King of fighters 98 tiers?

Good call. Thanks dude.

Chris and O Yashiro are also good choices. I’d actually put Terry first and not second, as he doesn’t really need stock outside of CD counters, while Heidern has a good one stock combo.

Just to clarify, the reason Chris is a good choice for last place is because he can make very good use of stock. He plays well in maxmode and his crouch B, crouch A, f+A, qcfx2+P is very good in maxmode, although takes some practice to do consistently.

Question from a noob: in kof 2002 i frequently use this combo of Mary’s: jump C, close C (2 hits) , B slide attack. I think in 2002 it’s safe if blocked (differently from most other combos ending with the slide attack).

Anyways I can’t seem to do it in kof 98. I can cancel the 2nd hit of close C in other special moves, but not in hold b, f+B. I tried doing it on a dummy p2 and I can only do it once in 20 tries or so. Is there something I’m missing?

Also is Mary any good in 98? Any hints on her strategies?

Thanks :woot:

I’m having no trouble with this combo/string. Just don’t cancel into the slide too late, there aren’t many cancel frames on the second hit of her close C.

You are right. :amazed: I tried anticipating it and it works; however by doing the slide so early it seems to be no longer safe if blocked, since mary is closer to the opponent. So I guess it’s useless (not that it was terribly useful in 2002 anyways )

discuss more chris’ combos/strings please

basic combos:

crouch C(or crouch B, crouch A), f+A, hcb+P
crouch B, crouch A, f+A, qcfx2+P

you can link crouch B or crouch A into crouch C. Crouch C into df+B is useful.

As for strings, the string ending in hcb+P is punishable contrary to many people’s beliefs…and just ending it at f+A is not safe either.

Chris has a nasty mixup involving his f+B and df+B slide. If you cancel his crouch C slightly late into his f+B, it will retain it’s overhead property. The mixup is to cancel the crouch C into either of them which is difficult to punish, especially if the opponent has no stock. Not recommended against characters that can crouch his crouch C, such as Iori.

ahh thanks for the reply, greatly appreciated

Goro was such a beast. Even the CPU knew that, for some reason he was leagues better.

That and O.Rugal, but that hardly counts as he was a boss.

Also used for other alternate characters such as Ryo.

what are some good combos for Lucky? I am still on the fence on who I should focus on besides Heidern or Terry.
I am slowly adjusting to kof after playing capcom fighters almost exclusively, like, my whole life and I suck so bad at this game. I play against people who are good at this game and it’s like they pick Mary or Iori or Chizuru and I just get LOCKED DOWN all day in the corner. It sucks, how do I counter these effectively without using up all my stocks on counterattacks? I hate being new to a game. :frowning:

What is the verdict on Ralf? he just seems like Clark minus the effectiveness. I like Ralf in 2002 but I’m just not getting him in 98

  • Is it possible to pull off CD -> DM Power Geyser?

  • Does Kim have his command kicks or is that just post-NEST?

Ryo 95 is so under rated.

can someone explain the pro/con of regular chris vs. orochi chris?

is the fireball just that good for resets?

Normal Chris has better mixup IMO. That :dp: :p: of his is useful. He has suckier supers than O. Chris though.

O. Chris has that useful autocombo grab thing (hcf+K) which you can use to end combos (then jumping :snkd: afterwards)

http://www.shoryuken.com/wiki/index.php/Chris_(KoF_'98)
http://www.shoryuken.com/wiki/index.php/Orochi_Chris_(KoF_'98)

Ralf is pretty good and easy actually. Simple, but he hurts.

At low levels, all you really need is :snkc: :lol:. Kidding aside, he has good normals overall. You won’t really be needing any of his specials other than hcf+K. You can easily combo those off :snkb: or close :snkc:. You probably don’t need his supers either, meaning you should just save his meter/stock for counters.

I think the wiki (see the links above) is a good place to start.

Jump CD is fantastic for both versions of Chris. I never fought a good Chris user, how does this play on GGPO?

you mean stand CD(counterhit), power geyser? I believe that works, not exactly practical.

Which kicks? He has his qcb+Cx3 and qcb+Ax3, that’s it.

It’s not really about the fireball…though I guess it does set up some situations on the opponent’s wakeup.

Let’s see, O Chris generally does more damage than normal Chris. If you can get f+A into a combo and get it to hit from any distance, O Chris can combo his orochinagi super but Chris’ will usually whiff unless the f+A hit pretty close.

O Chris cannot combo his SDM super so if he goes into maxmode, it actually hurts him when it comes to combos. But…normal Chris can combo his SDM easily, so he has a reason that he can be in maxmode and take advantage of the damage increase as well.

O Chris has a pretty good option select with his close D and hcf+K. Use f+D in some throw situations upclose. If they do nothing, you will throw them, if they jump, close D will anti-air them. ALso, if a close D comes out when they are on the ground, you should always cancel it to hcf+K since hcf+K only comes out if they get hit by the close D and if they blocked it, nothing happens.

Are you playing 98 or 98um? Lucky is pretty weak in og98 and basically doesn’t have a bnb. He do cr.B, cr.B, cr.B/A xx qcfx2+A or close C,+A xx qcf2+C if he has meter, though.

In 98um you can combo cr.B, cr.A xx dp+D for a meterless bnb. He can also use his qcb+K in that game because the recovery isn’t horrible. He can actually do close C xx qcb+D, then link to the qcfx2+K grab super. But in og98 you are asking for a hard time using Lucky. He has great normals and some fun tricks but he isn’t very good.

It’s a difficult game to learn just because everything feels kind of clunky compared to most games; kind of like the game is working against you haha. It’s hard to just tell you what to do in general to keep from getting pressured, but one thing that might help you is to use some sort of fast high attack like a stand A or B to hit someone if they are using a lot of short hops.

I’m actually working on a kof tutorial vid for beginners. I’m not sure if it will help you, but I think it would. I was going to wait until it’s completely finished, but I think I’m going to upload the first part now and do the rest before the end of the week. I’ll post it in here when it goes up.

A lot of people at first glance think the same thing, but Ralf is actually stronger than Clark in this game. The main reason being that Ralf’s pokes and damage in general is a lot scarier than Clark’s. Clark has to get in to do anything, but once he gets pushed back out to about sweep range, he doesn’t really have anything threatening to stop someone from moving.

Ralf on the other hand has stand C, which is one of the most ridiculous moves in this game. Crouch C, vertical jump A, vertical jump C, stand A etc. etc. all Ralf’s normals have ridiculous speed, damage, and hitboxes, while Clarks are weaker in all those areas.

Basically Ralf’s game is complete; he’s got all these brick shithouse moves to scare you,t hen he can run/hop in and grab if you freeze up. Clark has the grab part but he doesn’t have anything to make you freeze up, just stuff to try and mix you up if he can get close.

98 Clark’s far D is rediculous.

It is a key move for him since it can beat certain things like Daimon’s stand b, but it’s not on the level of what Ralf has…Clarks hop D is good too.