle Player B afterwards by immediately buffering
a [special] move to follow up. This sort of juggle is known
as a "Counter Juggle." (see Glossary) The most common
and easy-to-use move to set up such a juggle is with the
CD knockdown blow.

3.) "Critical Hit" Messages Stun You A Bit Longer:
Though the exact circumstances for performing a Critical
Hit are uncertain, it is known that certain characters tend
to get Criticals much more often (Ralf with his Ralf Kick
[charge bk, fwd + K]; Leona with her Moon Slasher [charge
dwn, up + P]; Shingo with several of his special moves).
When a Critical Hit occurs on a blocking opponent, the
opponent's guard is broken for a moment, causing the
opponent to stumble backwards a bit. When a Critical Hit
occurs on an opponent who was not blocking (i.e. s/he
took the hit), it causes a slightly longer hit-stun.

4.) "Counter Criticals" Are Juggle Hits Too:
When a Critical Hit is performed under Counter conditions,
a Counter Critical may occur (the "Counter Critical"
message, with "Counter" in red letters and "Critical" in
green letters directly beneath it, should appear on the
screen). When this happens, the player that got the
Counter Critical will not only 'stun' the opponent a bit
longer with the hit, but s/he may also be able to Counter
Juggle the opponent afterwards(!).

5.) Command Attack(s), Use 'Em If You Got 'Em:
Certain characters in the game have 'Command Attacks,'
normal move attacks that can only be performed with by
pressing the joystick in a certain direction and pressing
the button (e.g.: Joe Higashi's Ground Circle Shot
[fwd + B]). Of these, some command attacks may have
special properties; for example, Kyo's fwd + B Axe
Kick is an "overhead" and cannot be low-blocked.

6.) Turn Your Command Attack Into A Chain Combo:
Characters [who have them] can use their command attack(s)
"by themselves" (i.e. do nothing before the command attack;
simply buffer in the command and press the button). When
used in this way, command attacks have different properties
in each case: for example, Ryo Sakazaki's Ice Pillar Smash
[fwd + A] is an overhead when used "by itself." However, command
attacks may also be "chain comboed" from bufferable normal
moves (e.g.: Ryo can also chain combo his standing C -> fwd + A
for 2 hits total[!]).
-Note: When a command attack is chained this way,
it loses any special properties it may have had
"by itself." For example, when Ryo's fwd + A
is chained, it is no longer an overhead and may
be blocked low.
-Note: When a command attack is chained, often it
becomes bufferable (if it wasn't already); this
can help certain characters perform even longer,
more powerful combos.

7.) Run Up And Do A Special Move:
In '97, every single [non-charge] special move and
S/DM can be "buffered" directly from a forward
dash (Advanced Mode) or a forward hop (Extra
Mode), with the exception of "charge bk, fwd + P/K"
moves, like Leona's "Ground Sabre," and, curiously
enough, Ryo's "Kyokugen Punch Dance" (hcf + P).
That is, while running forwards, you can "cancel" your
running animation immediately into a special move
(in Advanced Mode); or you can "cancel" the last frames
of "recovery" animation from your forward hop (in
Extra Mode). All other specials and DM's (including
command throws!) can be buffered directly from a
forward dash/hop.

8.) Run Up And Do A Throw:
Advanced Mode players may cancel a forward dash,
then follow with a normal throw. Extra Mode characters
may cancel the final frames of the forward-hop animation
into a normal throw. For Advanced Mode:

fwd, hold fwd (to dash) -> n -> bk + C/D OR
fwd, hold fwd (to dash) -> n -> fwd + C/D
(Note: Releasing the joystick to the "n" position causes
the character to abruptly stop his/her forward dash.
Immediately cancel this "stop" into a bk + C/D
or fwd + C/D throw.)

For Extra Mode:

fwd, fwd (to hop) -> n -> bk + C/D OR
fwd, fwd (to hop) -> n -> fwd + C/D
(Note: As soon as your character finishes the "leap"
from the forward-hop, do bk + C/D or fwd + C/D
to do a normal throw.)
(Additional Note: This technique may seem rather
difficult, but is very, very useful once mastered.)

9.) Charge Dwn While Running:
Forward Dashing/Hopping can be performed two
ways in KoF '97:

fwd -> fwd OR
fwd -> dwn-fwd

This is a hold-over from KoF '96 which actually
works to the advantage of characters with charge-based
moves. By dashing/hopping using the fwd -> dwn-fwd
command, a character can actually dwn-charge a
"charge dwn, up" move using the dwn-fwd part of the
dash to charge. Example:

-Advanced Mode Ralf dashes forwards: fwd -> hold dwn-fwd
-After starting to dash, he player continuously holds the joystick
dwn-fwd, which actually holds a dwn-charge.
-After dashing halfway across the screen, Ralf immediately
buffers his dash (see Game Mechanics, entry 7) into his
Blitzkrieg Punch (charge dwn, up + P).

10.) Aerial Recovery:
Characters with special moves or S/DMs that can be
performed in mid-air can use those special moves to
"cancel" their falling animation and "recover" from being
hit "out of the air" by a normal (non-special) move.
Example:

-Mai jumps at Kyo, who hits her out of the air with his
low C punch.
-Instead of falling right to the ground, Mai quickly
performs her aerial "Musasabi No Mai" (qcb + P),
which 'cancels' her falling animation into her special move.

11.) Air-Blocking:
Air-blocking exists only to a limited extent in KoF '97.
A character may only air-block an attack if he or she
has jumped straight up or backwards. A player may
-not- air-block on a forward jump.

