Looking for combos, not move lists, for all characters in KOF 97! Use arrows and ABCD to indicate. The more complete the better!

KYO: enemy against the plate side, 26DD 2A (or other common techniques swinging empty) 26DD ............s

The main point is that the 26DD rhythm mastery, because this move to press the two D, and may be each time the rhythm of the two D is not Balance, some time to press continuously, some time to press one by one, how to press is to follow the rhythm of the opponent to fall down and then be hit by the height of the 26DD to see! Generally speaking, if the opponent falls down and is hit again when it is in KYO's waist position, I will continuously press D, that is to say, to let the second D come out as fast as possible, because the waist is relatively speaking already considered a low point, if a little bit late out of the D, then it may not be able to hit the opponent! If it lands on the knee, I'll press D a little bit later, but I can usually hit the opponent if I press D continuously! It's just that the rhythm isn't very good, it depends on how much you've practiced.

TERRY: 1, 426B 2A (or other common skills swing empty) 426B...............| 2, MAX state, the enemy against the plate side, 426B 24B * N

TERRY has two kinds of infinite, I will say one by one!

1, this can be said to be KOF97, the most basic one infinite, but also 97 in the earliest discovered infinite! Or to say a little bit about it, 426B to the opponent to fly up, fly to the highest point when the rapid swing air out of the second 426B! This infinite can be said to have no difficulty, my first practice ten minutes basically can be skillful out of it! I can teach you a practice method, which was told to me when I was practicing! After sending 426B, the joystick will immediately return to the "1" position, and then swing the air directly to 6B, then 426B can come out! This is a simplified input from 97, which makes this move a lot easier! (Khan ~~~~ It's not that hard! @#$%^&*)

2, this move can be said to be no difficulty, after 426B has been sent 24B on the line, a few dizzy!

JOE: Enemy Air, 24B*N?The point is that ............ there is nothing to point out~~JOE sends the first 24B when it lands on the ground, otherwise the opponent may fall low! There's not much more to say about this move, so I'm sure you'll know it once you've practiced it!!!? KOF Black Hole main forum -- China's most complete KOF technique VCD main station bIT>

ATHENA: Enemy by the side of the plate, 426C (air) 24A * Ni

This move belongs to the difficult technique! (The correct way to do 24A (in the air) is: 247/248A, that is to say, input the 24 command in advance and immediately jump up and press A. At this point, the 24 command is still being accepted by the system, so it is synthesized into 24A, and you will be able to do 24A at a low altitude, and the main point of this infinite move is that the 24A has to be hit at the lowest point! Enter the command about the time the opponent lands a little above the knee! Also, when 426C throws the opponent into the sky, it's better to go forward a little bit and then send 247A will be better! Haha, still need to practice more!

KING: Enemy against the edge of the board: 623A 2A (swinging into the air) 623A ............,.

This move can be hard or simplified out, simplified out of the way: 623A 62A3A 62A3A ............

This move many people can only two cycles, that is because there is no good control of the height of the move, too eager to out of the move, the fear of 2A swing in time. I'm afraid that 2A swing empty too late or hit the opponent, in fact, there is no need to worry about these, as long as the hand is fast, these worries are absolutely superfluous ~ ~ points, probably waiting for the opponent to fall to the height between the chest and waist can be, as fast as possible out of the 62A3A, it is very easy to 2A quickly canceled out!

Monkey: In general, there are two kinds of infinite, one is flying apes stab infinite, and another is flying feet infinite! Both infinities are conditional on the opponent being against the edge of the board and in the air!

The first one is 46B/D, and there are many ways to make it infinite! For example: 46B 8B 2B 46B 8B 2B ....../46B 6B 6B 6B 6B 29D 4D 6D 6D ...... and so on ~ ~ ~ the point of the first infinite is to be able to quantitatively beat the opponent high! The first two can be faster out of the down a little slower, if too fast to drill the opponent, but not too slow, too slow will be over the hard time can not continue to drill, up to drill to the opponent after the monkey and then up a little bit and then down, down to the down out of the previous immediately to the rocker to the "1" position, landing on the 6B to start the second cycle! The second cycle will begin with 6B on the ground! This is the main need to better master in the practice, just say is impossible to say! The first one after the infinite slightly more difficult to control the opponent in the height of the monkey's head, and each is to drill to the opponent's first time out of the second, that is to say, in the fight against the opponent, the opponent just appeared on the body of the straight time to drill the second, the four attacks in a row is very tight! This can be in the fourth to hit the opponent higher, the fourth out of the joystick immediately returned to the "1" position to start animal power! Don't use 9D immediately after landing, as you may not be able to drill your opponent early! As for how long to wait before drilling, we have to rely on the usual practice!

