GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l

Date: Mon, 23 Nov 1998 11:40:44 +0800 (SST)

Nettou King of Fighters '96
--------------------------
Gameboy
-------
In-depth Combo FAQ version FINAL by nIwSe (21st Nov 1998)
-----------------------------------------

This is the FINAL version of this In-depth Combo FAQ.

This FAQ is the result of the original FAQ being spilt into 2 parts.
(Hopefully, the original FAQ is side by side with this In-depth Combo
FAQ.)

Anyway, if you can't find any of the FAQs or if you happen to want the
previous versions, contact me at

keipinsu@comp.nus.edu.sg

With that, let's get on with the combos....


Changes Since Version.....
--------------------------
Added more combos and explain abit on the rolling combo system.


What You Need To Know First
---------------------------
Combos in this conversion, if done right, is quite a sight to behold.
Some combos when I first saw them, actually made my jaws dropped!

Types of combos includes

1. [kick/punch] -> [special move]

2. [special move] -> [special move]

3. [kick/punch] -> [DM/SDM]

4. [special move] -> [DM/SDM]

5. [jump attack] -> [special move]

6. [DM/SDM] -> [normal move]

7. [SDM] -> [special move]

Remember that NOT all moves can be connected to one another. For example,
only certain special move can be connected to a DM/SDM.

Remember that MOST combos are done with the opponent trapped in the
corner. (corner combos)

Remember all combos must be done CLOSE to opponent.

Remember that TIMING is important.

Remember that PRACTICE is the key to performing combos.

Remember that motions in a combo are INDEPENDENT of one another. For
example,
(1) (2) (3) (4)
[punch] -> [special move] -> [special move] -> [DM/SDM]

If you can't perform this, practice first by 1 -> 2 or 2 -> 3 or 3 -> 4.
Then if successful, do 1 -> 2 -> 3 or 2 -> 3 -> 4.
Finally chain them up together.

Remember that combos that involve DM/SDM is best practice in SCORCHER
Mode. This saves time when SDM is required. (You only need Power Bar at
MAX to do SDM.)

With all that in mind....


The Rolling Combo System (RCS)
------------------------------
What this means is that after you perform finish a combo or a special
move, the opponent is knocked up in the air and the opponent does a fast
recovery [press AB] by rolling, any move/special/combo/DM/SDM that
connects the opponent when the opponent is still rolling, adds up to the
hits meter.

For example, Chizuru does her uppercut to Terry resulting in a 9 hit.
Terry does a fast recovery. However, Chizuru does her uppercut again and
hits Terry when he's rolling. The hit meter will add the new 9 hit to the
old 9 hit, giving a total 18 hit combo.

Thus Iori's 71 hits combo works because of RCS.



The Combos
----------

---=== Kyo ===---

1. [light punch] X 3 ->
2. [qcf + light punch] ->
3. [qcf + light punch] ->
4. [kick] ->
5. [SDM]

Corner combo.
Motion 2, 3 and 4 are his special moves. After 4, opponent is juggled up
high.
Make sure that opponent still have alot of life left to get maximum hits.
Can add in [qcf + kick] between 4 and 5 but this special move must hit
opponent twice in order to connect to 5. Seem that distance plays a role
in this. In order to pull this off, opponent must not be too back against
the corner. Very hard.


1. [light punch] X 3 ->
2. [qcf + light punch] ->
3. [hcb + light punch] ->
4. [light punch] ->
5. [hold fw] + [light kick] X 2 ->
6. [hcb + kick]

Corner combo.
Motion 2, 3 and 4 are his special moves. This combo may look werid because
after motion 4, the opponent is flat on the ground. By right, motion 5
should not work but it does.


1. [heavy punch] ->
2. [qcf + heavy kick] ->
3. [hold dn + heavy punch] ->
4. [hold dn + heavy punch] ->
5. [qcb + punch] ->
6. [qcf + heavy/light punch] or [short jump + punch/kick/knockdown]

Do this combo a few paces from the corner. Motion 2 must hit the opponent
twice and send the opponent to the corner. Timing for 3 and 4 is hard. If
motion 4 hits, 5 must be done quickly. Also after motion 5, can do motion
2 to 5 repeatedly. But motion 2 must always hit twice. Very hard. However,
I suspect that this combo could be due to the RCS. (rolling combo system)


---=== Daimon ===---

1. [short jump + punch/kick] ->
2. [hcb fw + punch] ->
3. [heavy kick] ->
4. [hcf + kick]

When doing 2, make sure Daimon is at most 3/4 away from the corner he's
facing. (To make sure opponent lands in the corner.)
Between 2 and 3, Daimon must run toward the opponent as he flys through
the air. He should land in the corner. Wait for him to bounce the second
time, as he is about to touch the ground, do 3 and 4. Timing is important.
After 4, can do [hcf + heavy punch] but doesn't register as a hit.
Skip 1 if proved difficult.

After jump attack, possible to do DM/SDM if motion is fast enough. Trick
is that jump attack must hit close to opponent.


