The King of Fighters '97 Beginner Guide: Modes, Movement, and Team Basics
Start playing the arcade version of KOF '97 with a clear explanation of its four buttons, Advanced and Extra modes, movement, defense, and beginner team practice.

What this guide helps you do
- The four-button Neo Geo control layout
- Advanced Mode versus Extra Mode
- A practical routine for learning a three-person team
Read KOF notation before memorizing moves
KOF uses four attack buttons: A is Light Punch, B is Light Kick, C is Heavy Punch, and D is Heavy Kick. Directions are commonly written as a numpad: 6 means forward, 4 means back, 2 means down, and 8 means up. A quarter-circle forward is therefore written as 236.
Browser key mappings vary, so identify A, B, C, and D in the emulator overlay before reading any move list. Test one standing attack, one crouching attack, and one jumping attack for each button to learn their range and speed.
Choose one movement and power system
Advanced Mode is the more natural starting point for many modern fighting-game players. It provides running, forward and backward rolls, and power stocks earned through combat. Those stocks can fuel Desperation Moves or activate MAX Mode.
Extra Mode uses the older KOF style. It replaces running with a forward hop, uses a stationary dodge, and lets the player charge the power gauge manually. It is valid, but switching between the two systems every match slows down learning.
- Start with Advanced Mode unless Extra Mode already feels familiar.
- Learn to block high with back and low with down-back before practicing long combos.
- Use rolls to pass predictable attacks, not as a substitute for every defensive decision.
Win space before trying to win damage
KOF is built around several jump heights, quick ground movement, and short-range pressure. Beginners often jump too high and too often. Practice a short hop, a grounded poke, and a safe retreat so that the opponent cannot predict one approach.
A clean three-hit sequence that you can repeat is more useful than a long combo that fails under pressure. Confirm a normal attack connects before completing the special move whenever your character allows it.
Train a stable three-character team
Choose three characters whose basic movement and attacks feel readable. Put the character you understand best first so every session begins with useful practice. Keep the same order for several runs instead of rebuilding the team after every loss.
For each fighter, learn one anti-air response, one safe ground poke, one simple punish, and one special move. Once those four tools work reliably, add command throws, meter routes, and character-specific combos.
- Spend the first round observing distance instead of forcing a jump-in.
- Do not spend every power stock immediately; meter carried to the next fighter can change a close match.
- Pause move-list study when inputs stop being reliable and return to movement practice.
Sources and version notes
This guide applies to The King of Fighters '97 arcade release (1997). Browser key mappings can differ from the original controller, so confirm the emulator overlay before using button-specific instructions.
Ready to practice?
Open the playable version, check its control overlay, and practice one section of this guide at a time.
Play The King of Fighters '97