Infinite Flying Kick: Same as KIM's, these two characters will be able to practice one's other! Say a little bit out of the law it: the enemy against the version of the side of the air, 268/269B, the main point is to control the height and rhythm, after all the amount of so that the next attack to keep at the same height to play up will be much easier! Here I can only say one thing, more practice! I'm not sure if you're going to be able to do that!

3762: 623B 24A/B/C D 623B ............ This is a relatively simple move! First of all, I usually use 24BD to cancel, you can follow your own keyboard! After 623B, don't rush to cancel, stop and then 24BD, so that you can make sure that you won't be able to get out of the Snake Fist, but rather directly to close the move, and indeed cancel it and then get out of the second 623B, the tempo doesn't need to be too fast, you can get out of the move slowly, the advantage of this infinite is that the opponent won't be able to move backwards when kicking the sand and can get out of it slowly, and hit it steadily!

IORI: two kinds of infinite (not counting into the ghost step): 1, infinite eight wine cups; 2, infinite sunflower

Here quote from my original post

1, a few words, eight wine cups a first time to draw blood at the same time out of the second eight wine cups! The mastery of skills lies in practice! kk.

2, the correct input method: enemy leaning version of the side of the air when the eight God 24A 24A 24CA 24A 24CA 24A 24A ............Y

The main thing is to master the rhythm, because the Sunflower is two segments, any segment out early or late will affect the rhythm! Also, in 24CA CA is not pressed together, C first and then A, but the interval is N short! Almost at the same time, it is recommended to practice practicing on the left version of the edge, because the left version of the edge of the hit point is reduced a lot, the opponent falls as long as in the upper half of the Yagami can be connected!

Kagura: the method is almost the same as Yagami's: 624CA 624CA ............

Conditions: the opponent against the highest point in the air of the plate side! The interval of CA is almost zero, but it is not pressed together! This move does not require an air swing! If you can master infinite sunflower well, this move is easy!

TERRY, Higashi Joe

Panel side 214B, basically nothing to say, pay attention to this move out of the first time to hit three, less than three is not good even!

Small grass

75 change infinite, two D kick the slower the opponent flies higher, the faster the opponent flies lower. If you fly too high, you can't connect, and if you fly too low, you can't connect. Pay attention to the line! Only to find the feeling! Then again, 75 changes can only use D out!

TERRY?

41236B, 2A/C air vibration, 41236B, plebeian even technology, do not want to say. If you can't practice it in three hours, then stop playing 97, there's not much development left...

Asamiya

41236A/C (throw technique), 44, 214A, 41236D, 41236A/C. The difficulty lies in the fact that it's easy to get out of the super kill after 44. The reason for this is that 463214A/C is a simplification of Overkill. So note that after 44, send 214A, not 63214A.

After 41236C on the edge of the board, 66, 2147A, 2147A 。。。。。

Spine Fist Chongk

D, 6B infinite, note that when this move comes out of D he has to be at the point where his body posture is at the forefront, but not closest to his opponent! What does that mean, his body will move back and forth when he's standing, and it doesn't work until he's moved to the very front!

Zhen Yuan Zhai d

2C, 41236A, ABCD, 66, 2C. I don't know if this move can be infinite! I didn't hit it three times!

Kyo

623A, 2A Air Strike, 623 A. The thing to note about this move is that it will land very early on the second loop! You won't be able to connect on the third cycle the first time you send it out! You have to wait a bit before sending the third loop!

Wonderful fire dance

41236B infinite, the opponent to be in the air on the side of the version. The height when it hits is also required!

Kagura

Infinite must-hit bug. send out an overkill, then throw the opponent, and you can send out another must-hit before the must-hit disappears. If you use another mode it's infinite!

KIM?

Flying Kick Unlimited, this is a jump that must be done within the first hour. You can't do it later! But the move can be a little late after the jump! The monkey move is the same!

Cai Baojian

28D, 6D, 6D, 6D, 6D, 29D. It's a simple trick. No need to say it!

There is a move to talk about, the opponent's version of side air in the middle, 28D, 8D, 2D. 46B, 8D, 2D, 46B. This move pay attention to the direction change when 8D and 2D center to wait a period of time can not be the first time out ....