12.) Reflecting Projectiles:
Three characters in KoF '97 (Yamazaki, Athena,
Chizuru) have the ability to "reflect" projectile attacks
back at their throwers with a "reflect" special move.
Note, however, that the only projectiles that can
be reflected in this way are the following:

-Joe's "Hurricane Upper" (hcf + P)
-King's "Venom Strike" (qcf + K)
-King's "Double Strike" (qcf x 2 + K)
-Mai's "Kachosen" (qcf + P)
-Iori's "Darkness Thrust" (qcf + P)
-Kensou's "Chokyuudan" (qcb + P)
-Athena's "Psycho Ball" (qcb + P)
-"Haohshokoken" DM [Ryo, Robert, Yuri] (fwd, hcf + P)

Other "shortened" projectile attacks (such as Ryo's
"Kooh-ken" [qcf + P] or Andy's "Hishoken" [qcb + P])
cannot be "reflected."

--(*) Additional Notes About KoF '97's Game Engine:--

1.) Command Throws Have Most Priority:
Command Throws (see Glossary) have the most priority of
any special move in the game. A command throw, when
executed properly, will beat anything else (normal moves,
special moves, non-command throw S/DM's) other than
another command throw!
Note: As with all KoF games, command throws are
also combo-able from a bufferable normal(!).

2.) Higher Jump Attacks Beat Lower Jump Attacks:
When characters jump at each other and attack, the one
who has jumped higher will nearly always win the exchange.
Therefore normal jumps usually beat Advanced Mode short
hops; and super jumps normally beat normal jumps.

3.) CD's Aren't What They Used To Be:
The CD knockdown attack was both extremely fast and
powerful in KoF '96. For the most part, CD's have been
slowed down tremendously. When the CD hit does come
out, it is usually a fairly high-priority hit, and is
also bufferable. Though slow, CD's can still be used
to effect Counter Juggles (see Game Mechanics, entry 2).

4.) Normal Moves Have More Priority Than They Used To:
In response to depowering the CD's from KoF '96, SNK
apparently decided to increase the priority of several
normal moves -- in fact normal moves seem to play
even more of a role in the game than ever. Experiment
with your favorite characters and see.

5.) Some Of Us Have Power Cancels!:
Certain characters have special moves or S/DMs
whose animation can actually be "cancelled" immediately
into another special move or S/DM(!). It is important
to note that only certain characters have this ability,
and only with a certain few moves (the only characters
with Power Cancel moves only have one special move
or S/DM that may be power-cancelled).

Example:
-Terry performs his "Power Charge" (hcf + K) on
Shingo, then power-cancels the Power Charge
immediately into his Rising Tackle for a 9-hit combo.
-Not to be outdone, Shingo performs his SDM
"Burning Shingo" (qcf x 2 + P) on Terry, then
power-cancels into his "Unfinished Twilight
Ride" (bk, dwn, dwn-fwd + K).

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(V.): Glossary of Commonly Used Terms in KoF '97

2-in-1: A combo resulting from the 'buffering' or 'cancelling'
of a normal move into a special move [or DM]. An
example of this might be Joe Higashi 'cancelling' a
low C into a "Slash Kick" (hcf + K) for Rush: 2.

Abbreviation: the practice of referring to a phrase only by
the first letters of each word in the phrase. Many
special moves in KoF '97 (especially those with long
Japanese names) are often abbreviated when discussing
them (e.g. Andy Bogard's "Choureppadan" DM is
often referred to simply as "Andy's CRD").

Abuse ("Abusive") : taking [unfair] advantage of a particular flaw
in a game; this can involve [repeated] use of overpowered
tactics/moves, or of flaws in the game's engine itself.

Advanced Mode: One of the two Modes of play in KoF '97,
characterized by AB rolling, POW stocks, throw escapes
and short hops.

Aerial: A move or attack performed while "in the air," either
by jumping or by getting juggled.

Aggressive: A style of play, or strategy, that stresses offense
[i.e. moving towards your opponent and attacking
constantly; rather than sitting still and blocking] over
defense. (Also known as "Offensive Play")

Air-blocking: While jumping, pull bk or dwn-bk on the joystick.
You will block any attack thrown at your jumping character.
NOTE: air-blocking may only be performed on a vertical
(i.e. straight up) jump or on a backward jump. You may
NOT air-block while jumping forwards. (See Also: Blocking)

Air-defense: A move that will hit a jumping attacker out of the air.

Air-to-Air: A term used to describe a jumping move and how it
works against other jumping moves. An example is Terry's
jump B, which is excellent air-to-air defense.

Autoguard: The ability of certain special moves to "block" other
attacks while being performed. Example: Terry Bogard's
"Rising Tackle" has an autoguard, so if an opponent tries
to hit Terry while he is doing the move, the Rising Tackle
will actually "block" the opponent's move and continue to
hit him. Other examples of autoguard moves include Kyo
Kusanagi's "Oniyaki" uppercut and Ryo Sakazaki's "Moko
Raijin Go" sliding punch.

Block Damage: The [usually] small amount of damage that results
from blocking a special move.

Blocking: Pulling back or dwn-bk on the joystick; this causes
your character to take a defensive stance and guard against
incoming hits. There are 3 kinds of blocking in KoF '97:
-high-blocking: pull bk on the joystick: this will
guard against mostly all standing attacks and
overheads, as well as all jumping attacks. This
will -not- protect you from crouching (low) attacks.
-low-blocking: pull dwn-bk on the joystick: this will
guard against several standing attacks and all low
attacks. This will -not- protect you from overheads
or jumping attacks.
-air-blocking: while in the air, pull bk or dwn-bk
on the joystick. This will guard against any attacks
thrown at you while you are in the air.
NOTE: Airblocking can only be performed
on a vertical (straight up) or backward jump.

