King of Fighters 98' thread

My favorite KOF so talk about here, strategies, combo’s etc.

Currently my favorite character is Mature she has good speed, manueverability, poke strings, combo ability and special moves

Most of my basic combo’s I’ve made wit her

Jumping deep weak kick, standing close strong kick, forward + weak kick

Jumping deep weak kick, standing close strong kick, qcb + K

Jumping deep weak kick, standing close strong punch, qcf + weak punch

Jumping deep weak kick, standing close weak punch, DP + strong punch

Jumping deep weak kick, standing close strong kick, qcb-hcf + K

Jumping deep weak kick, standing close strong kick, qcfx2 + P

her weak kick is her best possible poke just a jump LK, standing LK, into a forward + LK is possibly her best poke string while her anti-air counter has good priority and does insane amounts of hits and works well as a combo finisher her projectile may come out slow but is quite powerful but it seems that that throw special she shares wit Vice is better cause she sorta advances forward and it comes out quicker I dunno maybe I’m wrong her only drawback is her weak strength but one of the craziest combos in the game is

Takuma

jumping deep strong kick, crouching strong punch, charge db, press forward + K, f,b,f + P for 17 hits

My Robert bread and butter s/dm combo since KOF 97

Jump-in deep hk, standing hp d, df, f +lk*, half circle back and p.

*Buffer for the s/dm

Blue Mary (this bitch is EVIL)

Deep jump hk, stand hp, f + lp, half circle back, f + p 5 hits

as they stand up from a knockdown

crouch lk, stand lp, f + lp, (if f + lp connects) half circle back, f + p

as they rise, close hk, half circle back, f + p. If they block the hk, then instead press f + lk.

As they rise, close hk, half circle back twice, kick. If they block f + lk.

In any situation wherre you connect with the f + lp, you can connect with any s/dm, the Real Backdrop (Goodbye!), or Mary’s Vertical Arrow (dp + k, the d, df, f + k).

Well i’m not a great fan of 98 but shit i spent long enough playing the bloody game HAHA so i’ll add some bits and bobs for you.

Vampire saviour on that list of combos you missed er most important combo/ poke string, standing LK into qcb LP x2 you shopuld be using this the most as it does great gauard damage and it charges your bar SO fast, also the standing lk hits low so it catches alot of people out i say only do qcb lp x 2 because often the 3 one will miss and leave you open even if blocked so just do the qcb lp twice ( note you can also use this from a jumping LK)

I noticed some of your combos used standing hp and hk, i think with mature you dont really need to use any of those because her standing lk is SO good you have so much time to decide what to use it makes the hp and hk redundent another bit of bread and butter that you may have missed was standing lk into qcfX2 any punch it’s so easy and quite damaging unless you are GURANTEED!!! the standing hk up close i say allways use standing lk to buffer your combos from.

I also noticed you used f d df punch in combos I would strongly advise using this move EVEN if it hits it can leave you open In paticuler againest grapplers! Mature is VERY VERY predictable but she’s still ok especially if you put her first has she can charge the super stocks so fast just dont expect to be doing one man or woman victorys with her her strenth lets her down as does her predictabilty.

Now for takuma! Now this guy is quite monsterous and that combo you posted is a solid takuma combo but it’s quite hard to land in a match he has alot of other tools that make him so deadly

  1. his 2 supers are great especially the ryukoranbu (qcf hcb any p) it can be used as an anti air, in combos, wake up and so on here’s just a couple of combos using it (just basic shit ok)

a) jumping hk (good for cross ups) standing hp, foward lp, qcf hcb lp

b) jumping hk ducking lk qcf hcb lp

those were just real basic takuma combos that use the qcf hcb any punch super, basically you can punish with ducking lk or lp into that super and it will connect.
One special note about that super is that after you’ve caught somebody in it do A fireball at the whole lenth of the screen and then do hcb and kick what this does as they get up it makes the firball unblockable ( you probably allready know this i thought i’d add it anyway)

Now onto his other super which is unblockable up close it’s not classed as a grab so you have to be carefull when using it as it can trade and you just end up wasting a stock So i tend to use it as a punisher so i’d do ducking lk then qcfx2 and lp or just empty jump and do it but again it’s not a grab so it tends to trade

As for other takuma notes. use his fireball it’s a BASTARD to jump,
His standing lk is a great poke and can be used to stop people jumping, his jumping c and d is solid dont be afraid to use it and here’s just a couple of standard combos with him

  1. standing hp forward lp into qcf punch

  2. ducking lk x3, lp, forward lp fireball

  3. jumping hp ducking hp db f hk, qcb p ( in corner should hit twice)

Dear god i’ve said too much allready and i was gonna start on mary!!! but maybe some other time or if you have a paticuler character you need combos or info on i’d be happy to scrape my memory banks and see if i can rustle up anything usefull

Got anything on Yamazaki and or Billy Kane

Yamazaki
6 hits
deep Jump hk, stand hp, f d df + hp

           4 hitters

Deep jump hk, stand hk/hp, d db b + lk

Deep jump hk/hp, stand hk, f d df lp

deep jump hk/hp, stand hk/hp f d df lk

KoF98 = Ryo (hold start version) / Iori / Takuma.

