Any good KoF '94 combos?

oldschool

Cock Killer with Ice D,
Joined
Aug 14, 2002
Posts
2,099
I'd like to hear some if any has some to tell about. Thanks.
 

Big Shady

Kyukyogenryu Black Belt
15 Year Member
Joined
Apr 16, 2003
Posts
4,945
Oooo, RESEARCH PROJECT!!!!

Off the top of my head:
Kyo:
jump-in C/D, crouching A, qcf A/C

Terry:
jump-in C/D, standing C, qcb A

That's all I can remember right off the top of my head, but I'll get to work on it. Its been awhile since I busted out the KOF94 cart ;)
 

oldschool

Cock Killer with Ice D,
Joined
Aug 14, 2002
Posts
2,099
I've been going at it with the NGCD lately (with not much luck). I never knew you could pull Supers on '94 until I looked up one of the FAQs for it. I always thought I'd pull off at least one super but some of them are quite complex and are different than what I've seen. Thanks for those. They are surely a start for me. :buttrock:
 

YeldellGW

Bartender,
20 Year Member
Joined
Apr 12, 2001
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1,736
Standard 3 hit dizzy:

Jumping strong attack, standing close/ducking strong attack (depends on the character), strong fireball (Weak fireball in Chin's case)

The above combo works for anyone with a projectile except Athena and Kensou (Their fireballs come out too slow to combo). Also, it might just be me, but I can't get this combo to work everytime with Robert or Yuri for some reason.

Kyo:

Down+C in the air, Forward+D (Another dizzy combo)

Ralf and Clark can do Zangief's infamous blocked jump in command throw cheese combo.
 

Neo Bomber Man

Miracle Seller, , ,
Joined
Aug 19, 2000
Posts
2,836
YeldellGW said:
The above combo works for anyone with a projectile except Athena and Kensou (Their fireballs come out too slow to combo). Also, it might just be me, but I can't get this combo to work everytime with Robert or Yuri for some reason.

With Yuri I do a jumping C/D, standing A, standing C, saiha. The 4-hits dizzy them proper, just like with Mai:

Jumping C/D, standing A, standing C, Ryuuenbu.

You can poke those little A jabs in elsewhere, like with Ryo:

Jumping D, crouching A, crouching C, Hienshippukyaku w/D.
If you do the above in the corner, there's a nice 4-hit flashy follow up (taken from the Scitron LD):
Dash towards them and in mid-dash (when you're overlapping their sprite) do a mid-air Koohken w/A (yes, dashing still counts as being mid-air), crouching C, Hienshippukyaku w/D.

There's a bug in there for throwing fireballs without all the lag time though I'll have to review how to get it started. Something about having the opponent BC dodge the fireball across the screen and something I'm forgetting that allows you to begin throwing a barrage of them.

There's another bug whereby you can throw people with Athena and while in DM mode, you can do her DM immediately after the throw and the damage will register! I think this works with Chin as well.

Ryo & Kim both have mid-air DM's, which I made a chart of and don't feel like uploading right now ;P

etc.

And if I can get some practice time in I might have a 100% combo with Brian (and no, it's not the standard DM combo done on MAX with an SDM).
 

jindo

Sakura's Bank Manager
Joined
Jan 15, 2004
Posts
743
Kyo: jump in A+C, stand C, into his triple kick combo.

Heidern: **it has to be one of the most devestating damaging single attack ever.... :eek:** Counter version of moon slash. (it takes up to almost 1/2 of entire lifebar. :oh_no:
 

snesaes

Haomaru's Blade Shiner
Joined
Jan 24, 2004
Posts
696
I just got KOF '94 for my AES today, and it's suprising how good the game when compared to the later ones in the series. I don't know of any combos off hand, but I can tell you that Ralf had a nice one that took 50% of my life away...bastard.
 

Kazuki Dash

Samurai Shodown Swordsmith
Joined
Feb 21, 2004
Posts
4,321
The one thing I remember with Terry is that if you do the Jump D, close C, power wave/burn knuckle/or crack shoot combo twice it'll dizzy and give you enough time to charge up a DM. Ouchie...a nasty thing I discovered against the CPU early on...:)
 
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