Difference between revisions of "The King of Fighters '97"
From Sega Retro
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Characters backstep or run with {{left}} {{left}} or {{right}} {{right}}. They can perform short hops by pressing {{upleft}}, {{up}}, or {{upright}}, followed by {{down}} quickly. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing {{down}}, then {{upleft}}, {{up}}, or {{upright}} quickly. Characters can perform evasive rolls with {{A}}+{{B}} to roll backward or {{right}}+{{A}}+{{B}} to roll forward (or {{left}}+{{A}}+{{B}} when facing left). Characters are invulnerable during most of the roll, though they can still be grabbed and thrown. They can roll through opponents when they are close. | Characters backstep or run with {{left}} {{left}} or {{right}} {{right}}. They can perform short hops by pressing {{upleft}}, {{up}}, or {{upright}}, followed by {{down}} quickly. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing {{down}}, then {{upleft}}, {{up}}, or {{upright}} quickly. Characters can perform evasive rolls with {{A}}+{{B}} to roll backward or {{right}}+{{A}}+{{B}} to roll forward (or {{left}}+{{A}}+{{B}} when facing left). Characters are invulnerable during most of the roll, though they can still be grabbed and thrown. They can roll through opponents when they are close. | ||
− | The power gauge is filled by attacking the opponent with normal attacks (but not throws) or by performing special moves (regardless of whether they connect with the opponent). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a Desperation move or to enter "MAX mode" by pressing {{X}}+{{A}}+{{B}}, increasing the damage dealt by the character and reducing the damage taken from the opponent for a duration. Performing a Desperation move while in "MAX mode" performs a more powerful Super Desperation move. | + | The power gauge is filled by attacking the opponent with normal attacks (but not throws) or by performing special moves (regardless of whether they connect with the opponent). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a Desperation move or to enter "MAX mode" by pressing {{X}}+{{A}}+{{B}}, increasing the damage dealt by the character and reducing the damage taken from the opponent for a duration. Performing a Desperation move while in "MAX mode" performs a more powerful Super Desperation move (which can be done any number of times until the "MAX mode" state ends). |
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Raijin Ken<br>(Special {{C}}) | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist, which hits up to three times and knocks down the opponent on impact. He punches straight ahead with {{LP}} or at an upward angle with {{HP}}. This move can be performed in midair (which is done at a downward angle regardless of the button used).}} | {{MoveListRow | Raijin Ken<br>(Special {{C}}) | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist, which hits up to three times and knocks down the opponent on impact. He punches straight ahead with {{LP}} or at an upward angle with {{HP}}. This move can be performed in midair (which is done at a downward angle regardless of the button used).}} | ||
− | {{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike. If the player presses {{down}} {{up}}+{{kick}} during the move, Benimaru follows up with a hopping side kick, then | + | {{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike. If the player presses {{down}} {{up}}+{{kick}} during the move, Benimaru follows up with a hopping side kick, then backflips into the air with an electrically charged kick that knocks his opponent over.}} |
{{MoveListRow | Shinku Kakate Goma<br>(Special {{Z}}) | {{HCB}} {{punch}} | Benimaru stands on one hand and spins his body around, kicking with both hands, knocking his opponent far back on impact.}} | {{MoveListRow | Shinku Kakate Goma<br>(Special {{Z}}) | {{HCB}} {{punch}} | Benimaru stands on one hand and spins his body around, kicking with both hands, knocking his opponent far back on impact.}} | ||
{{MoveListRow | Super Inazuma Kick | {{DPF}} {{kick}} | Benimaru backflips into the air with an electrically charged kick that knocks his opponent over.}} | {{MoveListRow | Super Inazuma Kick | {{DPF}} {{kick}} | Benimaru backflips into the air with an electrically charged kick that knocks his opponent over.}} | ||
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{{MoveListRow | Chou Ousoto Gari | {{DPF}} {{kick}} (close) | Daimon grabs and trips his opponent.}} | {{MoveListRow | Chou Ousoto Gari | {{DPF}} {{kick}} (close) | Daimon grabs and trips his opponent.}} | ||
{{MoveListRow | Chou Ukemi | {{QCB}} {{kick}} | Daimon rolls forwards. He rolls farther when the move is performed with {{HK}}.}} | {{MoveListRow | Chou Ukemi | {{QCB}} {{kick}} | Daimon rolls forwards. He rolls farther when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Nekko Gaeshi | {{QCF}} {{kick}} | Daimon holds a defensive posture. If he is attacked while doing this, he grabs his opponent, turns around, and rolls into the ground with them.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Hishou Ken<br>(Special {{Z}}) | {{QCB}} {{punch}} | Andy throws a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. The burst is longer when the move is performed with {{HP}}.}} | {{MoveListRow | Hishou Ken<br>(Special {{Z}}) | {{QCB}} {{punch}} | Andy throws a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. The burst is longer when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Shouryuu Dan | {{DPF}} {{punch}} | Andy jumps into the air while fanning his arms around him, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | {{MoveListRow | Shouryuu Dan | {{DPF}} {{punch}} | Andy jumps into the air while fanning his arms around him, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Zan'ei Ken<br>(Special {{C}}) | Hold {{downleft}} for | + | {{MoveListRow | Zan'ei Ken<br>(Special {{C}}) | Hold {{downleft}} for 1 second, then {{right}}+{{punch}} | Andy charges forward while ramming with his shoulder and knee. If the player presses {{QCF}} {{punch}} during the move, Andy follows up with an additional strike that knocks the opponent back.}} |
{{MoveListRow | Kuuhaa Dan | {{HCF}} {{kick}} | Andy launches off the ground with his hands, flying feet-first toward his opponent. The move knocks the opponent down when performed with {{LK}} or hits twice when performed with {{HK}}.}} | {{MoveListRow | Kuuhaa Dan | {{HCF}} {{kick}} | Andy launches off the ground with his hands, flying feet-first toward his opponent. The move knocks the opponent down when performed with {{LK}} or hits twice when performed with {{HK}}.}} | ||
{{MoveListRow | Gen'ei Shiranui | {{QCF}} {{kick}} in midair | Andy dives quickly to the ground. The move does no damage by itself, but it can be followed up by a crouching palm thrust that knocks his opponent over with {{punch}} or a rolling kick with {{kick}}.}} | {{MoveListRow | Gen'ei Shiranui | {{QCF}} {{kick}} in midair | Andy dives quickly to the ground. The move does no damage by itself, but it can be followed up by a crouching palm thrust that knocks his opponent over with {{punch}} or a rolling kick with {{kick}}.}} | ||
− | {{MoveListRow | Geki Heki Haisui Shou<br>(Special {{L}}) | {{HCF}} {{ | + | {{MoveListRow | Geki Heki Haisui Shou<br>(Special {{L}}) | {{HCF}} {{punch}} | Andy slides forward with an elbow strike, then does palm strikes with each hand, ending with a double-handed palm thrust that knocks his opponent over.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Mouko Rai Jin Setsu<br>(Special {{L}}) | {{QCF}} {{kick}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | {{MoveListRow | Mouko Rai Jin Setsu<br>(Special {{L}}) | {{QCF}} {{kick}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | ||