There is also a hit taller characters, 9 (small jump) C. 41236D,. Out of the move accurate on the line! The main thing is the timing of the jump.

3762

623B/D, 63214B(A/C)+D. This move is mainly about the 63214B(A/C)+D. This move is mostly about the question of whether 63214B (A/C) + D can be canceled enough! For example, 63214BD, when sent like this, D has to be held down for a while before it can be canceled, around 0.4 seconds! That's how it can be canceled, so it's recommended that you don't rush when you send this move. One at a time! The second problem is that it's very easy to perform the 41236D rack move after canceling it. My method is to release the joystick first after canceling. Then send 623B/D so that no more rack moves are sent!

Yagami?

Infinite Sunflower, the way to do it is to use 5C (empty vibration), 214A. But the time between 5C and 214A is so short that normal out is not enough! So the simplified instruction is: 214CA, C and A are not pressed at the same time, but almost at the same time. The way I do it is to press A with my index finger and C with my ring finger, but with the ring finger lower than the index finger in the horizontal position. Just tap them together like that! There is another way! It's to give the command 21 in advance, then don't go out to 4, go straight back to 5. then press C and then 4A. this also works! Ghost Step Infinite, at the first moment after the crumbs of wind, you should issue 632146A, and hold down the 6 and A. This way, Yagami will float over, and then hit C, 41236A. It is recommended that you don't let go of A and 6 until you press C. When you send out the wind, make sure to go to 4. Certain characters are very strict, and you can't even time it a little! Time will be mastered!

97 masters of the road to success - even collision

Terry's positive swing B through the punches and kicks to cancel can form an infinite chain, which is known to many people, and in general the use of formal occasions is prohibited, but as a chain of techniques of the basic skills of training is still more important.

How to use it:

Put out Shimmy A/Shimmy C/Stand A/Stand A/Close A or B or C or D at the first moment after Positive Shake B bumps up the opponent, and immediately cancel out of Positive Shake B, and so on.

Practice points:

1, you must master the closing time of Positive Shake B, and be able to press punches and kicks in time.

2, SS or PS conditions, it is recommended that the first "one point, one move" to find the feeling, and then practice on their own

3, the positive swing B can be simplified to the "slanting back down before the B", the move into: after the impact of the gas pulling the slanting back down〉〉to look for the first The move time press A〉〉and so on A just out of the knock before, and at the same time press B, so cycle

4, you can also use another decomposition of the way out of the move: after bumping up and pulling the diagonal down〉〉To be the first time out of the move is about to come to the end of the time, release the lever〉〉〉And press the standing fists and feet〉〉and then immediately knock before and at the same time press B, so cycle

This simple infinite series will help to practice the feeling of a variety of strokes closing time, and can strengthen the familiarization of the first move, and also help to improve the quality of the move. and to familiarize yourself with the way the moves are broken down in point 4.

97 masters road to success - infinite kick sand

Yamazaki Ryuji's infinite kick sand is also considered to be a somewhat difficult infinite company, although it is forbidden to use in the actual battle, but for those who want to play Yamazaki's players is a must-practice moves, but also feel his other skills tips, as follows, C two times.

How to use:

Front down front B immediately after canceling the snake fist (down after A or B or C) 〉〉and then immediately use D to cancel the snake fist (basic moves) 〉〉and then in the opponent's hard time before the end of the repetition of the use of, and so on cycle.

Practice points:

1, maintain a calm state of mind, rather than slow, not rush

2, the joystick method there are two ways to cancel: the first, after kicking the sand and hold down B and immediately from the front to the back of the swing〉〉this is the snake fist will appear (only press the key once)〉〉to be the snake fist appeared when the D cancel〉〉〉then to the same way of cycling; the second, after kicking the sand and letting go of the key〉〉meanwhile from the former shake to the back〉〉and then press B and D at the same time, you can see the kicking sand directly canceled, the main point of this method is the counter-rocking can not be too fast, after the BD at the same time after the press can not be too early to let go of the need to wait for the kicking sand canceled before

3, unlimited kicking sand between the addition of punches and kicks and not difficult to grasp the kicking sand to the end of the move time will be able to easily join

For the first time for the practitioner is very difficult to begin to be able to segmented The most important thing to note is that the mind must be stable and calm!

97 masters of the road to success - infinite kick

KING's front down front A in the case of swinging empty cancel can form an infinite chain, in fact, two and a half times the opponent on the dizzy, although the operation of this move is simple, but want to use the ease of use or have a certain degree of difficulty.

