The King of Fighters '96

This is the King of Fighters '96 Complete Guide and Moves List... Here are listed the basic technics and general moves, and the specific special moves for each charcter.

Basic Technics and General Moves: Things you must know before you begin to play...


The Keys:
A=Light Punch
B=Light Kick
C=Heavy Punch
D=Heavy Kick

P=Any punch
K=Any kick
QCF=Quater circle forward
HCF=Half circle forward
QCB= Quater circle Back
HCB= Half circle back

dn=down up=up bk=back fw=forward
s=store 2 sec

General Moves:
CD = Knockdown Blow
ABC = Charge psyche up
AB = back roll
fw AB = front roll
AB when block = back roll ( only in MAXIMUM)
fw AB when block = font roll ( only in MAXIMUM)
AB when knockdown = instant recovery from knockdown
bk,bk or fw,fw = dash
jump during dash motion or QCF upfw / QCB upbk = Hyper jump
up once = low jump
dn, up once = middle jump
hold up = high jump
hold bk in air = Air block
BC = Taunt
bk during BC = instant recovery from Taunt
BCD = Dodge ( KOF95's AB ), works only for Goro and Clark
ABCD = Cancel moves, moves that can be cancelled are noted with " ! "

Super Moves: Moves marked with " # " are Super Moves, and requires MAXIMUM and / or RED CRITICAL POWER (if you have both, your Super Move will be enhanced, and will inflict much more damage on your opponent).

Dash: During the dash motion, you can immediately attack by pushing a button or stop suddenly with bk.

Assist Attack: While your character is dizzy or is being holded, move the joystick and press the buttons. Some of your team mates can help you jumping from the back to the fight scene and hitting your enemy, under the condition that there is at least one of your team mates that haven't been defeated yet, and that he/she is on the screen.

MAXIMUM: This is how it works: While less energy you have on your life gauge, the POW gauge becomes longer when charged up.

Air Blocking: New to the KOF scene is the air blocking posibility. Holding bk while in air, you'll be able to block only jumping attacks and fireballs.

Avoiding Throws: Also new to the KOF series... by pressing bk or dnbk + any button while being thrown, you will hit your enemy, and sometimes, left him exposed for any posterior attack. Doesn't work for special moves throws!

Counter: If you hit your opponent when he is begining a special move, or during his dash motion, you win COUNTER. If you win COUNTER with any knockdown move (CD or any special move that knocks the opponent down) you can juggle your opponent. If he is in MAX, you win COUNTER easily.

Guard Crash: If the character blocks the opponent's attack many times for a specific amount of time, he is crashed guard and left defenseless for a moment.


Special Moves for each one of the 29 characters

Soon, a Character Selection Screen will replace this poor interface...


The Japan Team: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido
The Hungry Wolves Team: Andy Bogard, Joe Higashi, Terry Bogard
The Kyokugenryu Team :Ryo Sakazaki, Robert García, Yuri Sakazaki
The New Ikari Warrioirs Team: Leona, Ralf, Clark
The Psycho Soldier Team: Athena Asamiya, Sie Kensou, Chin Gentsai
The Korea Team: Kim Kapwam, Chang Koehan, Choi Bounge
The New Gorgeous Team: Mai Shiranui, Kasumi Todo, King
The New Yagami Team: Iori Yagami, Vice, Mature
The Bosses Team: Wolfgang Krauser, Geese Howard, Mr. Big
The Tournament Masterminds Team: Chizuru Kagura, Goenitz


Some extra things to know...


NOTE: I DON'T KNOW YET HOW TO PLAY AS THE BOSSES ON THE ARCADE, PLEASE, IF YOU HAVE THE CODE, I WOULD APRECIATE IF YOU SEND IT TO ME.

To play as the bosses on Neo Geo CD: Just like in KOF '95, at the character selection screen, hold START, up + B, right + C, left + A, dn + D.



Infinite combos, bugs, tricks and things to try: from Lancer's


Infinites Combos for Iori Yagami:
1.- Back to corner, when enemy near, use Scum gale, the enemy is now in corner, use QCB+P, QCB+P, stop, QCB+P, QCB+P, stop, QCB+P .................
2.- ScumGale, dash heavy P, scumgale, dash heavy P, scumgale .......

Infinite Combo for Geese Howard:
To do it, you must be on Maximum. Go near the oponent then little forward jump+C, little forward jump+C... something like 20 hits.

Infinite Combo for Benimaru Nikaido:
Only works against Clark, a sort of bug. Do the Benimaru Koreda (HCF+C), when opponent is laying down, you can hit him ! So: Benimaru Koreda, crouching B into Benimaru Koreda etc...

Trapping Combo for Leona:
Grand Sabre, crounch heavy P cancel to light Grand Sabre, crounch heavy P.....

Running backwards:
Yes, you can run backwards. It means that you you are facing your opponent, running, but backwards. Like the Mickael Jackson Moon Walk (but it is a kind of "Moon Run"). Do a run (forward twice) then immediately go up-back, then immediately go forward (or down-forward). Seems hard to do, just catch the timing.

Bug VS Mr Big:
This one is from Shinichi Nakada and it's confirmed by the video. Goro do the special throw (HCB - fw + C) against Big and can juggle him with a jumping CD (or HCF + A). Cool looking! Other characters can do this against Big. Example: Joe can juggle with two Screw Upper!

100% Combo for Choi Bounge! Pretty hard to do!
Choi's in the right corner, opponent is near him. Little jump to the left then C (2 hits), jump to the right immediately C (1 hit) cancel with Hishokyak (QCF + k). Immediately vertical jump+C (1 hit) cancel with Hishokyak. Crouching C cancel with diagonal rebound (down charged then up+B). Then two crouching A cancel with tornado (down charged then up+C): Your opponent can just say "WOW!".

Athena Super Saiya Jin (Dragonball Z):
She must be hit at the start of her Super, but as soon as she being hit, she must do the Super again to make the balls appear! Now she can move with the two blue balls protecting her! She can do a lot of Super move and the blue balls will stay and hit her opponent!

Kyo's "infinite" (bug):
A strange bug in fact. Kyo VS King or Kyo. Kyo counter the CD of King (or stand D of Kyo) with his QCB+P. He will be hit on guard but his crushing move will not connect. So you can repeat this thing again and again. The hit counter will increase each time you do this and WON'T DISAPEAR ! The hit counter stays until you hit your opponent with any move. Infinite combo!

Freeze the opponent:
Make Chang running toward a wall and keep him running. Take Kim and jump on Chang with a cross-up jump. Do the air Super move at the last time. Normally Kim will do his Super on the wall and Chang will be behind him, frozen! If you wait for a Time Over, the game will not continue and stay frozen too! It also works with Yuri's Super move against any character keeping running on a wall.


Any comments, suggest, questions, etc. Please e-mail me...



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The King of Fighters and its charcters are a registered trademark of SNK Corporation of America. © 1996 SNK Corporation of America. All rights reserved.
The character's moves names was taken from the SNK Arcade Label.