Block Stun: The period of time during which a character goes
into his/her blocking stance (pull bk or dwn-bk on joystick).
Block stun may be interrupted by the blocking player with
a MAX roll or with a CD counter, if the player has at
least one POW stock [Advanced] or a full POW meter
[Extra]. Note: YOU MAY NOT BE THROWN DURING
BLOCK STUN.

Bufferable: The property of a normal move to be 'buffered,' or
'cancelled' into a special move [or a command attack].
A bufferable normal move, buffered or cancelled into a
special move, constitutes a "2-in-1 combo." (Also known
as "cancellable" or "interruptable")

Buffering: Inputting a special move (or command attack) while
your character is performing a 'bufferable' normal
move. This causes the last few frames of animation of
a bufferable normal move into be 'cancelled' or 'interrupted'
into the special move (or command attack). An example of
buffering might be Robert Garcia's low C into
"Hiensenpuu Kyaku" (hcb + K) -- you should see Robert
performing his low C punch, but immediately 'cancel' the
last frames of animation of the punch into his HSK: this is a
"2-in-1 combo." (Also known as "cancelling" or "2-in-1")

The term "buffering" is also used to describe the
'cancelling' of normal moves into charge-moves specials.
In this case, it refers to the ability of a move to provide
sufficient charge-time.

Side Definition: Bufferable: A move that is bufferable may
be 'cancelled' or 'interrupted' into a special move (or a
command attack chain combo). (Also known as
"cancellable," "interruptable")

Cancelling: A reference either to a 2-in-1 combo or to "Power
Cancelling." Note that in Japan, the arcadegoer's
common term for 2-in-1 is "cancelling."

CD: The "knockdown attack" performed by pressing buttons C + D.
The CD always knocks down, and is always bufferable.
If used as a Counter hit, buffer the CD into a special
move or DM immediately for a Counter juggle.

CD Counter: A knockdown attack that costs one POW stock
[Advanced Mode] or full POW meter [Extra Mode] to
perform. While blocking your opponent's attack, press
CD [i.e. interrupt block-stun], though they deal very
little damage. CD counters are also accompanied by
a brief blue flash of light.

Chain Combo: A combo in which one normal move is comboed into
another. Chain combos in KoF '97 can only be performed
by chaining a bufferable normal move into a command
attack. Note the difference between a Chain Combo and
a Link: a Chain involves interrupting the last frames of animation
of the first move into the second (e.g. Joe's close standing C ->
fwd + B); a Link involves allowing all of the frames of animation
of the first attack to finish, then quickly following it with
a second attack (e.g. Shingo's low B -> low A).
(See Also: Command Attack, Link, Combo)

Changeup: Switching between two [or more] alternatives from a single
starting point. The most obvious examples of change-ups are
"high-low games" that involve mixing up overheads and low
hits so that the opponent doesn't know which way to block.
In Advanced Mode, mixing up Joe Higashi's short hop jump
D (which hits high) and his fwd + B (which hits low) is an
example of a high-low "changeup."

Character Width: A rough 'unit of measure' of horizontal distance
along the ground; about the width of a mid-sized character.
(Example: The Advanced Mode AB roll is ~ 1.5 to 2 character
widths long.)

Charge-Moves: A "Charge Move" is one that requires the player to
hold the joystick, or "charge" it in that direction, then move
the joystick in another direction [usually the opposite]
and press [a] button(s) in order to perform it. An example
of this is Leona's "Moon Slasher": "charge dwn, up + P"
(this means: "'charge' the joystick down briefly, then move
the joystick up and press a Punch button, A or C").

Combo: A 'combination' of one attack 'cancelled' into another;
this can take the form of following a jumping hit with a
well-timed hit on the ground for a 'jump-in combo,' or
in the form of a 2-in-1 or chain. Usually the best way to tell if
two moves 2-in-1 combo is to watch their animation: if the last
frames of animation of the first move are 'cancelled into' the
second, the two moves are said to 'combo into' each other.
KoF '97 also features a Rush Meter to count up comboed hits.

Command Attack: A normal move that can only be performed by
pushing the joystick in a certain single direction and
the appropriate button. Command attacks may be used 'by
themselves,' in which case they may have certain special
properties associated with them [e.g. Ryuji Yamazaki's
Downward Scratch (fwd + A) is an overhead when used
'by itself']. Command attacks can also be used in chain
combos [i.e. bufferable normal move into command attack],
but when they are, they will lose any special properties
associated with them [e.g. the Downward Scratch will no
longer be an overhead]. Note that some unbufferable
command attacks do become bufferable when chained.
Note also that command attacks are treated as normal
moves, as they do not deal block damage.

Counter: An attack that hits the opponent just as s/he is
performing a special move. On a successful Counter,
the "Counter" message should appear on the screen in
red letters. On a successful Counter with an attack that
knocks down, it may also be possible to follow-up
immediately with another attack for a "Counter Juggle."

Counter Critical: An attack that hits the opponent just as s/he is
performing a special move, and is also performed under
Critical Hit conditions. On a succesful Counter Critical,
the "Counter Critical" message should appear on the
screen with the word "Counter" in red letters and "Critical"
in green letters beneath it. As with Counter hits, Critical
hits may allow the player to follow-up immediately with
another attack for a "Counter Juggle."

