Difference between revisions of "The King of Fighters '97"
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The Ghost Step works in almost any situation (after a backdash, after a normal move, special move , on wakeup, after a roll, while guarding opponent moves etc) except when you
The Ghost Step works in almost any situation (after a backdash, after a normal move, special move , on wakeup, after a roll, while guarding opponent moves etc) except when you a crystal.
Revision as of 21:34, 20 June 2019
The King of Fighters '97 is a 2D fighting game released by SNK in 1997.
- 1 Introduction
- 2 Gameplay Overview
- 3 Notation
- 4 Mechanics and Notes
- 5 Basic Strategy
- 6 Advanced Strategy
- 7 Game Versions
- 8 The Characters
The 4th Installment of the series,its one of the best games due to the novelty about choose two types of power gauges,the Advanced that is KOF96 style with Evasion and Run but with power stocks for Super Moves,and the Extra that is the KOF95 style about Charge Bar and dashes.
And features a "Boss Team" along with fastest versions of Iori and Leona as first bosses.
Its one of the most "canonical competetive"* ones and specially in China.
- I define them any KOF outside of a Dream Match like 2000,XI and 13 due to their own features--HanzoHimemiya (talk) 02:47, 15 December 2015 (MSK)
- 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.
- Controls and basic notation of KOF 97.
.- up (u) | up-back (u/b) - 7 8 9 - up-forward (u/f) back (b) - 4 5 6 - forward (f) down-back (d/b) - 1 2 3 - down-forward (d/f) | `- down (d)
Primary Note: These numbers can be easily referenced by looking at your keyboard numpad. Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".
Secondary Note: These notations are based on the assumption that the character is on the "Player 1" side of the playing field. These notations remain relative to the character based upon this assumption.
- qcf - 236 - Quarter circle forward/Hadouken/Fireball motion - In one smooth motion move to down -> down-forward -> forward.
- qcf - 214 - Quarter circle backward - In one smooth motion move to down -> down-back -> back.
- hcf - 41236 - Half circle forward - In one smooth motion move to back -> down-back -> down -> down-forward -> forward.
- hcb - 63214 - Half circle backward - In one smooth motion move to forward -> down-forward -> down -> down-back -> back.
- dp - 623 - Dragon Punch motion - In one smooth motion move to forward -> down -> down-forward.
- rdp - 421 - Reverse Dragon Punch motion - In one smooth motion move to back -> down -> down-back.
- Charge - Hold the given direction (usually back/down) for around 1 second, before moving to the next command (usually forward or up a button).
- tk - 2369 - Tiger Knee Motion - qcf, then move to up-forward.
- A - LP - Light Punch
- B - LK - Light Kick
- C - HP - Hard Punch
- D - HK - Hard Kick
- CD - Blow back attack, press C and D simultaneously.
- P - Any punch
- K - Any kick
Other common abbreviations
- j. - Jump/jumping - Press up-back, up, or up-forward.
- nj. - Neutral jump - Referencing specifically for directly upward jump, especially for specific attacks that only occur in this state.
- sj. - Super jump - Tap down, down-back, or down-forward, then quickly press up-back or up-forward.
- sh. - Short hop - Lightly tap up-back, up, or up-forward.
- hh. - Hyper hop - Tap down, down-back, or down-forward, then quickly and lightly tap up-back or up-forward.
- cl. - Close, as in a close normal attack.
- cr. - Crouching, as in a crouching normal attack.
- st. - Standing, as in a far standing normal attack.
- f. - Forward, and relative to the direction the character is facing.
- b. - Back, and relative to the direction the character is facing.
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
- Use neutral hops(and jumps) attacks as means sometimes to defend yourself. In the Fatal Fury and KOF games it can look like your ground normals are terrible/not as strong. Using neutral hops and jumps this can make the difference for stopping air attacks where your ground attacks wouldn't do the job. As well as tag grounded attacks with hops. Finding the sweet spot and timing for certain air attacks will take practice.
- Throw Bug : A widespread tech who permits to connect jump attacks with special / DM throw (very useful to characters who have one or several special / DM throw in their movelist thus).
For example : j.C > hcf + P with Iori.
j.D > hcb, f + C with Chang.
j.A > (hcb + P) *2 with Clark
- Ghost step : A widespread tech also which is much more complicated to do but which must be mastered because it has important advantages.
- Firstly, you can link combos who're normally unlinkable without Ghost Step (C > f + A > (qcb + C) *3 after hcf + P with Iori, C > f + B > hcf + B after hcf + A with Joe etc)
- Secondly , You can punish moves who're normally unpunishable without Ghost Step / Guard Cancel Roll.
The Ghost Step works in almost any situation (after a backdash, after a normal move, special move , on wakeup, after a roll, while guarding opponent moves etc) except when you have a crystal.
All characters can realize the Ghost Step.
The steps to follow to achieve Ghost Step in combos :
1) You mustn't have a crystal
2) You must do any move (normal or special)
3) During the recovery of move in question, input a forward-ended super move with channelling the button before the end of recovery (a super move who's present in the movelist of character in question). .
If i take Iori like example, his DM moves are qcf , hcb + P and qcb , hcf+ P.
The super move which should be used is qcb , hcf+ P cause this super included a forward-ended.