{{MoveListRow | Hien Shippu Kyaku | {{HCB}} {{kick}} | Ryo leaps ahead with a flying kick, which knocks down his opponent on impact. He follows up with an aerial roundhouse when the move is performed with {{HK}}.}} | {{MoveListRow | Hien Shippu Kyaku | {{HCB}} {{kick}} | Ryo leaps ahead with a flying kick, which knocks down his opponent on impact. He follows up with an aerial roundhouse when the move is performed with {{HK}}.}} | ||
− | {{MoveListRow | Kyokugen Ryu Ranbu Ken | {{HCF}} {{ | + | {{MoveListRow | Kyokugen Ryu Ranbu Ken | {{HCF}} {{punch}} (close) | Ryo does a combo of three quick punches that knocks his opponent over.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Hien Ryuu Jin Kyaku | {{QCB}} {{kick}} in midair | Robert dive kicks diagonally downwards. He travels a longer distance when the move is performed with {{HK}}.}} | {{MoveListRow | Hien Ryuu Jin Kyaku | {{QCB}} {{kick}} in midair | Robert dive kicks diagonally downwards. He travels a longer distance when the move is performed with {{HK}}.}} | ||
{{MoveListRow | Hien Shippu Kyaku<br>(Special {{Z}}) | {{HCB}} {{kick}} | Robert leaps ahead with multiple rotating kicks, which knock down his opponent on impact. He kicks two times when the move is performed with {{LK}} and four times when the move is performed with {{HK}}.}} | {{MoveListRow | Hien Shippu Kyaku<br>(Special {{Z}}) | {{HCB}} {{kick}} | Robert leaps ahead with multiple rotating kicks, which knock down his opponent on impact. He kicks two times when the move is performed with {{LK}} and four times when the move is performed with {{HK}}.}} | ||
− | {{MoveListRow | Kyokugen Ryu Ranbu Kyaku | {{HCF}} {{ | + | {{MoveListRow | Kyokugen Ryu Ranbu Kyaku | {{HCF}} {{kick}} (close) | Robert does a combo of four quick kicks that knock his opponent over.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Ko Ou Ken <br>(Special {{C}})| {{QCF}} {{punch}} | Yuri thrusts a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. He slides forward slightly when the move is performed with {{HP}}.}} | {{MoveListRow | Ko Ou Ken <br>(Special {{C}})| {{QCF}} {{punch}} | Yuri thrusts a short-ranged burst of ki energy from his hand, which knocks the opponent back on impact. He slides forward slightly when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Rai'oh Ken<br>(Special {{Z}}) | {{QCF}} {{kick}} | Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with {{HK}}.}} | {{MoveListRow | Rai'oh Ken<br>(Special {{Z}}) | {{QCF}} {{kick}} | Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with {{HK}}.}} | ||
− | {{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri jumps into the air while performing an uppercut, which knocks down her opponent on impact. | + | {{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri jumps into the air while performing an uppercut, which knocks down her opponent on impact. When the move is performed with {{HP}}, she ascends higher, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) with {{DPF}} {{punch}} again.}} |
{{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch that knocks her opponent over. She leaps farther when the move is performed with {{HP}}.}} | {{MoveListRow | Hien Senpuu Ken | {{QCB}} {{punch}} | Yuri leaps forward with a flying punch that knocks her opponent over. She leaps farther when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Hien Senpuu Kyaku | {{QCB}} {{kick}} | Yuri jumps into the air and rotates on an axis while kicking her leg out, which knocks down her opponent on impact. She jumps higher and farther when the move is performed with {{HK}}.}} | {{MoveListRow | Hien Senpuu Kyaku | {{QCB}} {{kick}} | Yuri jumps into the air and rotates on an axis while kicking her leg out, which knocks down her opponent on impact. She jumps higher and farther when the move is performed with {{HK}}.}} | ||
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{{MoveListRow | Baltic Launcher<br>(Special {{L}}) | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Leona throws her hands back and generates a large energy sphere in front of her that can hit her opponent multiple times. She hovers in the air and the sphere moves forward a short distance when the move is performed with {{HP}}.}} | {{MoveListRow | Baltic Launcher<br>(Special {{L}}) | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Leona throws her hands back and generates a large energy sphere in front of her that can hit her opponent multiple times. She hovers in the air and the sphere moves forward a short distance when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Moon Slasher<br>(Special {{C}}) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Leona slashes the air around her in a circle, which knocks down her opponent on impact.}} | {{MoveListRow | Moon Slasher<br>(Special {{C}}) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Leona slashes the air around her in a circle, which knocks down her opponent on impact.}} | ||
− | {{MoveListRow | Grand Saber<br>(Special {{Z}}) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Leona runs forward while low to the ground, then slashes with her hand, knocking the opponent over on impact. | + | {{MoveListRow | Grand Saber<br>(Special {{Z}}) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Leona runs forward while low to the ground, then slashes with her hand, knocking the opponent over on impact. When the move is performed with {{HK}}, it can be followed up by a somersault kick (Gliding Buster) with {{right}}+{{HK}}.}} |
{{MoveListRow | I-Slasher | {{QCB}} {{punch}} | Leona flips backwards, landing in a crouched position, then throws a crescent-shaped projectile that returns to her like a boomerang. Leona cannot perform another action until the projectile returns to her. The projectile travels further when the move is performed with {{HP}}.}} | {{MoveListRow | I-Slasher | {{QCB}} {{punch}} | Leona flips backwards, landing in a crouched position, then throws a crescent-shaped projectile that returns to her like a boomerang. Leona cannot perform another action until the projectile returns to her. The projectile travels further when the move is performed with {{HP}}.}} | ||
{{MoveListRow | X-Calibur | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Leona flips into the air, then slashes her hands in an X pattern on the way down.}} | {{MoveListRow | X-Calibur | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Leona flips into the air, then slashes her hands in an X pattern on the way down.}} | ||
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{{MoveListRow | Phoenix Arrow<br>(Special {{Z}}) | {{QCB}} {{punch}} in midair | Athena curls into a ball and dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick after landing when the move is performed with {{HP}}.}} | {{MoveListRow | Phoenix Arrow<br>(Special {{Z}}) | {{QCB}} {{punch}} in midair | Athena curls into a ball and dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick after landing when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Psycho Sword | {{DPF}} {{punch}} | Athena rises upward while her hand slices the air with psychic power. She ascends higher when the move is performed with {{HP}}. This move can be performed in midair.}} | {{MoveListRow | Psycho Sword | {{DPF}} {{punch}} | Athena rises upward while her hand slices the air with psychic power. She ascends higher when the move is performed with {{HP}}. This move can be performed in midair.}} | ||
− | {{MoveListRow | Nu Psycho Reflector<br>(Special {{L}}) | {{HCB}} {{kick}} | Athena | + | {{MoveListRow | Nu Psycho Reflector<br>(Special {{L}}) | {{HCB}} {{kick}} | Athena holds her palms out and generates a shield of psychic power. It knocks back opponents that touch it and also reflects projectiles. She leaps forward before generating the shield when the move is performed with {{HK}}.}} |
{{MoveListRow | Psycho Teleport | {{QCF}} {{kick}} | Athena runs forward at high speed. She can be hit while doing this but can pass through opponents.}} | {{MoveListRow | Psycho Teleport | {{QCF}} {{kick}} | Athena runs forward at high speed. She can be hit while doing this but can pass through opponents.}} | ||