Counter Juggle: This 'juggle' results from hitting the opponent
with a Counter (see Counter). The most reliable way to
perform a counter juggle is to counter your opponent's
special move with a CD knockdown attack [or a bufferable
normal that knocks down], then 'buffer,' or 'cancel' the
knockdown attack into a special move [in some cases counters
can be juggled with DM's instead!] -- if it is successful,
the special move follow-up should hit the opponent as
s/he is falling to the ground from the CD attack.

Critical Hit: An attack that causes a slightly longer 'stun' on
one's opponent. If a Critical Hit is blocked, it will
momentarily break the opponent's guard and cause
him/her to stumble backwards a step; if a Critical Hit
connects [i.e. the opponent takes the hit], it will cause
a slightly longer hit-stun.

Crossup: A jumping attack that is performed so 'deep' that it
actually 'crosses over' the opponent and forces him/her
to block in the opposite direction:
-Player A is standing on the left; Player B is
standing on the right.
-Player A jumps to the right, towards Player B
and performs an attack that crosses up [it
hits Player B in the back of the neck/shoulder]
-Player B would normally pull the joystick to
the right to block the attack, but since the
attack was a crossup, Player B must "block the
other way," by holding the joystick to the left
[otherwise s/he will get hit!]
(Also known as "Crossover")

DM: "Desperation Move," "Death Move," etc.
A DM is a move that costs one POW stock [Advanced] or
a full POW meter [Extra], and typically does quite a bit
more damage than any normal or special move. Each character
has his/her own specific DM's. When used on MAX [Advanced]
or with both a red lifebar and a full POW meter [Extra],
a DM becomes an SDM. DM's are always accompanied by a
blue flash of light and a momentary darkening of the rest
of the screen to black.

Deep [hit]: A hit that connects from fairly close range. A deep
hit from a jump-in attack or close ground attack usually
allows the player to follow-up immediately with another
attack; a deep hit with a special move usually means
that all of the special move's hits will 'connect.'

Dodge: The ability to quickly turn to the side and avoid all
non-throw attacks. The Dodge is only available to Extra
Mode players, and is performed by pressing AB. Note that
Extra Mode players are vulnerable to throws while dodging.

Early: Performing a counterattack more or less just as or right after
your opponent has initially attacked. An example of an early
move is Leona's C-button "Moon Slasher" (charge dwn, up + P);
when done 'early' against a jumping or otherwise attacking
opponent, it will hit that opponent cleanly out of his/her
attack; if it is done late, Leona will most likely trade hits.
(See also: Late)

Extra Mode: One of the two Modes of play in KoF '97,
characterized by super jumps, forward hops, ABC
POW charge-up and dodging.

Finisher: The ending hit on a special move; usually requires an
extra joystick + button input. An example is Kim
Kapwhan's D-button "Hienzan": after performing
the Hienzan, you can push dwn + D to get the
'finisher;' an extra down-hit that ends the move.

Glitch: A computer error that usually results in some strange
effect. An example is Billy Kane's "Whirlwind Fire
Wheel" DM: when Billy is command-thrown out of
this DM, he will fall down, but because of a glitch,
the fire wheel will not disappear; instead, it will stay
on screen (even after Billy has fallen) and hit the
command thrower multiple times(!).

Grab: see Throw

Grappler: A character that bases most of his/her special moves,
DM's and strategy on command throws.

Ground: Term used to describe a character who is standing
or crouching on the ground (i.e. not jumping or falling
down). "Ground attacks" are either standing or low;
"grounded characters" are standing or crouching firmly
on the ground. An example: Leona's A-button
"Moon Slasher" will knock down a jumping opponent,
but will not knock down a 'grounded' opponent.

Guard Crush: A Guard Crush occurs when a player blocks too many
attacks within a short period of time. On a successful
Guard Crush, the player will stumble backwards a bit, and
the "Guard Crush" message should appear on the screen in
blue letters. If reacted to very quickly, Guard Crushes may
be followed-up; most easily by performing a Guard Crush
with a bufferable or 'cancellable' move, then buffering
a special move or [DM] immediately afterwards.

Hit Detection: Location on a sprite where a move will hit. For
instance, the hit detection on most low attacks is at the
legs and lower body of the sprite.

Hit Stun: The brief period of time after a character has been hit;
this is indicated by the character's "reeling" animation.
While in Hit Stun, a character is essentially helpless --
the attacking player may effect a hit stun with a cancellable
move, then buffer it into a special or DM to perform a
2-in1 combo. Note: YOU CANNOT BE HIT BY A NORMAL
THROW WHILE IN HIT STUN, though you are vulnerable
to a command throw, if it was comboed.

Invulnerable: Cannot be punished. Advanced Mode AB rolls have
a bit of invulnerability to getting hit at startup, for example,
though they are still vulnerable to throws.
(Also known as "Invincibility")

Juggle: The act of "launching" one's opponent in the air (as
opposed to cleanly knocking them down), then doing a
follow-up to hit them as they are still in the air, falling
to the ground. In KoF '97, juggles can be performed
from Counters, from special "juggle moves" (like Andy
Bogard's "Dam Breaker," [hcf + P]) and from certain
combos in the corner.
(Also known as "launcher," "float," "pop-up")

Juggle Move: A special move that juggles the opponent in the air,
when connected successfully. An example of this is
Ryo Sakazaki's "Kyokugen Punch Dance" (hcf + P).

