Okay... Bry you're a whore.
Um, don't listen to bry, he's ignorant <IMG SRC="smilies/biggrin.gif" border="0">
for combos in KOF, they usually follow a certain formula:
Standard Attack -> Command Attack/Special/Super -> Special/Super
Now, if you do a special or a super directly after the standard attack, you won't be able to do another one afterwards. if you do a command attack (example: f+A), you can do a special/super depending on whether the command attack is cancelable and whether the command attack makes you jump or stay on the ground.
now, many times you can do two standards in a row, and in SOME cases, you can do two command attacks in a row. you really need to look at some FAQs, this game is anything but simple.
So, for example, here's a simple K' combo in KOF2000:
Standing C (1 hit) (standard), f+A (Command), qcb+B (Special)
again, it follows the same patter described above.
Here's another: Standing C (2 hits) (standard), f+B (command), qcb+B (special)
now, the f+B move for K' is a move in which he jumps off of the ground and knees his opponent in the chest. normally, you wouldn't be able to do many special moves after it because it makes you airborne, but since his qcb+B attack is executable in the air, it works.
A different variation (K'):
Standing C (standard), f+A (command), qcf hcb+A/C/AC (super)
another thing you can do, many times you can add a jumping standard attack before you start the combo string.
so, for example, with Kyo in post-95 games:
jump C (jumping standard), stand C (Standard), qcf C (special).
So basically, you just have to stick the basic combo formula. the KOF combo system is MUCH deeper, especially in the 99/2000 series, since there is the addition of Counter Mode.
I suggest looking at a combo faq at
www.gamefaqs.com
So there you have it. I hope i helped some.