{{MoveListRow | Super Psychic Throw | {{HCF}} {{HP}} (close) | Athena psychically throws her opponent into the air.}} | {{MoveListRow | Super Psychic Throw | {{HCF}} {{HP}} (close) | Athena psychically throws her opponent into the air.}} | ||
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{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Athena can jump off the edges of the screen.}} | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Athena can jump off the edges of the screen.}} | ||
{{MoveListRow | Psychic Shoot | {{left}}+{{HP}}/{{HK}}, {{right}}+{{HP}}/{{HK}}, or {{down}}+{{HP}}/{{HK}} in midair (close) | Athena grabs and throws her opponent in midair.}} | {{MoveListRow | Psychic Shoot | {{left}}+{{HP}}/{{HK}}, {{right}}+{{HP}}/{{HK}}, or {{down}}+{{HP}}/{{HK}} in midair (close) | Athena grabs and throws her opponent in midair.}} | ||
− | {{MoveListRow | Phoenix Bomb | {{down}}+{{ | + | {{MoveListRow | Phoenix Bomb | {{down}}+{{LK}} in midair | Athena drops back-first at her opponent. She bounces off her opponent if she hits.}} |
{{MoveListRow | Renkan Tai | {{right}}+{{LK}} | Athena hops forward with a high kick.}} | {{MoveListRow | Renkan Tai | {{right}}+{{LK}} | Athena hops forward with a high kick.}} | ||
}} | }} | ||
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{{MoveListRow | Chou Kyuu Dan<br>(Special {{C}}) | {{QCB}} {{punch}} | Kensou generates and throws a ball of psychic energy. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | Chou Kyuu Dan<br>(Special {{C}}) | {{QCB}} {{punch}} | Kensou generates and throws a ball of psychic energy. The projectile moves faster when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Ryu Renda | {{DPF}} {{repeat|{{punch}}}} | Kensou leans forward on one leg while swinging repeatedly with alternating arms.}} | {{MoveListRow | Ryu Renda | {{DPF}} {{repeat|{{punch}}}} | Kensou leans forward on one leg while swinging repeatedly with alternating arms.}} | ||
− | {{MoveListRow | Ryuu Ren Ga Chi<br>(Special {{L}}) | {{HCF}} {{LP}} | Kensou leaps forward with an elbow strike | + | {{MoveListRow | Ryuu Ren Ga Chi<br>(Special {{L}}) | {{HCF}} {{LP}} | Kensou leaps forward with an elbow strike, then follows up with a knee strike and a turning kick while moving forward.}} |
− | {{MoveListRow | Ryuu Ren Ga Gen | {{HCF}} {{HP}} | Kensou leaps forward with an elbow strike | + | {{MoveListRow | Ryuu Ren Ga Gen | {{HCF}} {{HP}} | Kensou leaps forward with an elbow strike, then follows up with a knee strike and a turning kick while moving diagonally up into the air.}} |
{{MoveListRow | Ryuu Sou Geki | {{QCB}} {{punch}} in midair | Kensou dives diagonally downwards with a palm strike that hits multiple times.}} | {{MoveListRow | Ryuu Sou Geki | {{QCB}} {{punch}} in midair | Kensou dives diagonally downwards with a palm strike that hits multiple times.}} | ||
{{MoveListRow | Ryuu Gaku Sai<br>(Special {{Z}}) | {{RDP}} {{kick}} | Kensou stands on his hands and propels himself into the air with a split-leg kick. He ascends higher when the move is performed with {{HK}}.}} | {{MoveListRow | Ryuu Gaku Sai<br>(Special {{Z}}) | {{RDP}} {{kick}} | Kensou stands on his hands and propels himself into the air with a split-leg kick. He ascends higher when the move is performed with {{HK}}.}} | ||
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{{MoveListRow | Ryuu Rin Hou Rai<br>(Special {{Z}}) | {{DPF}} {{punch}} | Chin leaps through the air with a rolling body attack. He stumbles forward with multiple spinning elbow strikes before leaping when the move is performed with {{HP}}.}} | {{MoveListRow | Ryuu Rin Hou Rai<br>(Special {{Z}}) | {{DPF}} {{punch}} | Chin leaps through the air with a rolling body attack. He stumbles forward with multiple spinning elbow strikes before leaping when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Suikan Kan Ou | {{QCF}} {{punch}} | Chin leaps forward with a falling body attack.}} | {{MoveListRow | Suikan Kan Ou | {{QCF}} {{punch}} | Chin leaps forward with a falling body attack.}} | ||
− | {{MoveListRow | Kaiten Tekikuu Totsu Ken | {{HCF}} {{kick}} | Chin rolls along the ground, then does an upward hand strike that knocks his opponent over.}} | + | {{MoveListRow | Kaiten Tekikuu Totsu Ken | {{HCF}} {{kick}} | Chin rolls along the ground, then does an upward hand strike that knocks his opponent over. He rolls farther when the move is performed with {{HK}}.}} |
− | {{MoveListRow | Bugetsu Sui<br>(Special {{L}}) | {{QCB}} {{kick}} | Chin falls back, flat on the ground, for a duration before standing back up again. While he is in this state, he can fly forward with a kick (Ryuu Ja Hanhou) with {{up}}+{{LK}}, cartwheel backward (Rigyo Hanhou) with {{up}}+{{HK}}, or roll forward with an upward hand strike (Kaiten Tekikuu Totsu Ken) with {{ | + | {{MoveListRow | Bugetsu Sui<br>(Special {{L}}) | {{QCB}} {{kick}} | Chin falls back, flat on the ground, for a duration before standing back up again. While he is in this state, he can fly forward with a kick (Ryuu Ja Hanhou) with {{up}}+{{LK}}, cartwheel backward (Rigyo Hanhou) with {{up}}+{{HK}}, or roll forward with an upward hand strike (Kaiten Tekikuu Totsu Ken) with {{right}}+{{kick}}. Or he can move with {{left}} or {{right}} or stand back up by pressing {{LP}}+{{HP}}+{{LK}}+{{HK}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
− | {{MoveListRow | Ichimen Ikatsu San Rai no Fui Jin<br>(Special {{R}}) | {{ | + | {{MoveListRow | Ichimen Ikatsu San Rai no Fui Jin<br>(Special {{R}}) | {{QCF}} {{QCF}} {{kick}} | Chizuru creates a mirror image that twirls forward with her arms outstretched.}} |
{{MoveListRow | Ichimen 85 Katsu Reigi no Ishizue | {{down}} {{downleft}} {{HCF}} {{punch}} | Chizuru slides forward with a low strike. If it hits, the opponent glows and cannot perform special moves for a duration.}} | {{MoveListRow | Ichimen 85 Katsu Reigi no Ishizue | {{down}} {{downleft}} {{HCF}} {{punch}} | Chizuru slides forward with a low strike. If it hits, the opponent glows and cannot perform special moves for a duration.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Ka Chou Sen<br>(Special {{C}}) | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | Ka Chou Sen<br>(Special {{C}}) | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact.}} | + | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. She steps forward slightly when the move is performed with {{HP}}.}} |
+ | {{MoveListRow | Hakuro no Mai<br>(Special {{L}}) | {{DPF}} {{punch}} | Mai twirls forward while swinging her fans around her.}} | ||
{{MoveListRow | Hishou Ryuu'en Jin | {{DPF}} {{kick}} | Mai does a backflip while tailed by the sash around her waist, which is set alight and knocks her opponent over on impact. She flips higher when the move is performed with {{HK}}.}} | {{MoveListRow | Hishou Ryuu'en Jin | {{DPF}} {{kick}} | Mai does a backflip while tailed by the sash around her waist, which is set alight and knocks her opponent over on impact. She flips higher when the move is performed with {{HK}}.}} | ||
{{MoveListRow | Hissatsu Shinobi Bachi<br>(Special {{Z}}) | {{HCF}} {{kick}} | Mai performs a cartwheel, then drops to the ground with an elbow strike. The move travels more distance when it is performed with {{HK}}.}} | {{MoveListRow | Hissatsu Shinobi Bachi<br>(Special {{Z}}) | {{HCF}} {{kick}} | Mai performs a cartwheel, then drops to the ground with an elbow strike. The move travels more distance when it is performed with {{HK}}.}} | ||
{{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen. She can jump to the front edge of the screen by pressing {{upright}} instead of {{up}}. If the player continues to hold {{punch}} after performing the move, Mai dives diagonally downward with her arms spread out. The move covers more horizontal distance when it is performed with {{HP}} (for the first button press).}} | {{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen. She can jump to the front edge of the screen by pressing {{upright}} instead of {{up}}. If the player continues to hold {{punch}} after performing the move, Mai dives diagonally downward with her arms spread out. The move covers more horizontal distance when it is performed with {{HP}} (for the first button press).}} | ||