Keepaway: Attempting to stay away from your opponent by
knocking him back from you with long-ranged moves
and by constantly moving away.

Lag: A delay during which the player can do nothing [else].
Lag usually occurs at the beginning ("startup lag")
or the end ("end lag") of a normal or special move;
either when it is performed normally or when it is
successfully blocked.

Late: Performing a counterattack "on reaction," that is,
well after your opponent has started his/her initial
attack (note difference between a Late and Early
counterattack). An example is Leona's C-button
"Moon Slasher" (charge dwn, up + P); if done 'late'
against an attacking opponent, Leona will most likely
trade hits against the attack; if done early it will
usually cleanly hit the opponent out of his/her attack.

Learning Curve: An ambiguous term used to describe how
difficult a game is to play, or how difficult a
character is to use. A "steep" learning curve indicates
higher difficulty; a "shallow" learning curve indicates
lower difficulty.

Lifebar: The bar at the top of the screen that indicates how much
energy, or "life" your character has left. In Extra Mode,
when the lifebar drops low enough and begins to flash
red, the player may perform unlimited DM's. In Extra
Mode, the lifebar is yellow; in Advanced Mode, the
lifebar is orange.

Link: A combo that involves following one normal move with another.
Note the difference between a Chain and a Link: a chain combo
involves interrupting the last frames of animation of the first
move into the second (e.g. Mary's close standing C -> fwd + A);
a link combo involves allowing all of the animation of the first
attack to end, then quickly following it with the second attack
(e.g. Kim's low B -> low A).
(Also known as "Link Combos" or "Linkups")

MAX: The condition occurring after a player uses a POW stock
to ABC POW Explode (Advanced Mode) or ABC charges
his/her POW meter to full (Extra Mode). On MAX, the
player deliver 25% extra damage and DM's become SDM's
(Advanced Mode); or the player delivers 50% extra damage
and may perform a DM. Note that an Extra Mode player
with full POW [and therefore on MAX] and a red lifebar
may perform an SDM.

MAX Meter: The meter that replaces the POW meter when a player
uses a POW Stock to POW Explode (Advanced) or has
charged up to full POW (Extra). The MAX meter is a glowing
bar that gradually shortens in length, indicating how much
time the player has left to be on MAX. While on MAX,
characters flash white.

Mode: Extra or Advanced.

Move Detection: The ability of a game to take joystick and button
input and interpret it correctly; or "detect" it. For
example, KoF '97's Move Detection is quite good, and is
excellent at detecting half-circles; however, it isn't quite
as good at detecting quarter-circles. (See Section IV.)

Normal Move: The 'normal' punch or kick that comes out simply
by pressing A, B, C, D, or CD. Most normal moves require
no extra joystick input to perform (other than up to do a
jumping normal attack, or down to do a low attack). Normal
moves deal no block damage. Note that command attacks
are also treated like normal moves, in that they also deal no
block damage. (Also known as "Normals")

Option Select: Basically a situation overlapping moves that work in
the player's favor (as opposed to working to the player's
disadvantage, which is far more common). An example of
an option select would be Mai Shiranui's jump C or D
and her air-throw (any joystick direction + C or D):
occasionally Mai will attempt to do a jump C or D attack on
a jumping opponent, and she will air-throw the opponent
instead (usually by accident).

Overhead: A move [usually on performed on the ground] that must be
blocked high and will hit opponents who are blocking low.
Several command attacks in KoF '97 are overheads -- certain
special moves are as well. (See Also: Blocking)
(Also known as "Top Down Attack")

Overlap: A term used to describe two moves that have such similar
motions to perform that sometimes "the wrong move comes
out." An example of this is Yashiro's "Sledgehammer"
(qcb + P) and "Missle Might Bash" (hcb + P); since the
joystick motions for the moves are so similar, sometimes
players will try to do a Sledgehammer and get the Missle
Might Bash instead.

Overpowered: A term used to describe a character or set of moves
that is clearly far more powerful than most [if not all] others.

Palatte-Swap: The switchable color-scheme used for an object in
the game; usually refers to the color of a character's
outfit. In KoF '97, characters have two palatte-swapped
colors per Mode; they are selected by the player at the
character select screen. Choose your character with the
A-button to get the "default" palatte-swap, or the D-button
to get the "alternate" palatte-swap. An example of this might
be starting the game, choosing Advanced Mode, and picking
King with the A-button [for the burgundy palatte-swap] or
the D-button [for the sky blue palatte-swap].

Poke: A long-ranged move (normal or special) that can be
used to "poke" at opponents from a distance.

POW Chargeup: POW chargeup is done by pressing and holding
ABC in Extra Mode. POW chargeup fills the player's POW
meter to full; when it does, the POW meter changes to a
MAX meter and the player is on MAX. Note that Advanced
Mode players cannot POW chargeup.

POW Explode: POW Explode requires the Advanced Mode player
to have at least one POW stock. It is performed by
pressing ABC, and afterwards, you will be on MAX and
deal an additional 25% damage on all attacks, and any
DM's performed will be SDM's instead. While on MAX,
players may not POW explode again. Note that Extra
Mode players cannot POW explode.

POW Meter: The small meter in the lower corner of the screen
(yellow for Extra Mode players, orange for Advanced Mode
players) that fills up either by attacking, defending
and/or performing special moves [Advanced Mode] or by
ABC Pow chargeup [Extra Mode].

