The King of Fighters '97 Beginner's Reference v.1.2 ----------------------------------------------------- This Reference is designed to help beginning players learn
and understand the basics of KoF '97 -- how to play, which Mode of play to choose, and so on. The Guide also features a glossary of terms
commonly associated with KoF '97. --(*) Contents:-- (I.): What is KoF '97? (II.): Basics: Buttons, Joystick Motions, and Some Notes About Special
Move Motions in KoF '97 (III.): Advanced Mode vs. Extra Mode (IV.): Game Mechanics (V.): Glossary of Commonly Used Terms in KoF '97 (VI.):
Credits, Version History (I.) What is KoF '97? KoF '97 is the fourth installment of SNK's King of Fighters 4ghting game series (which began in
199; with KoF '9;)P a series with several interesting features, not the least of which is Team !lay: instead of paying one credit and simply
getting to play one character, KoF lets you choose a Team of three different characters to compete against other Teams of threeY This year, the
KoF tournament returns with a vengeance, featuring several new faces and plenty of old favorites. Keep your eye out for gameplay in two
completely different Modes, each with its own set of options to explore. ---------------------------------------------------------------------------------------- (II.) BASICS:
Here is the basic control layout.: --(*) Joystick Key: (When Oour Character is Facing to the Right):-- up-bk up up-fwd \ \ \ | / " bk \ - n - \ fwd " /
| \ \ \ dwn-bk dwn dwn-fwd Buttons: DA,D DB,D DC,D DLD KoF '97 uses the old Fatal Fury 2 button setup: A-jight !unch C-Heavy !unch B-jight Kick
L-Heavy Kick CL-Knockdown Attack (N\TE: CL's can only be performed while +umping or while standing up. There is no such thing as a Dlow
CL.D N\TE: Standing CL's are the same, close or far, and are always bufferable.) Normal Throw-fwd or bk [ C or L (Special moves performed
with A or C ]punch buttonsq are often written with a D!D to indicate D!unch buttonD ]e.g. D=cf [ !DqP B or L kick moves are likewise written with a
DKD to indicate DKick buttonD ]e.g. Dhcb [ KDq.) Joystick Movement: DupD or DuD 6 DupD DdwnD or DdD 6 DdownD DfwdD or DfD 6 DforwardD DbkD or DbD 6
DbackD Dup-fwdD or DufD 6 Dup-forwardD Ddwn-bkD or DdbD 6 Ddown-backD DnD 6 D+oystick neutral ]centeredqD D=cfD 6 D=uarter circle forwardD (dwn, dwn-
fwd, fwd) D=cbD 6 D=uarter circle backD (dwn, dwn-bk, bk) DhcfD 6 Dhalf-circle forwardD (bk, dwn-bk, dwn, dwn-fwd, fwd) DhcbD 6 Dhalf-circle
backD (fwd, dwn-fwd, dwn, dwn-bk, bk) Dcharge dwn, upD 6 Dhold +oystick down brie3y, then move upD (also: Dcharge d, uD) Dcharge bk, fwdD 6 Dhold
+oystick back brie3y, then move forwardsD (also: Dcharge b, fD) DcloseD 6 Dperform the move near opponentD DfarD 6 Dperform the move far from
opponentD DstandingD 6 Dperform the move while your character is standingD DlowD 6 Dperform the move while your character is crouchingD D+umpD
6 Dperform the move while your character is +umpingD Dhigh-blockD 6 Dmove +oystick straight backD (used to block most standing attacks and
+umping attacks Dlow-blockD 6 Dmove +oystick to dwn-bkD (used to block most low attacks) --(*) A Few Notes About Special Move Motions in KoF
'97:-- Charge-Moves: A DCharge MoveD is one that re=uires the player to DchargeD the +oystick brie3y in one direction, then =uickly move the
+oystick in another direction ]usually the oppositeq and press ]aq button(s). An example of this is Ralf's DGatling !unch,D (charge bk, fwd [ !).
Note1: KoF '97, like its predecessor KoF '9>, sometimes has a bit of trouble detecting charge-motions -- because of this, players must be fairly
'precise' about buffering charges. Make sure that you have charged the move long enough, or it simply will not come out as such. Note2: It also
seems that charge-moves are more easily detected when +oystick diagonals (dwn-bk especially) are used to charge, instead of straight
directions (+oystick bk or dwn). NoteX: In KoF '97, as with KoF '9>, a charge-move may not be 'held' at the very start of a round of play. This
means that if you would like to start your round with a charge move, you may only start charging up the move after the round begins. Note;: In
KoF'97, as with KoF '9>, a charge may not be 'held' when switching the +oystick from the dwn-bk to the bk position. This means that if you are
buffering a charge low and you 4nd you need to 'block high,' you will lose the low-charge you have been buffering. (There are > characters in KoF
'97 e=uipped with charge-movesP they are jeona, Kim Kapwhan, Ralf, Blue Mary, Chang Koehan and Choi Bounge.) Manual Moves: A Manual
Move is really +ust any special move that does not re=uire a Charge to perform. Examples of this are Ryo's DKohohD (fwd, dwn, dwn-fwd [ !), and