{{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out. The move covers more horizontal distance when it is performed with {{HP}}.}} | {{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out. The move covers more horizontal distance when it is performed with {{HP}}.}} | ||
− | |||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=A fashion designer and the keyboardist for the band C.Y.S. She fights using an acrobatic grappling style. | | desc=A fashion designer and the keyboardist for the band C.Y.S. She fights using an acrobatic grappling style. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
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{{MoveListRow | Axle Spin Kick<br>(Special {{Z}}) | {{QCB}} {{kick}} | Shermie does an axle spin through the air, followed by a crescent kick when she lands. She jumps slightly farther when the move is performed with {{HK}}.}} | {{MoveListRow | Axle Spin Kick<br>(Special {{Z}}) | {{QCB}} {{kick}} | Shermie does an axle spin through the air, followed by a crescent kick when she lands. She jumps slightly farther when the move is performed with {{HK}}.}} | ||
{{MoveListRow | Shermie Shoot | {{HCF}} {{kick}} | Shermie rushes forward, then does a handstand on top of her opponent and takes them down with her knees. She runs slightly farther when the move is performed with {{HK}}.}} | {{MoveListRow | Shermie Shoot | {{HCF}} {{kick}} | Shermie rushes forward, then does a handstand on top of her opponent and takes them down with her knees. She runs slightly farther when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Shermie Whip<br>(Special {{C}}) | {{DPF}} {{kick}} (close) | Shermie stands on a hand and rolls backward while kicking through the air in a circle. If it connects, she grabs the opponent with her legs for a takedown, followed by a suplex throw.}} | ||
{{MoveListRow | Shermie Spiral<br>(Special {{L}}) | {{HCF}} {{punch}} (close) | Shermie does a handstand on top of her opponent, wraps her legs around their head, then spins their body to the ground.}} | {{MoveListRow | Shermie Spiral<br>(Special {{L}}) | {{HCF}} {{punch}} (close) | Shermie does a handstand on top of her opponent, wraps her legs around their head, then spins their body to the ground.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Shermie Stand | {{right}}+{{LK}} | Shermie does a front walkover while kicking, which can hit opponents who are crouch blocking | + | {{MoveListRow | Shermie Stand | {{right}}+{{LK}} | Shermie does a front walkover while kicking, which can hit opponents who are crouch blocking.}} |
}} | }} | ||
{{MoveListTable | desc=Desperation moves | | {{MoveListTable | desc=Desperation moves | | ||
Line 671: | Line 672: | ||
{{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | {{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
{{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | {{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
− | {{MoveListRow | Bai Gaeshi | {{QCF}} {{ | + | {{MoveListRow | Bai Gaeshi | {{QCF}} {{punch}} | Ryuji swings his arm up, which can damage a nearby opponent or grab a projectile out of the air and throw it back toward the caster.}} |
− | {{MoveListRow | Suna Kake | {{ | + | {{MoveListRow | Suna Kake | {{DPF}} {{kick}} | Ryuji does a high kick that kicks up dust from the ground.}} |
{{MoveListRow | Sadomazo<br>(Special {{Z}}) | {{HCF}} {{kick}} | Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}} | {{MoveListRow | Sadomazo<br>(Special {{Z}}) | {{HCF}} {{kick}} | Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}} | ||
{{MoveListRow | Badukan Pachiki | {{HCB}} {{right}} {{punch}} | Ryuji grabs and hits his opponent with an explosive headbutt.}} | {{MoveListRow | Badukan Pachiki | {{HCB}} {{right}} {{punch}} | Ryuji grabs and hits his opponent with an explosive headbutt.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Bussashi | {{right}}+{{LP}} | Ryuji punches downward, which hits up to two times and can attack opponents who are crouch | + | {{MoveListRow | Bussashi | {{right}}+{{LP}} | Ryuji punches downward, which hits up to two times and can attack opponents who are crouch blocking.}} |
}} | }} | ||
{{MoveListTable | desc=Power moves | | {{MoveListTable | desc=Power moves | | ||
Line 699: | Line 700: | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Hammer Arc | {{right}}+{{LP}} | Mary hops forward while swinging | + | {{MoveListRow | Hammer Arc | {{right}}+{{LP}} | Mary hops forward while swinging her fists down.}} |
− | {{MoveListRow | Climbing Arrow | {{downright}}+{{ | + | {{MoveListRow | Climbing Arrow | {{downright}}+{{LK}} | Mary does a donkey kick into the air.}} |
}} | }} | ||
{{MoveListTable | desc=Power moves | | {{MoveListTable | desc=Power moves | | ||
Line 717: | Line 718: | ||
{{MoveListRow | Shuuten Ren Ha Kon | {{repeat|{{HP}}}} | Billy stabs his cudgel in front of him rapidly.}} | {{MoveListRow | Shuuten Ren Ha Kon | {{repeat|{{HP}}}} | Billy stabs his cudgel in front of him rapidly.}} | ||
{{MoveListRow | Senen Satsu Kon<br>(Special {{L}}) | {{DPF}} {{punch}} | Billy jumps into the air while holding his cudgel out.}} | {{MoveListRow | Senen Satsu Kon<br>(Special {{L}}) | {{DPF}} {{punch}} | Billy jumps into the air while holding his cudgel out.}} | ||
− | {{MoveListRow | Sansetsu Kon Chuudan Uchi<br>(Special {{C}}) | {{HCF}} {{punch}} | Billy whips his cudgel in front of him, and it expands across the screen.}} | + | {{MoveListRow | Sansetsu Kon Chuudan Uchi<br>(Special {{C}}) | {{HCF}} {{punch}} | Billy whips his cudgel in front of him, and it expands across the screen. He can set the cudgel on fire (Kaen Sansetsu Kon Chuudan Uchi) by pressing {{QCF}} {{punch}} before it is fully extended.}} |
{{MoveListRow | Kyoushuu Hishoukon<br>(Special {{Z}}) | {{DPF}} {{kick}} | Billy vaults into the air with his cudgel, then drops back to the ground with a kick.}} | {{MoveListRow | Kyoushuu Hishoukon<br>(Special {{Z}}) | {{DPF}} {{kick}} | Billy vaults into the air with his cudgel, then drops back to the ground with a kick.}} | ||
{{MoveListRow | Ka Ryuu Tsuigeki Kon | {{HCB}} {{LK}} | Billy holds his staff upwards in a defensive stance. If the opponent hits it, Billy responds with a cudgel strike.}} | {{MoveListRow | Ka Ryuu Tsuigeki Kon | {{HCB}} {{LK}} | Billy holds his staff upwards in a defensive stance. If the opponent hits it, Billy responds with a cudgel strike.}} | ||
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| portrait={{sprite | King of Fighters 97 Saturn, Characters.png | crop_width=176 | crop_height=176 | crop_x=704 | crop_y=528}} | | portrait={{sprite | King of Fighters 97 Saturn, Characters.png | crop_width=176 | crop_height=176 | crop_x=704 | crop_y=528}} | ||
| sprite={{sprite | King of Fighters 97 Saturn, Sprites, Shingo Yabuki.gif}} | | sprite={{sprite | King of Fighters 97 Saturn, Sprites, Shingo Yabuki.gif}} | ||
− | | desc=Kyo Kusanagi's biggest fan, who has imitated his style of dress and his fighting moves. Though he cannot control fire like Kyo can and often messes up or forgets moves (and must consult his notepad), he is good-natured and indefatigable. | + | | desc=Kyo Kusanagi's biggest fan, who has imitated his style of dress and his fighting moves. Though he cannot control fire like Kyo can and often messes up or forgets moves (and must consult his notepad), he is good-natured and indefatigable. His moves uniquely have a chance of landing a "Critical Hit" that does extra damage. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | 114 Shiki: Aragami Mikansei | {{QCF}} {{LP}} | Shingo lunges forward with a hook punch using his following arm.}} | {{MoveListRow | 114 Shiki: Aragami Mikansei | {{QCF}} {{LP}} | Shingo lunges forward with a hook punch using his following arm.}} | ||