POW Stock: The green "dots" that appear in the three boxes next
to the Advanced Mode POW meter. POW stocks accumulate
every time the Advanced Mode player fills his/her meter
by attacking, defending and/or performing special moves.
POW stocks may be used to perform DM's at the cost
of one stock per DM; or to perform a CD counter or
MAX roll during block stun at the cost of one stock per
CD counter or MAX roll; or to ABC POW Explode at
the cost of one stock per explosion; and any subsequent
DM's performed on MAX will come out as SDM's at the
cost of one stock per SDM. (Also known as a "stock")

Power Cancel: The ability to cancel the animation of certain
special moves or DM's into other special moves or DM's.
Only a certain few characters possess this ability; for
example, Terry Bogard can power cancel his "Power
Charge" (hcf + K) into a "Rising Tackle"
(fwd, dwn, dwn-fwd + P).

Pressure [Tactics]: Continuously attacking with normal/special
moves and throws without letting the opponent rest.

Priority: The "priority" of a move refers to how often and how
many different other moves it will beat. A high priority
move will usually always beat a low priority move: for
example, Clark's "Argentina Backbreaker" (hcf + K)
will outprioritize Ralf's low C: the result is that the
Argentina Backbreaker "sucks in" Ralf, whose low C
gets outprioritized.

Projectile, Full-Screen: A special move that throws a projectile
across the entire length of the screen. Examples of
these are Iori Yagami's "Yamiharai" (qcf + P) and
Yuri Sakazaki's "Haohshokoken" (f, hcf + P).

Projectile, Shortened: A special move that was once a
full-screen projectile before KoF '96 (in which most
full-screen projectiles were 'shortened'). Shortened
Projectiles will travel a maximum of 1/2 screen distance.
Examples are King's "Venom Strike" (qcf + K) and
Terry Bogard's "Power Wave" (qcf + P).

Pushback: Pushing your opponent away, by using fast, weak
normals; stronger; longer-ranged normal move pokes,
no-lag special moves; throws that end up pushing the
opponent far away; or by some other means.

Reversal: A special move whose main purpose is to 'reverse'
an attack. In many cases, performing the reversal
causes the character to initially take some sort of
defensive stance and wait; if the character is attacked,
and the reversal is successful, the character will
perform a special counterattack that can only be triggered
via the reversal. Examples of these are Blue Mary's
Reversals "Reverse Facelock" & "Reverse Head
Buster" (qcb + B/D) and Billy's "Dragon Rave" &
"Dragon Buster" (qcb + B/D). Reversals are typically
performed with either a Kick button (B or D) or
with a Punch button (A or C). The "weak" version
(A or B) will usually reverse jumping attacks and
special moves, while the "strong" version (C or D)
will usually reverse standing [and sometimes low]
attacks.

Reversal, Offensive: An offensive reversal is different from a
regular reversal in that the initial part is actually an
attack itself (as opposed to a defensive stance);
so that the initial part itself will actually deal some
damage, and the counterattack will come out
automatically if the initial part 'touches' the opponent.
Therefore offensive reversals can actually be used
in combos(!). The only offensive reversals in the game
are possessed by Real Yashiro ["Upper Duel,"
fwd, dwn, dwn-fwd + P] and Real Shermie ["Shermie
Whip," fwd, dwn, dwn-fwd + K].

Roll, AB: The normal roll of the Advanced Mode player;
fwd + AB (or just n + AB) to roll forwards and
bk + AB to roll backwards. Rolls have a tiny bit
of invulnerability at the startup and travel a preset
distance of about 2 to 2-1/2 character-widths
forward or about 1 character-width backward.

Roll, MAX: When a player has at least one POW stock
(Advanced) or a full POW meter (Extra) to "spend,"
s/he may press AB while in block stun to interrupt
the block stun with a MAX roll: this will cause a
slightly longer-ranged roll trailing blue 'shadows'
behind it. Press fwd + AB (or simply n + AB) to MAX
roll forwards or bk + AB to MAX roll backwards.

Roll, Recovery: When a player is knocked down by an
attack, the player may press AB immediately
to quickly roll and get up from the ground. Note
that both Extra and Advanced Mode players
may use Roll Recoveries.

Rush Meter: A 'meter' that appears on-screen every time
two or more hits are landed in succession [i.e. as
a combo]. For instance, Yashiro Nanakase's "Missile
Might Bash" (hcb + P) does 4 hits, or "Rush 4."

SDM: The "POW-ed up" version of the DM. SDM's are
performed on MAX after ABC POW Exploding
(Advanced) or with a red lifebar and a full POW
meter (Extra). SDM's are always accompanied by
a pink flash of light and a momentary darkening of
the rest of the screen to black.

SNK: The video game company responsible for KoF '97
and it's hardware platform, the Neo Geo.

Scrub: A player who fails to grasp the early parts of the
learning curve (e.g. how to perform combos, how to
counterthrow, etc.), no matter how many times s/he
tries. Scrubs tend to choose characters who are easy
to use and whose strengths are easy to exploit. Scrubs
often tend to rely on easy-to-do, repetitious patterns,
such as Turtling (see Turtling).

Shortcut: An abbreviated joystick command: for example,
a shortcut for an hcf is simply dwn-bk -> fwd.
(See section II: Manual Moves Note2)

Short Hop: The vertically shorter but horizontally farther
jump of Advanced Mode. To do a short hop,
tap the joystick up-fwd, up or up-bk. Note that
short hops are unavailable in Extra Mode.