Infinite Combo
--------------
Do [hcb fw + punch] -> [light punch] X 2 -> [hcb fw + punch]..... repeat.
Hard to imagine that Daimon has an infinite but it works. Same thing as
the above combo. When doing the first [hcb fw + punch], make sure that
opponent lands in corner, make Daimon run, if have to, to get close to
opponent. Wait for opponent to land the second time, as the opponent
passes over Daimon's head, do the 2 light punches and quickly do the [hcb
fw + punch]. Trick here is the 2 light punches. No more no less. Timing is
important. Do the light punches too early, opponent is juggled up. Too
late, opponent will block. To finish off the opponent with style, after
the [hcb fw + punch], wait till opponent passes Daimon's head then do
[light kick] -> DM/SDM. Yup, it can be done but one must be quick with the
motion. This can result in 20 plus hits combo for Daimon.

Another interesting combo here. Works only on Ryo, Mr Big, Krauser and
Daimon. With Daimon back against the corner, do his DM (not SDM). Opponent
will land in corner after the DM. And as opponent passes over Daimon's
head, do 2 light punches and [hcb fw + punch]. Continue the combo
whichever way you want.



---=== Andy ===---

1. [light punch] X 2 ->
2. [hcf + punch] ->
3. [fw + heavy kick] ->
4. [DM/SDM]

Corner combo.
3 and 4 is hard to connect. I think it depends the timing 3 is executed.
However if 3 is skipped, DM/SDM very easy to connect.

Also Andy's SDM can be finished off with [fw dn fwdn + punch] provided
that the SDM does not KOed the opponent. Trick is the position where Andy
executes his SDM. The position is roughly this : starting position and
move back 2 steps and opponent just in front of Andy. Very hard to get
this off because of position and opponent must not block the SDM.

Also Andy's SDM can be finished off with a DM provided that the SDM does
not KOed the opponent. Timing, position and characters including how the
opponent is hit is taken into account. I have done this before. Try with
"big" characters.



---=== Robert ===---

1. [light kick] X 2 ->
2. [hcf + kick] ->
3. [hcf + kick] ->
4. [any of his DMs/SDMs]

Corner combo.
Trick here is that the last hit of 3 must connect to opponent. This will
result in the opponent being juggled up. Also 4 must be executed quickly
right after 3.

Robert has also a jump attack combo.
[short jump attack] -> [in air qcb + kick]

Infinite Combo
--------------
Keep doing [hcf + kick] to opponent in corner. Remember that the last kick
motion of the move must hit opponent to keep the combo going. Yup, can
finish off with a DM/SDM for more style.



---=== Athena ===---

1. [light punch] X 2 ->
2. [qcb + punch] ->
3. [light punch] X 2 ->
4. [qcb + punch] ->
5. [fw dn fwdn + punch]

I not very sure whether that 2 and 4 should require light or heavy punch.
But I suspect that light punch is required.

Infinite Combo
--------------
Do [punch] -> [qcb + punch] repeatly. It's a corner combo. I don't know
whether to use light/heavy punch BUT it makes a difference. Also, you must
keep Athena close to opponent at all times. Done it before but it's quite
hard to keep the infinite going.



---=== Mai ===---

Mai has a jump attack combo.
[short jump attack] -> [in air qcb + punch]

Also after her SDM (provided that opponent is not KOed), a [qcb + punch]
will result in extra hits.

Possible to do a DM after Mai's SDM, provided that opponent is not KOed
after the SDM. To do this, trap opponent in corner. Do a SDM and keep
holding down and do light kicks. As soon as the SDM ends, quickly do a DM.



---=== Iori / Orochi Iori ===----

1st infinite combo
------------------
Just keep doing scum gale [near hcf B] and possible to finish off with
DM/SDM on certain characters.
Connection is almost 100% when using Orochi Iori. However remember to use
his other DM [qcf qcb + kick]

2nd infinite combo
------------------
Perform Deadly Flowers [qcb + light punch] with opponent in corner. Iori
will hit opponent twice and juggles opponent up. Do Deadly Flowers [qcb +
light punch] again. Repeat.
Important to use light punch. Timing must be right. I have done it but it
only works in left corner. Very strange.

Extra hits
----------
Make sure when Iori executes his DM (not SDM), his opponent will be KOed.
When the DM connects, keep doing any special moves motion.
If you use Orochi Iori, after his DM, keep doing the motion for his kick
version DM. It will connect.


1. DM ->
2. [qcf + punch] ->
3. DM ->
4. Orochi Iori's DM

The speed of the fireball will depend on how the opponent lands after
the 1st DM. Slow/fast fireball works on different characters and how the
characters recover after the DM. If you are lucky and the fireball
connects, quickly do another DM. Opponent will be KOed and if you use
Orochi Iori, do his kick version DM for a 71 hits combo. (Rolling Combo
System)

Iori's / Orochi Iori's "hidden" DM
----------------------------------
Make sure opponent is 3/4 screen distance away from you. Do a SLOW
fireball and quickly do a SDM (not DM nor the kick version). You must
connect the SDM before the fireball hits the opponent. If SDM connects,
after a few hits, the SLOW fireball will hit the opponent and cause him to
jerk out of Iori's SDM for a moment. Sit back, watch and enjoy. As Iori is
doing his little punches, the "hidden" SDM can be cancelled into another
special move or another DM/SDM. While other times, the SLOW fireball hit
will cause the opponent to escape from the SDM.