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{{MoveListRow | Taiyou o Iru Honoo<br>(Special {{C}}) | {{QCF}} {{punch}} | Chris lunges forward and swings his clasped hands, which causes purple explosions to ripple through the air in front of him. The projectiles travel further when the move is performed with {{HP}}.}} | {{MoveListRow | Taiyou o Iru Honoo<br>(Special {{C}}) | {{QCF}} {{punch}} | Chris lunges forward and swings his clasped hands, which causes purple explosions to ripple through the air in front of him. The projectiles travel further when the move is performed with {{HP}}.}} | ||
{{MoveListRow | Kagami o Hofuru Honoo<br>(Special {{L}}) | {{QCB}} {{punch}} | Chris leaps forward while slashing his hand downward as it burns with purple fire. He leaps farther when the move is performed with {{HP}}.}} | {{MoveListRow | Kagami o Hofuru Honoo<br>(Special {{L}}) | {{QCB}} {{punch}} | Chris leaps forward while slashing his hand downward as it burns with purple fire. He leaps farther when the move is performed with {{HP}}.}} | ||
− | {{MoveListRow | Tsuki o Tsumu Honoo<br>(Special {{Z}}) | {{DPF}} {{punch}} | Chris twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | + | {{MoveListRow | Tsuki o Tsumu Honoo<br>(Special {{Z}}) | {{DPF}} {{punch}} | Chris twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He twirls an additional time on the ground and ascends higher when the move is performed with {{HP}}.}} |
{{MoveListRow | Shishi o Kamu Honoo | {{HCF}} {{punch}} (close) | Chris does an uppercut, then he hits his opponent with alternating burning body blows, finishing with a jumping kick. The initial uppercut breaks his opponent's guard if they are blocking, which makes the rest of the move unblockable.}} | {{MoveListRow | Shishi o Kamu Honoo | {{HCF}} {{punch}} (close) | Chris does an uppercut, then he hits his opponent with alternating burning body blows, finishing with a jumping kick. The initial uppercut breaks his opponent's guard if they are blocking, which makes the rest of the move unblockable.}} | ||
}} | }} | ||
Line 868: | Line 869: | ||
}} | }} | ||
====Hidden==== | ====Hidden==== | ||
+ | An alternate version of Kyo can be selected by holding {{Start}} when selecting Kyo in any mode. | ||
{{InfoTable| | {{InfoTable| | ||
{{InfoFighter| | {{InfoFighter| | ||
Line 873: | Line 875: | ||
| portrait={{sprite | King of Fighters 97 Saturn, Characters.png | crop_width=176 | crop_height=176 | crop_x=0 | crop_y=0}} | | portrait={{sprite | King of Fighters 97 Saturn, Characters.png | crop_width=176 | crop_height=176 | crop_x=0 | crop_y=0}} | ||
| sprite={{sprite | King of Fighters 95 Saturn, Sprites, Kyo Kusanagi.gif}} | | sprite={{sprite | King of Fighters 95 Saturn, Sprites, Kyo Kusanagi.gif}} | ||
− | | desc=This is a special alternative version of Kyo that uses his moveset from ''The King of Fighters '94'' | + | | desc=This is a special alternative version of Kyo that uses his moveset from ''The King of Fighters '94''. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | 108 Shiki Yami Barai<br>(Special {{Z}}) | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | {{MoveListRow | 108 Shiki Yami Barai<br>(Special {{Z}}) | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} |
Revision as of 00:10, 11 April 2024
The King of Fighters '97 | |||||||||||||||
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System(s): Sega Saturn | |||||||||||||||
Publisher: SNK | |||||||||||||||
Developer: TUG[1], Yumekobo[2] | |||||||||||||||
Original system(s): Neo Geo | |||||||||||||||
Developer(s) of original games: SNK | |||||||||||||||
Sound driver: SCSP/CD-DA (40 tracks) | |||||||||||||||
Peripherals supported: Extended RAM Cartridge (1MB/4MB) | |||||||||||||||
Genre: Fighting Action/Kakutou Action (格闘アクション)[3], Action[4] | |||||||||||||||
Number of players: 1-2 | |||||||||||||||
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The King of Fighters '97 (ザ・キング・オブ・ファイターズ’97) is an entry in The King of Fighters series, released for the Sega Saturn by SNK. It is the fourth in the series, following The King of Fighters '96. Like its prequel, the Saturn release was delayed, so much so that the game was not released until 1998.
It requires a 1MB RAM cartridge for use, though, unlike The King of Fighters '96, it is also compatible with 4MB cartridges.
Contents
- 1 Story
- 2 Gameplay
- 2.1 Fighting styles
- 2.2 Social relations
- 2.3 Modes
- 2.4 Characters
- 2.5 Stages
- 3 History
- 4 Production credits
- 5 Magazine articles
- 6 Physical scans
- 7 Technical information
- 8 References
Story
The game is the conclusion of the Orochi Saga, a story that was partially revealed in the previous games and through outside media such as mangas.
In ancient times, a divine being called Orochi was born from Gaia and became its guardian, serving as a balancing force between humanity and nature. Its human followers formed a clan, and the strongest warriors of that clan became known as the Hakkesshu. As humanity grew, it began to topple the balance against nature, and Orochi decided it needed to destroy humanity in order to restore the natural order. This began a war with Orochi and the Hakkesshu against the rest of the human race. The war ended when three clans sealed Orochi away using the Three Sacred Treasures: the Kusanagi Sword, the Yasakani Jewel, and the Yata Mirror.
Centuries later, the seal that trapped Orochi began to weaken. The three clans decided to move its vessel. Wanting to sow discord between them, one of the Hakkesshu assassinated the wife of the leader of the Yasakani using a disguise to make it seem as if the Kusanagi clan was responsible. Craving revenge, the Yasakani made a blood pact with Orochi to gain some of its power (turning their red flames to purple) and renamed itself to the Yagami clan, and the Kusanagi and Yagami clans have been in a feud ever since.
In the present day, the Hakkesshu priest Goenitz seeks to break the seal and free Orochi. Chizuru Kagura, heiress of the Yata clan, hosts The King of Fighters '96 tournament to draw Kyo Kusanagi and Iori Yagami, the heirs to the Kusanagi and Yagami clans, to it. However, Goenitz, seeing the opportunity to destroy the heirs of all three clans at once, attacks during the finals of the event. Though Goenitz is defeated by the trio, Kyo and Iori refuse to work together against the Orochi threat and reject Chizuru's request for help.
The next year, the destructive finale of the last tournament is explained away as the result of a terrorist attack, and a new King of Fighters tournament is announced.
Gameplay
The game is a team fighting game and follows the same format as the previous entries in the series, but it introduces two distinct playing styles that the player can select, Advanced and Extra. The Advanced mode is based on The King of Fighters '96. As in that game, characters can perform evasive rolls. This mode features a revamped power gauge that now fills whenever the player strikes the opponent or performs special moves and can store up to three stocks of the gauge. The Extra mode is based on the first two games in the series, The King of Fighters '94 and The King of Fighters '95. As in those games, characters have a sidestep dodge. The power gauge is filled by charging it or by blocking attacks or taking damage.
As before, the playable characters are divided into multiple teams of three. The player can freely mix and match characters from different teams to form a custom team, but choosing characters from one of the canonical teams gives special endings in the arcade modes. Before each match, players arrange the team members in any order. For the first round of the match, the first member of each team fights. When a character is defeated, the following member of the team takes his or her place in the next round, while the character on the opposing team continues to fight and has a small portion of health restored (more health is restored if the round is completed faster). The other members of the team stand in the background of the stage during the fight. The match ends when all three members of either team are defeated.