Skill: A rather nebulous term used generally to describe how "good"
a player is at a game, or how difficult a character is
to play. My own personal criteria for 'skill' are as follows:
-Manual Dexterity: The ability to physically perform complex
joystick + button maneuvers (like long combos). This also
includes "Timing," or how well a player can time each of
his/her attacks/strategies.
-Knowledge of One's Character: The familiarity of a player
with his/her character, and how well that player can exploit
his/her character's strengths and weaknesses. This includes
knowledge of one's character's normal and special moves,
combos and strategies.
-Knowledge of the Game: The familiarity of a player with
the game and how it works, and how well that player
can put that knowledge to use. This includes knowing how
and when to throw/counterthrow, having a good general idea
of different moves' priorities and so on.
-Strategy and "Mind Games": The ability to use one's character
'intelligently,' using different tactics and strategies (instead
of no-brainer patterns) to win games. This includes "Placement"
or "Positioning;" the ability to locate your character
strategically on the screen, and to force your opponent's
character into moving into a strategically favorable location.
-Presence of Mind: Possessing all of the above, and the ability
to remember most [if not all] of it, and use most [if not all] of
it on a regular basis.
-Non-Scrubbiness: Independence from abusive, repetitious,
no-brainer patterns (like turtling).

Skill Character: A character believed to require a good deal of
"skill" to play successfully.

Special Move: A move that [usually] requires an input
more complex than a single joystick direction +
button press. A special move may have any number
of different properties, the most obvious of which is
that when blocked, a special move will deal block
damage [be warned that some specials, like command
throws, are unblockable!]. Examples of special moves
are Mai Shiranui's "Ryuenbu" (qcb + P) and Yamazaki's
Exploding Headbutt command throw (hcf + P).
(Also known as "Specials")

Sprite: The technical term for the flat ("2-D") computer-
generated representation of a character on the
screen. Sprites' sizes are roughly indicated by the
size of the character.

Startup: The beginning of a move.

Super Jump: A jump that travels farther and higher than a normal
jump. To do a super jump in Advanced Mode, push the
joystick dwn-bk, then up-fwd; or dwn then up; or dwn-fwd
then up-bk OR while running forwards -> tap joystick up-fwd
To super jump in Extra Mode, you can:
tap joystick up-bk / up / up-fwd
OR
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up /
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, up-fwd /
push joystick qcb, up-bk
On a super jump, your character will be covered in
trailing 'shadows.'
(Also known as "Shadow Jump," "Double Jump")

Super Short Hop: The super short hop is a short hop that travels
about twice as far horizontally along the ground.
In Advanced Mode (only), to super short hop:
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up /
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, uf -> tap joystick dwn-bk
push joystick qcb, ub -> tap joystick dwn-fwd
As with super jumps, on a super short hop, your character
will be covered in trailing 'shadows.'
(Also known as "super jump short hop")

Sweep: Any normal attack that both hits low and knocks down.

TOD ["Touch of Death"]: A combo that both deals 50% or more
damage AND dizzies the opponent. A TOD is so named
because it can be performed on an opponent with a full
lifebar; take away half [or more] of that lifebar and dizzy
the opponent; then be performed a second time to defeat
the opponent's character outright.

Taunt: An incitement to attack, formerly used to deplete charging
POW meters in previous KoF's. In '97, taunts to do not
affect POW meters or any other aspect of gameplay.
Taunts are performed by pressing the Start button.

Team: The group of 3 characters you and you opponents choose
to play KoF '97.

Throw [Normal]: A physical hold or toss/grapple. Normal throws are
completely unblockable, though they can be escaped in
Advanced Mode [see Throw Escape]. Throws are normally
performed by pressing fwd or bk + C or D while close
to the opponent.

Throw, Air: A throw performed while jumping, usually by jumping
and pressing a joystick in a single direction and pressing
C or D. In KoF '97, Leona, Mai, Clark, Benimaru, Yuri,
and Athena are all equipped with air-throws.
NOTE: Air-throws cannot be escaped in any circumstance
or either Mode of play.

Throw, Command: A command throw is a special move in which the
character performs an unblockable special throw that has
no whiff animation (Shermie Spiral, hcf + P, is a good
example). Command throws may be comboed from normal
moves the same way other special moves are comboed.
Note that command throws are the most highly prioritized
moves in the game, and will outprioritize any other type
of move.

Throw, Counter: The ability of a player to throw the opponent first
in the case of tick-throws or walk-up throws. Whenever an
an opponent attempts to throw the player using a jump-in/
walk-up tick, or a walk-up throw, the player may ALWAYS
throw the opponent first. The only exception to this is when
the thrower simply has more throw range than the player,
as with certain command throws.

Throw, Running: A special move throw that automatically causes
the character to dash towards his/her opponent and throw
him/her. Running throws may be avoided by jumping up,
hitting the running-thrower out of the dash with a high-priority
normal or special move, or by counterthrowing [provided
you have enough range to successfully counterthrow the
running throw). Real Shermie, Clark, Orochi Yashiro, and
Goro are all equipped with running throws.

Throw, Tick: A tick throw is a throw that is set up with a fake-out
attack; either a quick jab or weak kick on the ground or a
suspicious-looking jump-attack. The fake-out is intended to
trick the opponent into pulling bk or dwn-bk on the stick to
attempt to block an attack that is faster than that opponent
expects (or an attack that simply isn't coming). Tick-throws
are easily thwarted with a counterthrow (see Throw, Counter);
and in KoF '97 can often be stopped simply by doing several
low A's. Note that in KoF '97, as with many other fighting
games, characters may --NOT-- be thrown while in block-stun.

