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The King of Fighters '97/System
- Block - Hold back to block mid hitting and overhead attacks or down-back to block low attacks. While blocking, you take no damage from normals and a single pixel-per-hit when blocking special/desperation moves. You can also block in the air while jumping up or back. Ground normals cannot be air guarded.
- Air Block - For Advanced Mode: Neutral Jump or Back Jump and hold any backwards direction. For Extra Mode: Full Jump in any direction and hold any backwards direction. This type of defense only works against special moves, desperation moves and against any aerial attack that isn't an air throw. Any grounded normal attack will hit any airborne opponent. The only known exception is if the character is already air-blocking and the opponent lands before the character does and attacks with a grounded normal attack. In this instance, the airborne character will maintain an air block. At certain heights, a character cannot air block until the character reaches a higher altitude.
- Hop - Performed by quickly tapping any upward direction. Performing a hop can be difficult at first but being able to select from any jump option at a moment's notice is absolutely vital to KOF. One trick is to quickly move from an upward direction to down in order to avoid holding up for too long and causing a jump. Hops are fast and possibly the least vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make them difficult to react to when under pressure. Using air-to-ground attacks from hops is a quick way to keep the opponent blocking while gaining frame advantage afterward. Once used to seeing hops, they become easier to anti-air when an opening presents itself. Hops are great for baiting and then punishing sweeps.
- Hyper Hop - Performed by first pressing any downward direction, then quickly tapping up-forward or up-back. You cannot hyper hop straight up, eg. neutral. Can also be done by running and inputting a hop. Hyper hops are even faster and travel further than normal hops.
- Jump - The option that should be the most familiar with most fighting game players, jumps in KOF are performed the same way as in any game: just press and hold any upwards direction. Jumps reach a high vertical height which suits them for maneuvering over non-ground hugging fireballs or challenging the other player in the air. Jumping carries a longer aerial hang time which gives the other player more substantial time to counter with an anti-air or air-to-air. Additionally, a normal jump covers the same horizontal distance as a hyper hop. Jumps end up getting punished more often than either hops, and so much like in any fighting game the player should have a set reason or strategy in mind before jumping heedlessly.
- Super Jump - Super jumps are done by pressing any downward direction and holding up-back or up-forward. It can also be performed by jumping normally while running. You cannot super jump straight up, eg. neutral. A super jump travels a bit further than 1/2 of the screen length. Combined with the widescreen ratio this creates more safety from fullscreen against being jumped on. A super jump travels faster and further than a standard jump although tall vertical height of the jump arc makes this the easiest of all air options to counter with an anti-air.
- Back Dash - Tap back twice quickly. During a back dash, you are considered airbone which means you can perform air command normals and air special moves as well as evade low attacks. Using a command normal will cause the trajectory and recovery period of the back dash to change.
- Guard Cancel Strike (CD counter) - Press C and D simultaneously while guarding a move. Similar to Dead Angle Attacks from ArkSys games, your character cancels their guard animation and blockstun into their C+D attack to (hopefully) counter your opponent's move. Uses one power stock.
- Taunt - Press Start. Has no use in gameplay other than to style on your opponent or mock them. Note that you do not have to commit to the entire taunt animation, it can be canceled by movement after a certain time.
Mechanics and Notes
KOF'96 style - aggressive mode
+ Power Max allows you to increase your damages of 25%
+ The lifebar doesn't flashes red
+ Roll: f + AB or b + AB
+ Power gauge charge when hit or attack
+ Store three crystals in the gauge , press ABC to MAX , then perform Desperation Move
(note: needs at least two crystals: this will empty the first one , and the second is used for DM . It means two crystals for Super Desperation Move ) .
+ Dash forward: f , f
+ Run: f , f then hold fw
+ Dash backward: b , b
+ Hop: tap diagonally up or back
+ Hyper Hop: d , tap u (note: works diagonally too)
+ Normal jump: up , or diagonally up or back
+ Hyper jump: tap d then u (note: works diagonally too)
+ Guard cancel: while blocking an attack , press AB or CD (note: uses a crystal stored)
KOF '95 - defensive mode
+ Power Max allows you to increase damage of 50 %
+ Perform Desperation Moves when the lifebar flashes red in 80%
+ Dodge Using AB (note: don't works on command throw)
+ Power gauge charge using ABC
+ Foward Hop ( à la '95 ) forward: f , f
+ Back Hop ( à la '95 ) backward: b , b
+ Normal Jump: up , or diagonally up or back
+ HyperJump: d , then u
+ Guard cancel: while blocking an attack , press AB or CD (note: MAX will decrease )
- + Quick recovery: AB as you land on the ground
- + Throw escape: tap any button (note: during a normal throw , don't work on command throw)
- + Assist Attack: Press ABC when character is dizzy or struggling (depends of your team mate - see smiley section for details )
- + Aerial Guard: Hold Back during Neutral or Backwards Jump(Blocks Special Moves, Aerial Attacks, but doesn't block SDM/DM or Grounded Normal Attacks.)
- +Taunt: start
- Likelyhood of characters helping in an Assist Attack
- 0=Never helps
- 1=50% chance of helping
- 2=Always helps
The King of Fighters '97
A widespread tech that permits to connect jump moves with special / DM throw, this is most likely because many command grabs in this game are 1 frame and are proximity throws. This is only possible if a character has a command grab special or a DM throw, some notable examples being Iori, Chang and Clark. (more infortnation on this the future)
A widespread tech (works for everyone) that is much more difficult to do but very rewarding once mastered. To be able to do this, do certian attacks (normal or special) and during the recovery of said move, input a DM motion that ends in a forward input (such as qcfx2 P/K or qcb,hcf P,etc.), then hold forward and the button of a DM that's present in the movelist of a character (for example: iori has qcb,hcf P, which means you hold a punch button).
If you notice your character is moving slightly faster after the recovery of a certian move then that mean's you successfully done it. This works in almost any situation except when you have a power stock (or a crystal) as the motion of any super will overlap with the ghost step input
do keep in mind that this is extemely difficult to pull off consistently but if you can master it, it has major advantages such as:
- the ability to link combos that are normally unlinkable without Ghost Step
- the most famous example is that iori will be able to follow-up with cl.C after a command grab
- another example is that joe will be able to link cl.C out of hurricane upper (hcf A).
- You can punish moves that are normally unpunishable.
while this does work for everyone, there are certian characters do benifit more from utilizing the ghost step, such as iori as not only does it allow him to do his staple bnb from other games (which he can't without ghost step) but he also has a another way of doing it as well (hcb,f+P (and hold forward and P button) and in gneral, iori's ghost step is the eaisest one to achieve (and probably the most reliable).