Characters move with and and crouch with . They jump upward with and jump behind and ahead with or . Characters can perform a weak punch with , a strong punch with , a weak kick with , or a strong kick with . Each character has a set of basic, unique, and special moves that can be performed by the player with a specific series of button inputs.
Characters have knockdown attacks, which knock the opponent over, that are performed with +. This can be done while standing or jumping. When stunned or grabbed, characters can call an undefeated team member in for a special assist attack with +++ if they are visible in frame in that moment. Most team members have a 50% chance of helping, but some always help or never help, depending on the relationships between the characters. For example, Terry Bogard always helps his girlfriend Blue Mary, while the villainous Ryuji Yamazaki never helps anyone.
Blocking can be done by holding the D-Pad in the opposite direction of the opponent while standing or crouching. Characters can also block special moves and aerial attacks (but not grounded normal moves or Desperation moves) in midair from a neutral or backwards jump (but not a forwards jump). Throws can be performed by holding or and pressing a strong punch or kick button when next to the opponent. While blocking, characters can guard cancel into a counterattack by pressing +, at the cost of a level of the power gauge. Different characters have different throws available to them. Throws cannot be blocked, but they can be escaped by pressing + at the start of the grab. Characters can also recover from a knockdown by rolling away quickly by pressing + upon landing.
Fighting styles
Players choose one of two modes before selecting their characters.
Advanced | |
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The Advanced mode is a more offense-oriented playstyle based on the gameplay of The King of Fighters '96.
Characters backstep or run with or . They can perform short hops by pressing , , or , followed by quickly. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then , , or quickly. Characters can perform evasive rolls with + to roll backward or ++ to roll forward (or ++ when facing left). Characters are invulnerable during most of the roll, though they can still be grabbed and thrown. They can roll through opponents when they are close. The power gauge is filled by attacking the opponent with normal attacks (but not throws) or by performing special moves (regardless of whether they connect with the opponent). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a Desperation move or to enter "MAX mode" by pressing ++, increasing the damage dealt by the character and reducing the damage taken from the opponent for a duration. Performing a Desperation move while in "MAX mode" performs a more powerful Super Desperation move (which can be done any number of times until the "MAX mode" state ends). | |
Extra | |
The Extra mode is a more defense-oriented playstyle based on the gameplay of the first two games in the series, The King of Fighters '94 and The King of Fighters '95.
Characters hop back or forth with or . Characters can dodge attacks with +, which causes the character to quickly lean into the background and evade any attacks made in that moment. Pressing any punch or kick button during a dodge causes the character to perform a quick, short-ranged counterattack when coming out of the dodge. The power gauge is filled by blocking attacks or taking damage. It can also be filled manually, although it leaves the character vulnerable to an attack, by holding +++, which can only be done while standing. Once the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a Desperation move that immediately consumes the entire power gauge. Characters can perform Desperation moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a Super Desperation move instead that does more damage. Characters in "MAX mode" can also cancel into a roll while blocking, but this costs one stock of the gauge. |
Social relations
On the character select screen (after selecting the first character) or on the order select screen, holding shows the relationship between the highlighted character and the previously selected character. These icons indicate whether the teammates help each other when called for an assist attack and whether power gauge stocks are gained or lost when one character follows the other into battle (in Advanced mode).
Positive | |
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The two characters are friendly to one another. They always help each other when called for an assist attack (if not defeated). One stock of power gauge is awarded to the next character when the first character is defeated in battle. | |
Neutral | |
The two characters are indifferent to each other. They have a 50% chance of helping each other when called for an assist attack (if not defeated). No stocks of power gauge are given to or taken from the next character when the first character is defeated in battle. The majority of characters have neutral relationships with each other. | |
Negative | |
The two characters are hostile to one another. They never help each other when called for an assist attack. One stock of power gauge is removed from the next character when the first character is defeated in battle. |
Modes
The game has the following modes:
- Team Play: A single-player mode where the player forms a team of any three characters and fights three-on-three elimination matches against six randomly selected teams, then fights against a sub-boss (Orochi Iori or Orochi Leona), against the Awakened Orochi Team, and finally against Orochi, for a total of 9 matches. There are storyline intermissions throughout the game. This is the main mode.
- Team Vs: A two-player mode where each player forms a team of any three characters and fights a three-on-three elimination match. Players can choose a different team after each match, and the game keeps track of each player's wins and losses.
- Single Play: A single-player mode where the player chooses a character and then fights one-on-one matches against six individual opponents, then fights against a sub-boss (Orochi Iori or Orochi Leona), against a character from the Awakened Orochi Team, and finally against Orochi, for a total of 9 matches. Matches are fought to the best of three rounds. There are storyline intermissions throughout the game.
- Single Vs: A two-player mode where each player chooses a single character and fights a one-on-one match to the best of three rounds. Players can choose a different character after each match, and the game keeps track of each player's wins and losses.
- Survivor: A single-player mode where the player chooses a character and then fights one-on-three matches against six randomly selected teams, then fights against a sub-boss (Orochi Iori or Orochi Leona), against the Awakened Orochi Team, and finally against Orochi, for a total of 9 matches. The character does not have any health restored between matches aside from the amount partially restored after each round (depending on the player's performance).
- Practice: A training mode where the player can choose any character and any opponent. There are options to set the behavior of the opponent (normal for active or stand, jump, or crouch for passive), whether the opponent guards or not, and whether the power gauge is permanently charged. There is no time limit, and the opponent has infinite health. Button inputs are shown on the side of the screen.
- Art Gallery: A bonus gallery containing 65 pieces of artwork for the game.
In any of the single-player modes, a second player can enter the game for a challenge match by pressing START on a second control pad. There are eight difficulty levels (Beginner, Easy, Normal, Arcade, Hard, Very Hard, Hardest, Expert). There is an option to set the number of rounds for the single play modes (1, 3, or 5).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
HK | Hard kick |
In the options, players can set the function of the extra buttons on the Saturn control pad under the "Play Style" setting. Normal leaves them unassigned (which is the default setting), Simple assigns special mechanics to them that usually take multiple button presses (similar to the default assignments in King of Fighters '95), and Special assigns special moves to them (which vary by character). The assignments for the Simple control scheme are for knockdown attacks, for evasive rolls, to power up or for a support attack, and for taunting.
Shujinkou Team
A Japanese team consisting of Kyo Kusanagi, the main character of the Orochi Saga, and his friends. With the imminent return of Orochi and the Hakkesshu, they have teamed up again.
Garou Densetsu Team
A team representing characters from the Fatal Fury series of fighting games. They join the tournament after receiving an invitation from Blue Mary.
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Terry Bogard | ||||||||||||||||||||||||||||||||||||||
The protagonist of the Fatal Fury series. He was trained in various fighting styles such as karate, kickboxing, and kung fu by his late father and their master Tung Fu Rue.
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Andy Bogard | ||||||||||||||||||||||||||||||||||||||
Terry's brother and a ninja of the Shiranui-ryuu style.
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Joe Higashi | ||||||||||||||||||||||||||||||||||||||
A Muay Thai kickboxing champion and a good friend of the Bogard brothers.
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Ryuuko no Ken Team
A team representing characters from the Art of Fighting series of fighting games. They are seeking to find out who injured Takuma Sakazaki, the creator of the Kyokugen-ryuu fighting style, before the tournament.
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Ryo Sakazaki | |||||||||||||||||||||||||||||||||||||||||
The protagonist of the Art of Fighting series. He is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
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Robert Garcia | |||||||||||||||||||||||||||||||||||||||||
Ryo's best friend and friendly rival who fights using a kick-heavy version of Kyokugen-ryuu. He comes from a wealthy family.
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Yuri Sakazaki | |||||||||||||||||||||||||||||||||||||||||
The younger sister of Ryo, who fights with an unorthodox take on Kyokugen-ryuu.
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Ikari Team
A team representing characters from the Ikari Warriors series of run-and-gun games. The team is investigating the headaches and hallucinations that Leona has been suffering recently.