How to use:

Front down front A after hitting the opponent, the second time out of the next A, and immediately canceled out of the second time out of the front down front A.

Practice points:

1, first of all, you have to find the front down front A landed on the ground after the first out of the first time out of the move. You can do this by tapping the lower A after the front down front A, and then slowly adjusting to get the feel of the move.

2, because the down A and then shake before the down before the A is quite difficult, so you need to need to break down: before the down before the A kicked up the opponent and pushed the front, to be KING after the landing of the timing of the move to the time, "pull down at the same time click on the A, immediately from the down to the front of the shake and then click on the A or C," or "pull down at the same time hold down A Not to release, immediately from the down slide to the front can"

3, out of the down A can not be in the first time, so that the second time the A will not be able to kick completely, but the second time the section with the front of the down to the front of the C, and after that can be added to the reverse swing D, but unfortunately for some people do not hold.

It's very useful to use it in conjunction with Stand B or Counter Strike to break the move, and it's very easy to stun the opponent with the front A. Even if it doesn't hit all the way in the second round, the opponent can be stunned with a heavy kick afterward.

97 masters of the road to success (two) ------ original

97 masters of the road to success - infinite seventy-five style change

Pheasant's down swing to the front of the D (236D) after the use of punches and kicks to cancel the formation of infinite even, the method is very similar to the Terry even hit, but each time to hit the blood really Kori press, can be practiced to the extent that even die a whole person, really worthy of admiration ah!

How to use:

236D kicks up the opponent's own landing, in the opponent has not yet fallen below half the screen before the next A or C or A or B or C or D swing cancel immediately out of the second 236D, and so on.

Practice points:

1, swinging empty fists and feet do not have to be the first time they landed, so there is no need to rush, the first time to practice canceling, and so on more familiar with the fists and feet can be a little later.

2, start practicing, it is recommended to use the lower C cancel, because the lower C than other punches and kicks to cancel faster, and convenient. You can kick up and then pull down, and when you can get out of C, just hold C and immediately swing forward and press D.

3, the second time not wife small can even 236B, but not infinite, and can also reduce the number of moves.

4, the method of canceling with other standing punches and kicks can be referred to the way Yagami infinite sunflower.

It's not hard to practice this move, but it's not easy to connect 20 or 30 times, and you can learn more about it by practicing this move.

97 masters of the road to success (five) - infinite flying feet

Jinjia Pan and the monkey's aerial swing to the front B (236B) and Athena's aerial swing to the back of the A (214A) in the air to hit the opponent, the cycle of the use of the infinite chain can be formed, although the principle is simple, neither the need for ghost steps nor canceled, but still super difficult. Although the principle is simple and requires neither ghost steps nor canceling, it's still a classic combo that's super hard and well worth practicing.

How to use:

Aerial downward front B hits the opponent and jumps up at the first moment you hit the ground, and does it again before the opponent hits the ground.

Practice Points:

1, start using 2369B from the second jump because this way of swinging and then jumping up allows you to both speed up the accuracy and speed of practicing the move, as well as using jumps with shadows (jumping with shadows is faster than jumping without shadows).

2, the most important thing is not the time to press B after 2369, but the timing of the jump before 2369, be sure to finish inputting the command of 2369 and hold down the diagonal upward jump before landing, so that you can jump up at the first landing time.

3, light feet can not be too early or too late to press, the middle position can choose a larger amplitude, but also need more practice, a little to find the feeling.

4, keep a calm mind, every 2369B from hand to heart are connected, just as these are just a move.

5, Athena and their practice method is the same, just the opposite direction

When you can complete a person stomp stun, that can really feel the real KOF practice fun. (Be prepared to practice only one move for forty to fifty minutes!)

97 Masters Success Road ----- Ghost Steps Unlimited

The term Ghost Steps began to be widely circulated around the year 2000, and I don't know who named it, it's really apt. The method of Ghost Steps is, to put it bluntly, practicing non-melee throwing techniques for sure kills when you don't have any points (when you can't get out of the way of punches and kicks, of course). That leaves only Daimon and Charmy, who don't have Ghost Steps, and of those remaining, Yagami's infinite combo formed by chipping the wind with a C combo after his Ghost Steps is the most versatile.