---=== Mature ===---

Infinite Combo
--------------
Make sure opponent is in corner. Then do her throw using the kick button
while holding the direction pad towards the opponent. If the throw
connects, keep holding the direction and press kick again. Repeat. There
is a timing to this. However, this only works in Easy mode, as in other
mode, opponent will counter this move.


1. [do her infinite combo for seven times] ->
2. [heavy punch] X 2 ->
3. [qcb + punch] X 3

Corner combo.
Must do motion 2 before the hit counter shows 7 hits else the 2 heavy
punches doesn't connect. Note: do her infinite combo for 7 times only else
you won't get the maximum hits. Works in easy mode.



---=== Geese ===---

1. [short jump punch] ->
2. [in air qcb + punch] ->
3. [light punch] X 3 ->
4. [heavy kick] ->
5. [hcb + punch] or SDM

Corner Combo.
After 2, make sure that Geese lands on the ground before executing 3.
Remove 3 to make the combo works any where.



---=== Terry ===---

1. [light punch] X 3 ->
2. [heavy punch] ->
3. [qcb + heavy punch] ->
4. [fw dn fwdn + punch] or DM/SDM

Corner combo, must be done in Scorcher Mode and must be at MAX.

Guard Crash Trap
----------------
Keep holding down + pressing light kicks will opponent in corner. Even
when opponent blocks, you can do enough light kicks to make a guard crash.
If the opponent does not block, you can do up to ten light kicks and
finish off with a [qcb + kick].



---=== Chizuru ===---

To get the most hits out of her Shadow Walker [hcb hcb + kick], always use
the SDM not DM and make sure Chizuru is back against corner. With the
opponent close to you, do her SDM. If the SDM connects, use Chizuru to
"walk with the opponent". As the Shadow Walker walks across the whole
screen, make Chizuru push the opponent to the Shadow Walker. However, be
careful not to push the opponent out of the Shadow Walker's range. "Walk
with the opponent" till the other side of the screen, then do light
punches and finish off with a uppercut.

If the opponent blocks low, do a short jump attack. If the opponent blocks
high, do some down light kicks.

Infinite Combo
--------------
Do her "getting the most hits with shadow walker" combo. When opponent is
in corner, keep doing [hcb] motion + pressing [light kicks]. What this
does is opponent will be hit by the light kicks and then follow by the
shadow walker. It's kinda like mashing up the buttons. It's very hard to
keep the infinite going. Can finished off with a uppercut. Remember to do
this in Scorcher mode or life meter is flashing. And this only works for
Chizuru not Kagura.



---=== Leona / Orochi Leona ===----

1. [store dnbk, fw + heavy punch] ->
2. [dn + heavy punch] ->
3. Repeat 1 and 2 ->
4. DM/SDM

Leona must be at MAX and back against the corner. After connecting 1 and
2, do 1 and 2 again and again until opponent also trap in corner then
quickly perform her DM/SDM.



---=== Mr Karate ===----

1. [heavy punch] ->
2. [hcf + punch] ->
3. [hold dn] + [heavy punch] ->
4. [hold dn] + [heavy punch] ->
5. [qcb + light kick] ->
6. [hcb + punch] or [qcf hcb + punch]

Corner combo.
Again, timing for motion 3 and 4 is important. 3 must be done quickly
after 2. When doing 4, it helps to hold down the punch button.

Infinite Combo
--------------
With opponent in corner, do motion 2-4 repeatedly. Also works for Ryo and
Robert. But with Robert do [hcf + kick] instead of [hcf + punch]. Keep
doing and can finish off with any other combos.



Conclusion
----------
Many other combos are possible. All here shown are those that I find
interesting. If anyone has others cool/interesting/long combos, drop me an
email and I will make sure it is make available in this FAQ. All the
combos listed in this FAQ work. But if you can't get any of the combos to
work, drop me a line.

Thanks for your time all this while.
PREVIOUS PAGE l STRATEGY HOME l GAMESURGE HOME

At GameSurge, we pride ourselves in being a game site for ALL games. We are always looking for new and exciting features to add to our site. If you have a submission, or wish to join the strategy section staff here at GameSurge, you can contact us through our email at webmaster@gamesurge.com.
This page is Created by CD2HTML v3.4.2 (© 1999 by Falk Petro).


» Contact Us » Top » Homepage


All HTML coding are original and © GameSurge.
Original Graphics and layout are copyright © of P.D.Sanderson and shivaSite Designs.
No part of this site may not be reproduced without prior consent.
Site best viewed with I.E./NS 4+.
Resolution is 800x600, up to 1152x864. 16 bit+ color recommended
Designed by shivaSite