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Leona | |||||||||||||||||||||||||||||||||||
The adoptive daughter of Heidern, who found her after her village was destroyed and her family was murdered by the Hakkesshu. Though she has no memory of it, she is the daughter of a member of the Hakkesshu and a descendant of Orochi. After her father declined to help resurrect Orochi, Goenitz activated the Riot of the Blood within her, causing her to kill her family and the rest of her village.
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Ralf Jones | |||||||||||||||||||||||||||||||||||
The protagonist of the Ikari Warriors series. He is a mercenary whose fighting style is based on hard punches.
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Clark Still | |||||||||||||||||||||||||||||||||||
Ralf's best friend and a former spy before joining the Ikari Warriors. He fights with a wrestling-based fighting style.
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Athena Team
A team representing characters from the Psycho Soldier series of platforming games. Athena initially does not want to join the tournament this year, but she changes her mind after reading a heartwarming letter from a fan named Kaoru Watabe.
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Athena Asamiya | ||||||||||||||||||||||||||||||||||||||||||||
The protagonist of Psycho Soldier. She is a pop idol with powerful psychic abilities and kung fu training (with a greater emphasis on the former).
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Sie Kensou | ||||||||||||||||||||||||||||||||||||||||||||
The self-proclaimed love interest of Athena, who has the same psychic abilities and kung fu training as Athena (though his fighting style emphasizes the latter).
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Chin Gentsai | ||||||||||||||||||||||||||||||||||||||||||||
The master of Athena and Kensou and a master of various styles of kung fu, though he fights primarily with drunken boxing.
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Shin Josei Kakutouka Team
A new Women Fighters Team, with Chizuru Kagura (the sub-boss of The King of Fighters '96) replacing Kasumi Todoh, who left to continue searching for her father.
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Chizuru Kagura | |||||||||||||||||||||||||||||||||||||||||||||||
The heiress of the Yata clan, one of the three clans to seal away Orochi. Her clan possesses the Yata Mirror (八汰鏡). She is trying to convince Kyo Kusanagi and Iori Yagami, the other guardians of the Three Sacred Treasures, to unite against the threat of Orochi and the Hakkesshu. She fights with dance-like motions and open-handed strikes and can create mirror images of herself. She is harmed if one of her mirror images is attacked.
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Mai Shiranui | |||||||||||||||||||||||||||||||||||||||||||||||
A kunoichi who practices her family's own martial art, Shiranui-ryuu Ninjutsu.
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King | |||||||||||||||||||||||||||||||||||||||||||||||
A bar owner who fights with her own kick-heavy take on Muay Thai.
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Kim Team
A Korean team consisting of Kim Kaphwan (from Fatal Fury) and two original characters. They join the tournament so Kim can prove the effectiveness of his criminal rehabilitation program.
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Kim Kaphwan | ||||||||||||||||||||||||||||||||||||||
A taekwondo master with a strong sense of justice who formed the Korea Justice Team in order to rehabilitate the two criminals on his team.
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Chang Koehan | ||||||||||||||||||||||||||||||||||||||
A very large criminal who fights with a big metal ball attached to a chain.
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Choi Bounge | ||||||||||||||||||||||||||||||||||||||
A very small criminal who fights with two clawed hands (resembling the horror movie villain Freddy Krueger).
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New Faces Team
A new team consisting of the members of the band C.Y.S. They were preparing to perform at a club when their gig was canceled to book Iori's jazz band instead. Vowing revenge, the band steals an invitation from the American Sports Team and joins the tournament.
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Yashiro Nanakase | ||||||||||||||||||||||||||||||||
The guitarist for the band C.Y.S., who has a deep hated for Iori. His fighting style is focused on his hard punches.
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Shermie | ||||||||||||||||||||||||||||||||
A fashion designer and the keyboardist for the band C.Y.S. She fights using an acrobatic grappling style.
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Chris | ||||||||||||||||||||||||||||||||
The lead vocalist for the band C.Y.S. His fighting style is centered around his incredible speed.
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'97 Special Team
Three polls were conducted by the Japanese video game magazines Weekly Famitsu, Gamest, and Neo Geo Freak, and a team was formed with the characters that won each poll. Ryuji Yamazaki won the Famitsu poll, Blue Mary won the Gamest poll, and Billy Kane won the Neo Geo Freak poll. All three characters originated in the Fatal Fury series, with Ryuji and Blue Mary having debuted in Garou Densetsu 3: Road to the Final Victory.
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Ryuji Yamazaki | ||||||||||||||||||||||||||||||||||||||||||||
A criminal who fights with one hand in his pocket. It is revealed that he is actually a descendant of the Hakkesshu, but he is immune to the effects of the Riot of the Blood because of his insanity.
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Blue Mary | ||||||||||||||||||||||||||||||||||||||||||||
A freelance agent who is hired by Billy Kane, unknowingly working in the service of the criminal boss Geese Howard. She is a love interest of Terry Bogard, and she fights with grappling techniques, with a particular emphasis on flying jointlocks.
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Billy Kane | ||||||||||||||||||||||||||||||||||||||||||||
The right-hand man of Geese Howard, who organizes the team under orders from Geese in order to investigate the power of Orochi.
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Single-Entry Fighters
For the first time in the series (aside from boss characters), the game contains two characters who are not members of any team.
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Iori Yagami | ||||||||||||||||||||||||||||||||||||||
The last heir to the Yagami clan (formerly known as the Yasakani Clan) one of the three clans that sealed away Orochi, and the rival of Kyo. His clan possesses the Yasakani Jewel (八尺瓊曲玉). Having beat up his team members at the end of The King of Fighters '95 and murdered Mature and Vice at the end of The King of Fighters '96, Iori now fights without a team. He has been suffering from mysterious headaches and hallucinations recently.
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Shingo Yabuki | ||||||||||||||||||||||||||||||||||||||
Kyo Kusanagi's biggest fan, who has imitated his style of dress and his fighting moves. Though he cannot control fire like Kyo can and often messes up or forgets moves (and must consult his notepad), he is good-natured and indefatigable. His moves uniquely have a chance of landing a "Critical Hit" that does extra damage.
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Bosses
Sub-bosses
After defeating six teams in the tournament, the player faces one of the sub-bosses.
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Orochi Iori |
Iori when he is under the effects of the Riot of the Blood, also called Insane Iori with the Blood of Orochi Under the Night of the Moon (ツキノヨルオロチノチニクルフイオリ). He possesses the power of Orochi because of the blood pact his clan made hundreds of years prior. He uses the same moves as normal Iori but moves faster. | |
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Orochi Leona |
Leona when he is under the effects of the Riot of the Blood, also called Insane Leona with the Blood of Orochi Awakened Within the Darkness (ヤミノナカオロチノチニメザメルレオナ). She is revealed to be a descendant of Orochi, whose memory was wiped by Goenitz. She is faced instead of Orochi Iori if the player is using a team with Iori on it. She uses the same moves as normal Leona but moves faster. |
Awakened Orochi Team
After defeating Orochi Iori or Orochi Leona, the New Faces Team realizes that they are members of the Hakkesshu and three of the four Heavenly Kings of Orochi (along with Goenitz). The power of Orochi awakens within them, and they challenge the player's team. The team's members are meant to be a dark reflection on the members of the Shujinkou Team.
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Orochi Yashiro | ||||||||||||||||||||||||||||||||
The true form of Yashiro. He was designed to be a darker counterpart to Goro Daimon and fights with a similar grappling style.
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Orochi Shermie | ||||||||||||||||||||||||||||||||
The true form of Shermie. She is meant to be a darker counterpart to Benimaru Nikaido and possesses similar electrokinetic abilities.
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Orochi Chris | ||||||||||||||||||||||||||||||||
The true form of Chris. He was designed to be a darker counterpart to Kyo Kusanagi and can control fire like him.