How to use:

After grabbing the opponent with the wind, use the ghost step to "float" to the opponent before the opponent's hard time is over, press C plus wind, and so on. (Except for Khan, Ryo, and Monkey, it doesn't work, and it's harder on KING, but easier on Athena, Kusaji, Zengo, and Kris) The Busted Eight is effective on everyone.

Practice method:

1, first familiarize yourself with the method of making ghost steps. There are 3 ways to do it (and there are other ways): counter-shake and front-shake fist or front-shake and front-shake fist or counter-shake and front-shake fist, and at the end of the fist and front-shake fist must be held down at the same time.

2, feel the trip of the ghost step. Ghost step "floating" range is limited, and with the time to make early and late related. Such as after the flash when practicing ghost step, in the flash at the end of the practice of the ghost step of the floating distance is farther, and then earlier in the practice of the ghost step, the ghost step can also appear, but the distance is closer.

3, looking for the end of the wind. After the wind can be practiced directly after the light sunflower, in fact, the light sunflower into eight wine glass, key time a little earlier, and hold down the front and fist can be.

4, feel the ghost step should go distance. After cutting the wind ghost step moving distance is very long, but the opponent's hard time is limited, so how to drift in front of the opponent before the end of the opponent's hard time to the nearest position has become the focus of the position of the practitioner needs to be practiced more and more, repeated feeling. But must remember, the opponent's hard time is not extremely short, the ghost steps move fast, so do not have to be in too much of a hurry to press punches and kicks, try to be later.

5, if the rhythm of the ghost step after cutting the wind has been found, the heavy punch is also in the close range of the opponent, the next second cut the wind is also difficult. You must not swing too fast, "front" after the "positive swing" to have a certain interval, otherwise it will change the move. Of course, it would be best if you could practice chipping the wind by accurately using the diagonal back and down knock forward method.

It is recommended that first-time practitioners use the storming Yagami, 95 mode to cut Athena a few special people, do not be hasty. There is also a special infinite air chipping opponents, is chipping the wind when pulling diagonal back down, chipping opponents after pushing the front, walk a little distance after pressing the fist, in fact, is chipping the wind after walking a little bit and then chipping the wind, but only the storming eight God team special people effective, if the special people were chipped, with diagonal down the protection, the ordinary eight God is also set up, and because of the use of the ghost step, so there are energy points can also be used.

97 masters of the road to success ---- infinite sunflower

Yagami's sunflower infinite has always been a "legendary move", the reason is that this move on the user in all aspects of the requirements are quite harsh, and the way out of the move can not be the same as other ways.

How to use:

When the opponent jumps up, hit the opponent in the air with a light sunflower one or two times, then use a heavy punch from a close stance and cancel the second sunflower right away, and then use the second sunflower later in the second sunflower to connect with the third sunflower, and so on.

Practice:

1, familiarize yourself with the closing time of the first and second koi hua. You can use the second part of the light sunflower to hit the opponent on the ground, and then replace the third part of the sunflower with the standing C (use the timing of the standing C to feel the closing time of the sunflower)

2, familiarize yourself with the way of the second sunflower move. Because of the infinite sunflower need to be close to stand C cancel, and stand C move speed is too fast, so can only be used in a similar way to the sticky keys of the first shake and then press the move: the first sunflower to hit the opponent immediately after pulling the next, to be able to make the second sunflower, from the bottom of the shake to the back, and then press C, and then immediately press A, pay attention to the press C and then immediately after the press A (almost at the same time, but then there is a spacing). This way, you will be able to cancel the sunflower immediately after the first c-stop. Be sure to practice a lot before you find the rhythm of the intervals - the rhythm of the joystick, pressing C, and pressing A.

3, if the practice: no C directly out of the heavy sunflower and the timing of the key is correct, it is not pulled down for a period of time; not out of the C directly out of the light sunflower, it is the joystick, press C too early; out of the C but canceled out of the heavy sunflower, it is too late to press A; out of the C is also canceled out of the light sunflower, but the C hit the person, then press A is too late; out of the C but did not come out of the sunflower, it is the rocker is not on the spot; out of the next C, it is to press C too early, rocker did not end.

4, each time the second section of the sunflower should be as late as possible, because the later, the faster, the next section of the sunflower is easier to connect, otherwise sometimes the second section of the second sunflower can not hit the opponent.

5, some people in the air by a section of the sunflower hit after not even the eight pheasants (such as Yagami, Terry), for these people only two sections of the second section of the sunflower unlimited even. Suggested to practice with Kusakari and Mari

Added: 4 is back, 2 is down, 6 is front, 8 is up