Terry and Kyo are still good there.

Yamazaki

A) the combos

  1. jumping lk standing lk command grab/ or super command grab

2)ducking lp x 3 qcb lk ( note this is a GREAT bread and butter combo easy to do and GREAT damage)

  1. Standing hp, foward lp, qcb lk ( again a solid bread and butter)

  2. jump in hp standing hp, any super you like

  3. standing hp, dp hk, qcb lk

  4. hcf any kick if you get a counter hit do qcfx2 and any punch

These are all very basic yamazaki combos nothing special but very effective of course you can use the ones that rhino said to which are sold to

yamazaki the strats

Yamazaki is a great GREAT all rounder he can play anyway you like, rush down, defensive it’s up to you he has tools for everything he really is one of the most versetile characters in the game.
As far as poking is concerned yamazaki is not the poke powerhouse he is in cvsnk2 his standing hk in 98 is laggy and slow as is his standing hp his best poke it probably down and lp or standing lp his ducking lp is cancelable into qcb lk.
air to air you probably want to be using jumping hp or jumping C and D over the rest of his other attacks as for anti airs his ducking hp is OK it’s not great but it’s acceptable his qcfx2 is a solid anti air while it does not have the insane priority of cvsnk2 it’s still good and should be used to punish constant jumpers.

I find that yamazaki is best played at close range IMO he has the tools to dish out big damage up close and his grabs make him slightly more unpredictable at mid range his pretty good to but you’ll find up close is where he excels his standing lk must be blocked low so it’s another weapon in yamazakis allready inflated armoury.
There’s probably more but i cant remember it it’s been a while since i used him, i’ll probably do billy tomorrow LOL he fkn sucks in 98 in comparison into 97 or 2002 2003 billy

Ryo combo: Jump HP, stand HK, max level qcfx2+P (opponent dizzy) Jump HP, stand HK, hcf+P, jump HP+HK (CD)

Takuma: Jump HP, down HP, charge double kick (HK), jump HP+HK (CD)

Kyo: Jump HK, HP, qcf+HK, max level qcb hcf+P

Any strats and combos for my characters? (See sig)

Mad props in advance.

So i take it no one figured out how to do Kyos infinite jump d.C??

i’ve seen that infinity combo in a couple of videos but i still can’t do it. my hands just aren’t fast enough.

Billy Combos

  1. ducking lk standing lp foward lp ( yes i know this may seem to suck but it’s handy if you’ve got no supers or you land a random ducking lk)

  2. down hp, hcf lp + qcf lp ( again nothing speical good to punish rollers Now on most combos i say you might notice i never really start from a jump in most of the combos i say can be started from a jumping hp or hk or lp lk i just dont say this because i assume you allready know this and i’m to lazy to keep writing it plus alot of jump in get block so i tend to start from the ground)

  3. ducking lk standing lp qcfx2 punch

  4. near corner, standing hp,dp+k, qcf hcb any punch ( this is easily billys best combo and probably one of the most damaging in the game but it is hard to nail on sombody and the dp+lk is inconsistant in 98 nowhere nears as good as it is in 2002 and 2003, so when you do the hp you gotta be REALLY close. if you nail it your looking at half a bar and that’s without the maxed version but there are certain changes you have to do with the maxed version i think you gotta do dp+hk otherwise the super does not connect something along those lines i cannot quite remember

billy the character!