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Final boss
After defeating the Awakened Orochi Team, Yashiro and Shermie sacrifice themselves to complete the ritual and use Chris as a vessel to resurrect Orochi.
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Orochi |
A powerful being that is dedicated to protecting Gaia. It is resurrected by the Hakkesshu in the body of Chris. |
Hidden
An alternate version of Kyo can be selected by holding START when selecting Kyo in any mode.
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EX Kyo Kusanagi | |||||||||||||||||||||||||||||
This is a special alternative version of Kyo that uses his moveset from The King of Fighters '94.
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Special Edit Teams
Special Edit Teams are hidden teams that have their own endings, which the player can form by selecting certain characters. As in The King of Fighters '96, the canonical ending for the game is only seen by finishing the game with the Three Sacred Treasures team. In this ending, Kyo and Iori sacrifice themselves to destroy Orochi.
Three teams were selected by the editors of three Japanese magazines (the same magazines that held polls to determine the members of the '97 Special Team).
Team | Characters | ||
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Three Sacred Treasures Team | Kyo Kusanagi | Iori Yagami | Chizuru Kagura |
Kusanagi Team | Kyo Kusanagi | Shingo Yabuki | Any character besides bosses/hidden characters, Iori Yagami, or Benimaru Nikaido |
SNK Heroes Team | Kyo Kusanagi | Terry Bogard | Ryo Sakazaki |
Ego Team | Kim Kaphwan | Benimaru Nikaido | Joe Higashi |
Classic Women Fighters Team | King | Mai Shiranui | Yuri Sakazaki |
Classic Heroes Team | Athena Asamiya | Ralf Jones | Clark Still |
Famitsu Team | Ryuji Yamazaki | Chang Koehan | Choi Bounge |
Gamest Team | Terry Bogard | Blue Mary | Joe Higashi |
Neo Geo Freak Team | Kyo Kusanagi | Mai Shiranui | Billy Kane |
Stages
This is the first entry of the series where stages are chosen randomly rather than associated with teams.
History
Legacy
This was the last entry in the series to be released on the Saturn. The sequel, The King of Fighters '98, was ported to the Sega Dreamcast as The King of Fighters: Dream Match 1999.
Production credits
- Producer: T・Nishiyama
- Chief Director: Toyohisa.Tanabe
- Sub Director: Haruo.Tomita, Tomoko, Namaan-Hiroto, T.Hosokawa, K."Yanya"Hikida
- System Editor: K・Mac・Nagashima
- Front Designer: 8Shiro-7Kase, C.Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, M.Asakura, Miho Uematsu, Akiko Yukawa, S.Yamamoto, Mitsuru Kawasaki, Hiroto Kittaka, T.I-no-u-e, 44Oka, Aska Tahara
- Back Designer: Sahori, Pal Co.,Ltd., Manoru, Kusunoki, Takamori.Souzi, K, M.Yokoyama, Raishi, Kanamaru
- Special Effect: T Shin, Mika Nishida, Isomura, ・・・・・・・M・・・・・・・・, Kohrin
- Program: S.Fujinuki, Cyber.Kondo, Souta Ichino
- Sound: Sha-V, Shimizm, Jojouha-Kitapy, Yamapy-1, Tate-Norio, Ackey, Kyo-Chan, Zoe, Marimo
- Voice: Masahiro Nonaka, Monster Maetsuka, Masaki Usui, Satoshi Hashimoto, Keiichi Nanba, Nobuyuki Hiyama, Koichi Mantaro, Kaori Horie, Masae Yumi, Yoshinori Shima, Yukina Kurisu, Eiji Yano, Toshikazu Nishimura, Akiko Saito, Akoya Sogi, Harumi Ikoma, Hiroyuki Arita, Makoto Awane, Hazuki Nishikawa, Rio Ogata, Kouji Ishii, Atushi Yamanishi, Kunihiko Yasui, Takehito Koyasu, Tomoko Kojima
- Adjuster: Kiyoshi Asai, Tubolin-Sawa, Nwo-Melon
- Bug Checker: Anne, Y.Gushiken?, Sanpo, Y.Kabashima, Hanyao, Tomo Chan
- Special Thanks to: Hiroyuki Kawano, Y・Inui, Team Galapagos, Kamio.Tomonori, H.Aoyama, Tohru.Nakanishi, (株)アスキー 週間ファミ通, (株)新声社 ゲーメスト, (株)芸文社 月刊ネオジオフリーク
- SNK Consumer Staff: H.Miyakami, T.Hata, Y.Gushiken, Y.Kabashita
- Yumekobo Staff: Shinichi Furuoka, Hidemitsu Hosono, Mitsuo Akaike, Kazutoshi Inoue, Masayuki Fukushima, Masato Hayashi, Daisuke Nakada, Masahiro Kohiyama, Hirotaka Inokuchi, Takehiro Okayasu, Takashi Awashima, Minoru Aritaka, Takayuki Katsuta, Yukiyoshi Asai, Hiroshi Udagawa, Satoshi Doiguchi, Manabu Suzuki, Takeshige Kojima
- TUG Staff: T.Hayashi, Amo "Elen", M.Kurokawa, M.Horikoshi, Y.Suzuki
- And All SNK Staff
- Produced by: SNK
Magazine articles
- Main article: The King of Fighters '97/Magazine articles.
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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84 | |
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Based on 11 reviews |
Technical information
- Main article: The King of Fighters '97/Technical information.
References
- ↑ http://gdri.smspower.org/wiki/index.php/TUG
- ↑ http://gdri.smspower.org/wiki/index.php/Yumekobo
- ↑ File:KoF97 Saturn JP Box Back.jpg
- ↑ 4.0 4.1 https://sega.jp/history/hard/segasaturn/software_l.html#tab04 (Wayback Machine: 2019-12-07 02:59)
- ↑ File:KOF97 Saturn JP SSEnding.pdf
- ↑ Ação Games, "Junho 1998" (BR; 1998-xx-xx), page 11
- ↑ Consoles +, "Mai 1998" (FR; 1998-0x-xx), page 103
- ↑ Famitsu, "1998-04-03" (JP; 1998-03-20), page 1
- ↑ Joypad, "Mai 1998" (FR; 1998-xx-xx), page 84
- ↑ MAN!AC, "06/98" (DE; 1998-05-06), page 60
- ↑ Saturn Fan, "1998 No. 6" (JP; 1998-03-13), page 151
- ↑ Saturn Fan, "1998 No. 10" (JP; 1998-05-15), page 116
- ↑ SuperGamePower, "Maio 1998" (BR; 1998-xx-xx), page 26
- ↑ Sega Saturn Magazine, "July 1998" (UK; 1998-06-17), page 64
- ↑ Sega Saturn Magazine, "1998-10 (1998-04-03)" (JP; 1998-03-20), page 194
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
The King of Fighters '97 | |
---|---|
Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information
Demos: The King of Fighters '97 Sample Hibaihin (1997) |
The King of Fighters games for Sega systems or published by Sega | |
---|---|
The King of Fighters '95 (1996) | The King of Fighters '96 (1996) | The King of Fighters '96 + '95: Gentei KOF Double Pack ( ?) | The King of Fighters '97 (1998) | The King of Fighters Best Collection (1998) | |
The King of Fighters: Dream Match 1999 (1999) | The King of Fighters: Evolution (2000) | The King of Fighters 2000 (2002) | The King of Fighters 2001 (2002) | The King of Fighters 2002 (2003) | |
The King of Fighters Neowave (2004) | The King of Fighters XI (2005) | |
The King of Fighters XIV (2016) | |
Unlicensed The King of Fighters games for Sega systems | |
King of Fighters 98' (1998) | The King of Fighters '99 (1999) | |
Related games | |
Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2000) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001) | NeoGeo Battle Coliseum (2005) | SNK Heroines: Tag Team Frenzy (2018) |