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From: lordbbh@aol.com
Newsgroups: rec.games.video.arcade
Subject: King of Fighters '96 Combo FAQ 1.6
Date: 19 Nov 1996 03:09:27 GMT
Organization: America Online, Inc. (1-800-827-6364) (1.10)
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aw hell, I may as well post it anyway, considering AOL doesn't seem to be
letting me upload it FTP today.
The Unofficial King of Fighters '96 Combo FAQ
Compiled by Sie Kensou
Version 1.6
NOTE: This FAQ is copyright 1996 Matt Hall. All information in this
FAQ is absolutely free and should not by any means be used as a
source of profit. All information is free to use, but please give
credit where credit is due.
REVISION HISTORY
Version 1.6 (Nov. 18th, 1996) - A few more combos added. Notice about
the bosses added to the Introduction. (I'm still messing around with
those multi-hit attacks!)
Version 1.5 (Nov. 14th, 1996) - More combos! Interruptable move list
added.
Version 1.01 (Nov. 10th, 1996) - Fixed a couple typos. That's it.
Version 1.0 (Nov. 10th, 1996) - First version! Nowhere near complete
and missing quite a few combos, mainly due to the fact that I sorta
rushed this one. Sorry.
INTRODUCTION
Welcome to the King of Fighters '96 Combo FAQ! Since I received quite a
few compliments on the '95 Combo FAQ, here I am again spending a big
chunk of my spare time testing and attempting to discover combos and
writing this all out so as to help out the fellow KoFers wondering
about their favorite characters' combos (kind of an ugly sentence there).
Much has changed in the transition from KoF '95 to KoF '96, and the same
could be said for this FAQ. Since many characters have lost their
long-range projectiles, that section of the FAQ is gone entirely. (If
there are any combos possible, they will be included with the regular
combos). Also, with the removal of dodging, that means no more dodge
combos. So does this mean a shorter FAQ? Not necessarily. It's now
possible to combo off a CD attack if it counters. Hopefully I can get a
list of all the moves that can be comboed following a CD counter. The
"regular" combo amount should be upped, thanks to all the funky combos
now possible in '96!
Again, as the compiler, I tested just about every single combo that's in
this FAQ, and just about every one WILL work. (There were a couple I'm
having difficulties pulling off, like Kim and Geese's infinites) Oh
yes... for the record - While combo counters often encourage hit
inflation a bit too much, I'm glad KoF '96 has one since it makes this
FAQ a bit easier to write. :)
NOTE: Combos for Chizuru Kagura and Goenitz, the bosses, are included in
this FAQ. You can not play as them unless you have the Neo CD version or
the MAS modified cart system. The code to use them is the same exact code
as the boss code for KoF '95 - Hold Start, Up+B, Right+C, Left+A, Down+D.
NOTATION
-Buttons/Directions-
d = down u = up b = back f = forward
df = down-forward db = down-back uf = up-forward ub = up-back
A = A button B = B button C = C button D = D button
CD = Pesky overprioritized attack (C and D together)
A/C = A or C B/D = B or D etc.
-Joystick Movements-
qcf = Quarter-Circle Forward (d,df,f)
qcb = Quarter-Circle Back (d,db,b)
hcf = Half-Circle Forward (b,db,d,df,f)
hcb = Half-Circle Back (f,df,d,db,b)
dp = Dragon Punch (f,d,df)
rdp = Reverse Dragon Punch (b,d,db)
tap = Tap the button until the move comes out, must be done fast
charge = Charge the direction for a couple seconds, then push the other
direction specified
-Combo Modifications-
+ = Means it's possible to get more hits, the number given is just a
minimum, or the combo counter doesn't register every hit
* = Desperation Combo. Life meter must be flashing red for the combo to
work.
** = Super Desperation Combo. Life meter must be flashing red AND the
power bar must be at MAX.
! = Corner combo. Only works in the corner (duh)
# = This means that the combo will work when the power bar is at MAX, but
instead of a normal jumping attack, you must start it with a crossup
instead.
THE COMBOS!
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