King of fighters 98 tiers?

Okay…so what’s so good about Brian in Extra mode?

brian kyo and mai have an

fwd fwd down A/C infinite

Speaking of Kyo infinite…

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His ff~d+C is overhead, unlike Kyo’s. Also he has ff~qcf+P but I’m not sure how good that actually is, it certainly seems good, especially done ambiguously on wakeup.

While on the subject of EX mode, does anyone else think EX is going to maybe be useless in 98um? Yeah it can break throws now (should’ve always had it), and I think the meter works like a stock now or something, but without the command air normals it just doesn’t seem like there will be any reason to use it over adv. At least now it plays a role (albeit a small one) in the game.

kof98UM will be another thrash game, will be played until 3 months after its release someone will do any cmv just for fun then it will go into rebouts oblivion waiting for the 2002 ultra super challenge reprise

Kyo’s ff d+C is an overhead.

nvm idk why i thought that

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That was fucking awesome, but really… Why IS Kyo so high? What about ADV Kyo?

Honestly hes almost as beastly as Iori. In some ways more so because his HH/j./sj.d+C can be ambiguous. His combo/dizzy damage is very close to Iori’s; if I had to pick the characters that stand out most in this game on dizzy potential (how fast it can happen + ways of landing it), it would be Iori, then Kyo, then Beni. RED kick gives advantage(?) on block, d+B will beat many things here, and d+B is a fantastic footsie tool in general. The 1st hit of A rekkas is a great poke with a big ass hitbox and auto guard. He is great as a battery or as a user, since he gets orochinagi off a D hopkick combo and FINAL SHOWDOWN off d+B,d+A. There’s other crap too but that’s the gist of it; basically to me hes like Iori with no command grab or fb but better jump-ins and cross up.

[media=youtube]MSmKQrPxGAc[/media]

Yes, it is quite hard to tell, but like I said before. As a first spot char in a team I would go for the EX version and else for the normal version. I think it all depends on what you want from him.

What makes Daimon tops?
Why is Heavy D so bad?
What is Normal Yashiro Gameplan?

THX in advance…

Hmmm, where to begin?

Standing B is godly for pokes/foot games. Best poke in the game, hands down. You can virtually pin the opponent down with it.

If opponent jumps, standing D is the easy way to go. If you’re feeling lucky, Cloud Tosser (HCF + A) can also work. And if you’re feeling ESPECIALLY lucky, you can try his broken bug combo.

Up close, he is obviously a beast with his multiple command throws or DMs. Of particular note is his Chou Oosotogari (DP + K) which can override lots of normal moves and can be done from a further distance than other command throws.

Jump D is a good jump-in.

Basically, the only problem Daimon has is a poor air-to-air game, but then again, Daimon doesn’t have to go there. He can just keep the opponent pinned on the ground and kill them.

He isn’t really THAT bad or hopeless. He is actually quite fun to mix it up with. He can link a bunch of crouching As or Bs together, and his mixup game is pretty good, and if you keep up doing his Shadow move (D,D + P), you can enhance his special moves and cause more damage.

Well, he has the usual Yashiro normals (jump D, crouching C, standing B) except that he usually has to go to combos into his Jet Counter (HCF + P), Missile Might Bash (HCB + P) or his Million Bash Stream DM (QCB, HCF + P).

and look at the damage while maxed

lucky?
dfC win 99% of the clashes air (opponent) to ground (goro) just do qcbB followed by dpA and laugh

for anyone playing this game (and is a beginner) dont pay attention to tiers so much, they matter, but every character in this game has some beastly shit that can make them compete.

i mean even lucky and brian who are at the bottom of that list have some beastly ass shit.

i think we can all agree on this no?

Brian is nowhere near bottom- He can give many characters fits.

As for Lucky- he doesn’t have a lot of stuff, but he actually fights Goro decently- if you’re willing to play runaway/keepout.

Some notes on Heavy D - cr.C is pretty good, comes out fast so it’s a good normal to cancel into qcf+A, just don’t whiff it. Cr.B links into cr.C. Cr.B x2 (or x3…even more from a crossup j.B), cr.A xx qcb,hcf+P super. Learn to combo this cause it’ll be your main source of damage. qcf+A is not bad for whiff punish.

In close use j.C as your jump in, cr.B or cr.C combos most easily. You can also do cr,C f+A qcb,hcf+P super. Jump B for crossup, j.CD if you’re hyper hopping from a distance. Jump D is ok for air to air if you don’t have the time for j.CD to come out.

Best Thread Ever!

There is some truth, even Orochi Shermie was never really bad. I liked to play her …

after all i think that tier lists shown like this aren’t useful…
to judge a game the best thing is the matchup chart…
then from the chart comes the tier list …

stupid example shermie can have a good kyo matchup but bad against the rest…looking at that tier list you’ll never pick shermie against kyo only 'cause she’s low tier…

Why is Shermie a good matchup for Kyo?