beginner combos

striderpunk

Member # 6311,
Joined
Feb 22, 2003
Posts
2,642
post simple yet effective combos
there are too many flashy things flying around here

98'
kim

Crouching a crouching a crouching a up d down d (also works in ffs but crescent kick follow up is not available)

terry

standing a standing b standing b qcf d
 

LWK

Earl of Sexyheim
20 Year Member
Joined
Jan 5, 2001
Posts
18,096
striderpunk said:
post simple yet effective combos
there are too many flashy things flying around here

98'
kim

Crouching a crouching a crouching a up d down d (also works in ffs but crescent kick follow up is not available)

terry

standing a standing b standing b qcf d

a cB wouldnt hurt either.
 

KLSADAKO

Kuroko's Training Dummy
Joined
Apr 19, 2004
Posts
77
Terry 97/ C-2 hits/ power charge with B/ power geyser, very easy to do, and very damaging

If u get the person in the corner with terry/ C-2 Hits/ B power Charge/ D crack shot/ B Crack shot/ very easy to do, works 99% of the time, do not do B Crack Shot twice, doesn't work that way, also easy to dizzy the opponent this way.
 

Lashujin

Ghost of Captain Kidd
Joined
Dec 2, 2002
Posts
1,654
KOF 03

Yamazaki - j.C or D, s.c, qcb+B (could use A,C, or dp+CorA)
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
Jun 12, 2002
Posts
6,724
it's always easier to start your combo with a close C or D.

chain combos work the other way around in KOF. you start with strong attack and follow it up with a weak attack.

for example:

Terry 98:

close C (2 hits) .... forward A ..... burning knuckle or power gaiser.


well, they are not actuall called chain combos in KOF, but that's what I got used to call them :glee:
 

Takumaji

Krautmin
Staff member
Joined
Jul 24, 2001
Posts
20,462
The easiest combos always go like this:

jumping C -> standing C -> special

or

standing or jumping C or D -> standing C or D -> forward+A or B -> special move

You have a little more work to do for characters without command attacks (f+A/B), in this case, replace the c.a. with another standing C or simply skip it and continue with a special of your choice (not all of them combo of course).

Here's another generic combo for charas with command attacks:

sC -> f+A/B -> special

If the special move can be super-cancelled, you can break into a DM for extra damage (KoF99 and up, but you can still combo into many DMs in the older KoFs).
 

breal

Hardened Shock Trooper
Joined
Nov 14, 2003
Posts
444
Takumaji said:
The easiest combos always go like this:

jumping C -> standing C -> special

or

standing or jumping C or D -> standing C or D -> forward+A or B -> special move

Those are the best combos especially when it's with someone whose standing C or D really hurts. Also great to use in tourneys b/c you get maximum damage as longer combos tend to not take as much damage although they are pretty when pulled off.
 

El Capitan

Mai's Apprentice
Joined
May 19, 2004
Posts
1,811
Ok, I like the concept of this thread (what with being shit at these games), but surely it'll get too confusing what with all the versions of KOF.
Also one line of combo, followed by ten lines of sig. is gonna make this really longwinded!
 

lone_REBEL

Armored Scrum Object
Joined
Sep 6, 2004
Posts
268
K' in 2K1

close C (2 hits) --> dp C (2 hits) --> f+d (1 hits) --> qcb d (1 hit - quickly after f+D)

(corner) C (2 hits) --> qcf C (1 hit) --> f+D (1 hit) --> qcf qcb AC (27 hits)

The longest combos in the game ever after Kula's infinite. :very_ang:
 

G-Product

Benimaru's Hairdresser
Joined
Sep 10, 2004
Posts
782
I'm no big Takuma player I like Iori, Leona, Vice & Mature in 98 but this is a great combo wit Mr. Karate/Takuma

Takuma Sakazaki
Jumping deep strong kick, crouching strong punch, Hien Shippu Kyaku with strong kick, Zan Retsu Ken with strong punch

you can even substitue the Zan Retsu Ken with Tiger Flame Punch (SP) and I think that move were he pucnhes and it sounds liek he says Ninjikta.


Iori Yagami
Pick Extra, when your life is flashing and have a MAX'ed out bar, One-For-The-Road Blast, charge your gauge back up, the Blast does 10 ticks of damage so wait a while, then use a MAX'ed Maiden Masher

From far away. qcf + LP, hcb + SK/Maiden MAsher

Jumping deep SK, standing close LP, DP + SP


Vice
Jumping deep SP, standing close SK, hcb x 2 +K
 
Last edited:

Takumaji

Krautmin
Staff member
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Jul 24, 2001
Posts
20,462
lone_REBEL said:
close C (2 hits) --> dp C (2 hits) --> f+d (1 hits) --> qcb d (1 hit - quickly after f+D)

(corner) C (2 hits) --> qcf C (1 hit) --> f+D (1 hit) --> qcf qcb AC (27 hits)

The longest combos in the game ever after Kula's infinite. :very_ang:

icon19.gif
 

SouthtownKid

There are four lights
20 Year Member
Joined
Oct 12, 2003
Posts
28,936
I'm not a huge combo-er. My biggest hurdle seems to be consistently hitting the middle jump (forward dash OR tap d, bd, or fd ->then TAP uf) which seems to be the best way to start combos. A lot of times, I either end up hopping or doing a big jump.

To people who use middle jump: do you usually prefer to start with a dash or the tap down?
 

G-Product

Benimaru's Hairdresser
Joined
Sep 10, 2004
Posts
782
If u want beginner combos, put the opponent in the corner with Leona, use a Baltic Launcher with SP (charge b, press f + P), then hit them with anything
 
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