In my opinion 98 billy is his worse incarnation of billy in kof weaker than 97 billy slower than 2002 billy and not as comboable as 2003 billy, now for a charcter that has a pole staff whatever you call it 98 billy has SHIT pokes his standing c lags badly and his ducking A has No range at all and is quite slow nothing like it is in 2002 and 2003.
Now by the way i’m bad mouthing him you’d probably think i think that he’s crap and well you’d probably be 40% right the main thing you’re looking for with billy is to nail in hp sparrowdrop in super combo this combo can turn matches for you and belive me you’ll need it, a couple of thing billy has going for him is his DP+p which again in my humble opinion is one of the best anti airs in the game i’ve never EVER seen it trade hits and it’s usefull for wake ups.
One other good thing billy has is his jumping C now in someways it can be used as an anti by jumping back and and doing it also by jumping foward and doing it you can nail your foes to the floor
and try and open them up that way, imo billy is best played as a hit and runner he does not really have the tools for that but he cannot fight up close effectivly as a clark iori daimon ryo, but he does not have the runaway game of choi athena mai it’s hard to describe what sort of character he is because he lacks so much but does not complety suck beyond the realms of being used effectively he’s just probably got a very high learning curve in all the years i’ve played kof 98 i’ve yet to see a display of greatness from a billy player.
One other thing try not to use his qcf hcb + p super outside of combos it lacks ANY priority and while billy is surrounded by flames belive it or not he is very open to being attacked he’s a couple of things that can be done while he’s doing that super

  1. Kensous ducking hk

  2. ioris maiden masher

  3. Daimons HCF+p

  4. and my personal fave Clarks frankensteiner ( yes it can be done LOL)

As for the guy asking about the kyo infinent i do belive it’s allready been explained but if it has not here i go In extra mode just do a foward dash and down and c ( his squash punch thing in the air) and repeat but the timing is SO SO SO hard i can do like 9 it’s not worth it really you’re probably better off trying it on a stick as it’s next to impossible to do on a pad but again it’s really not worth the hassle you gotta use extra mode and extra mode is pants BUT if you do decide you really want to learn it then i’d advise you to use this team kyo,mai, brian battler, they all have this infinent in extra mode i belive or at least they have several repitions of of it leading to a daze ( but i do belive they can do it an infinent amount of times)

Not yet. Still gonna keep at it, though.

managed to get 5 but the timing is crazy, it’s a little easier against Chang, when he does an attack roll past him and start since your closer and he has a horrible stun time doing it becomes easier.

I haven’t played KOF 98 for years but Takuma is still one of my fav characters.

IMO Takuma should be played like a aggressive shoto. His poking strings are the best in the game, it helps you keep the preasure on and anything up to 5 hits can be cancelled into f+A xx Ryuku Ranbu. His cross up with D is deadly and his air CD owns most of the cast by speed and priority (right next to Iori’s jumping D).

His bread & butter combo that Vampire Savior posted is still used by most Takuma players but if you watch a expert Takuma he rarely uses that combo. He is too busy keeping the preasure on with chain strings and waiting for a opening to hit his F+A XX Rush.

This combo was only really useful in 95 since you could still link his DM after the ©db, f+B, and the damage was much higher.

If you want to confuse the opponent you can always mix his grabbing knee throw (HCB+B/D) into his chains/C, but this trick only works against intermediate players.

For AA he still have: jump CD, (s)D, Ryuku Ranbu (best anti air but the priority changes every year so I’m not sure how useful it was in 98).

my nicca’s in heavy d get’s no love in kof.heavy d is one the most dangers character in the game

he’s best combo i love hittin people with is down x2 dacing beat standing c dacing beat then sdm D! Magnum. and it’s all over son

Dumb combo that will never work!
With Shingo and three stocks with opponent in corner:
break stock, dp+D, j. D, land and immediately SDM qcfx2+C, qcb,hcf+C when you connect.

Unblockable start.
If he doesn’t block halfway through, 75%.
If he blocks, 50%.
No one should ever be in this situation, though. And it might be rollable.

I also use a similar strategy with D’s powered up DP+C to force opponents to block the D! Crazy. I’m a scrub.

You listed every Mature combo except my favorite one. j.D (or B), close s.D for two hits, qcb+Cx3. Safe if blocked and builds crazy meter. The problem is that if the initial j.D is not deep enough, you get her incredibly punishable far standing D.

I’m pretty sure Billy’s DP+D, firewheel combo never works when he’s broken a stock or maxed out an Extra meter. His DP+D does additional hits and no longer allows for juggling.

Yes, I was not aware u could repeat that motion 3 times I feel like a dork someone slap me

chang is sooo good in this game. I love his jump CD:evil:
QCFX2 + p in counter = almost death

Maxed up billy can still juggle a dp+d problem is it HAS to only hit 5 hits which means a standing C, DP+D (which does not connect) into maxed up firewheel, the chances of you landing this are slim to none!

Yeah chang is Very good in 98 he does massive damage he charges his bar faster than anybody in the game, if he corners you it’s more or less game over.
His air c and d is TOO GOOD his qcfx2 lp is TOO GOOD his jumping C or d is TOO good, when powered up he is TOO good, he does have one big weakness though, characters with a slide can really really hurt him