Throw, Walk-up: The simple act of walking up to one's opponent
and throwing him/her straightaway. Easily preventable
by counterthrow, provided you have enough throw-range;
or simply by not sitting in one place long enough to get thrown.

Throw Escape: An Advanced Mode feature only; when an Advanced
Mode player is caught by a normal throw, s/he may escape
from the throw by immediately tapping a button. Note that
Extra Mode does not have throw escapes.

Throw-Range: The [maximum] distance from which a character can throw.
While most normal throws have roughly equal range, certain command
throws (most notably Shermie's "Shermie Spiral" and Clark's
"Super Argentina Backbreaker") have noticeably above-average
throw-range.

Tick: "Tick" has two main definitions:
-Block-Tick: The [usually] small amount of block damage
resulting from blocking a special move. Be aware that
some special moves and S/DM's in KoF '97 actually do
many block-ticks, resulting in a lot of block damage.
-Tick-throw: the weak or feigned attack used to set
up a throw attempt.

Trading Hits: When two characters attack each other simultaneously
with moves of similar priority, often each character's attack
will hit the other; i.e. both characters will take damage and
both characters will get knocked down/back. This is called
"trading hits."

Turtling: A manner of playing characterized by several
backward jumps, backdashes and [most often] sitting
for long periods of time in a low-block (joystick dwn-bk).

Underpowered: A term used to describe a character or set of
moves that is clearly far less powerful than most [if not
all] others.

Vulnerable: Can be punished, by a normal/special move,
a throw, etc.

Whiff: What happens when a move neither connects nor is
blocked; i.e. when a move completely misses

Zoning: Trying to keep your character at a certain distance
from your opponent's character for a certain purpose.
For example, Yamazaki can "zone" his opponents
to about 1/2-screen range using his 1/2-screen
"Snake Arm" attacks.
----------------------------------------------------------------------------------------
(VI.) Credits, Version History

The following list of people helped contribute to
this guide. Many thanks!

-The King of Fighters Mailing List: kof-ml@umich.edu
A list full of KoF enthusiasts who provided a
good deal of information.

-Greg Kasavin: Shrike@slip.net
For many valuable suggestions about terminology
and general formatting; his excellent SNK website,
the Mega Shock (formerly located at
http://www.slip.net/~shrike) is alas, no more.

-Kao Megura: kmegura@yahoo.com / cgfm2@hooked.net
Several move names and Japanese translations
were borrowed from his excellent KoF '97 FAQ at
Kao's new homepage, which can be accessed at:
http://kao.home.ml.org

-Tony Wedd: miku@camtech.net.au
For several editting tips and suggestions. The
Wedd KoF '97 Leona Guide is now up at:
http://www.adelaide.net.au/~miku/leona.txt

-Matt Hall: Kensou@aol.com / Kensou@ix.netcom.com
For pointing out that Chang and Choi are also
charge-move characters. Matt's new edition
of the KoF '97 Combo FAQ is at:
ftp://users.aol.com/kensou/97combo.txt

-Gerald "Yagyu" Joubert: gxj1717@usl.edu
For pointing out several Game Mechanics and
Additional Notes I completely neglected in
earlier versions of the guide.

-Kabeer Ali: wada@aol.net.pk
For the name of Joe's fwd + B command attack
taken from his Joe Higashi Strategy Guide at
at his new website:
http://www.fortunecity.com/underworld/worms/252

-Joe Palanca: JGPalanca@aol.com
For the alternate motions on performing a
super jump, taken from his FAQ at:
http://www.geocities.com/TimesSquare/9673

-The UC Berkeley "Underground" Campus Arcade
For actually getting KoF '97. Bravo!

-SNK Corp.
For turning out one of the best fighting games in
recent memory -- and one of the very best
ever, in my opinion -- KoF '97.
You can access SNK on the Web at:
http://www.neogeo-usa.com (USA)
http://www.neogeo.co.jp (Japan)
http://www.neogeo.com.br (Brazil)

-Version History-

V.1.20 Completed at exactly 5:29 P.M.
Friday, March 20 1998
-Added several Game Mechanics, Additional
Notes and Advanced vs Extra Mode
Features I should have added long, long ago.
Special thanks to Gerald "Yagyu" Joubert
for most of the additions.

V.1.10 Completed at exactly 12:30 P.M.
Tuesday, November 11 1997
-Added a few more Glossary terms
(Running Throw, etc.)

V.1.00 Completed at exactly 2:00 P.M.
Wednesday, November 5 1997
-Fixed several minor typographical
errors
-Added Tony Wedd and Matt Hall's
names and webpages to credits [for
their help with aforementioned errors]
-Added a few more Glossary terms
(Early, Late, Trade Hits)

V.0.00 Completed at exactly 9:00 P.M.
Sunday November 2 1997.
-First version of Guide:
-Features: Introduction, Control Basics,
Mode Descriptions, Game Engine
Details and Glossary
----------------------------------------------------------------------------------------
Please remember that this guide is intended for
entertainment purposes only, and is therefore to be
distributed freely--the only cost incurred should be
the price of reproduction (making photocopies).
It is also my property and if part or all of it is
to be used in any way shape or form, proper
credit must be given.

Thanks again, and enjoy KoF '97!

-EX Andy (asp@slip.net)
----------------------------------------------------------------------------------------
End of Guide v.1.2 Copyright 1997 Andrew S. Park aka EX Andy
KoF '97 and its characters are trademarks of SNK Corp, Copyright 1997

 
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