4) Hold forward and button
In summary, to succeed the very popular Iori's combo (hcf + P > Ghost Step > C > f + A > (qcf + C) *3) (i will put A like light punch instead of P) , you must do :
hcf + A > qcb , hcf + A during recovery of hcf+A > hold forward and A button > stop holding forward and A botton when you're in close contact with the opponent > C > f + A > (qcf + C)*3
This method is used for all characters.
- If you want to do a ghost step after a backdash, you must input a forward-ended super move with channelling the button during recovery of backdash sprite.
- If you want to do a ghost step after guaarding moves of opponent, you must input a forward-ended super move with channelling the button during recovery of guard sprite
This is one with Boss Characters
O. Iori, O. Leona, Orochi
Iori, Benimaru, Terry, O. Chris, Kyo, Daimon, Mary
Robert, Yamazaki, Joe, Ralf, Clark, O. Yashiro, O. Shermie
Mai, Ryo, Chang, Choi, Athena, Kensou, Leona, Kyo 94
Yuri, Shingo, Chizuru, Kim, Chin, Yashiro, Chris, Andy
Shermie, Billy, King
Without Boss Characters
Iori e Terry
Shingo e Andy
In conclusion (Combining both tier list):
-Orochi Iori and Leona are Tourney Banned due that they are only speedish versions of the normal ones.
-Japan Team is the best team in the game.
-Terry Bogard is semi-god due to their Power Charge crouching A glitch infinite,and Yamazaki have one with the dp+B move but isn't useful as Terry one.
-Orochi Chris is the only decent EX version of the boss team of the game.
-Blue Mary and Chizuru are the femme fatales of the game.
-The rest can be mid-tier everyone else except of Normal Shermie and Andy that can be the Low Tier ones
-Shingo is the joke character by excellence.
My Personal tier list can be like this:
Orochi Iori,Orochi Leona and Orochi
Iori and Terry
Japan Team,Blue Mary,Chizuru,Orochi Chris,Yamazaki
Everyone Else with 94 Kyo
Andy and Normal Shermie
--HanzoHimemiya (talk) 20:52, 29 November 2015 (MSK)
Tier Lists from China
General competitive rules: infinite combos, raw supers and character-floating glitches are not allowed. Banned over-powerful characters: Orochi, O.Iori, O.Leona. Other hidden characters are usable.
Character Ranking by Yaotouling Cheshen in 2014, concluded from all available competitive matches by then and supervised by several top Chinese KOF97 players.Each line is sorted in descending order.
Top: Iori, Chizuru, Chang
High: Yamazaki, Daimon, Mary, Choi, O.Yashiro
Good: Benimaru, Kensou, Kyo, Terry, O.Chris
Middle: Joe, Leona, Athena, Yashiro, Kyo 94, Robert, Clark, Chris, Shermie, Ryo, King, Mai, Ralf, O.Shermie, Kim
Low: Billy, Yuri, Chin, Andy, Shingo
Video of the ranking: http://player.youku.com/player.php/sid/XNzAwNzYyNDA4/v.swf
An earlier version made in 2010 can be found here: http://player.youku.com/player.php/sid/XMjYwMDA0ODk2/v.swf
1. If the restrictions on infinite combos and raw supers are lifted, Terry and Yamazaki will be top-tiered. Characters like Benimaru and Mary will be slightly stronger, while characters like Chang and Daimon will be relatively weaker. Reference match: http://player.youku.com/player.php/sid/XOTE4NTMzMjcy/v.swf
2. If no rule is applied, two characters will dominate the game - Orochi and O.Iori. Other characters have negligible influence on the match result. Game will be like this: http://player.youku.com/player.php/sid/XMTQ4NzA4NjE2NA==/v.swf
3. Extra mode is considered inferior to the Advanced mode in KOF97. Thus, tier lists are based on the latter mode only.
- Arcade (Neo Geo)
- Sega Saturn
- Sony Playstation
- Sony Playstation 2
- Android HD Remix
Fatal Fury Team
Art of Fighting Team
Ikari Warriors Team
Psycho Soldiers Team
New Face Team
To Select '94 Kyo, Highlight Kyo Kusanagi and Hold Start and press A or D
Bosses(To Play as the Boss characters, You must activate Universe Bios' cheat menu and turn on dipswitch 1-3 at the How to Play Screen)
|General||Introduction | Gameplay Overview | Mechanics and Notes | Notation | General Character Info|
|Regular Characters||Kyo Kusanagi | Benimaru Nikaido | Goro Daimon | Terry Bogard | Andy Bogard | Joe Higashi | Ryo Sakazaki | Robert Garcia | Yuri Sakazaki | Leona Heidern | Ralf Jones | Clark Steel | Athena Asamiya | Sie Kensou | Chin Gentsai | Chizuru Kagura | Mai Shiranui | King | Kim Kaphwan | Chang Koehan | Choi Bounge | Yashiro Nanakase | Shermie | Chris | Ryuji Yamazaki | Blue Mary | Billy Kane | Iori Yagami | Shingo Yabuki ||
|EX Characters||Kyo Kusanagi (KoF '94) | Orochi Yashiro | Orochi Shermie | Orochi Chris ||
|Bosses||Orochi Leona | Orochi Iori | Orochi|