I play Leona, Heidern, and Heavy D!
Any good juice for any of them?
I play Leona, Heidern, and Heavy D!
Any good juice for any of them?
As far as Heavy D is concerned there is some stuff a page or so back…
Uhhh…it has been a while since I’ve faced some decent Leonas, but I can remember some stuff…
As most charge characters, Leona can play a good turtling game. She has the weapons for it: low A and B are good pokes, low C is somewhat good for anti-air, low D is a good weapon for foot games. If you can time it right, you can use stand D to sail over some low attacks, but it only works against big characters IIRC.
Moon Slasher is also good as anti-air if you’re holding down for the low C. Baltic Launcher (A version) should be good to keep jumpers away a bit. Gravity Storm DM is also a pretty good anti-air if timed right (you can actually land all of it).
Of course, every combo into fwd + B -> V-Slasher is always good.
NEVER perform Eye Slasher unless you want to die a miserable death.
No reason to not allow then, seeing as they’re hard almost to the point of impracticality.
Except the Japanese guys have no trouble pulling them off somehow. Their accuracy is like 95%.
those infs are easy to execute with some practice…
remember that you can always shortcut the air command simply doing
forward, downforward C/A
then it’s all a matter of practice and this can also be used for quick backsteps
I won’t deny this, but it’s not like they’re piss-easy to do.
Just to say not saying that anyone is but if they are, but a lot of 98 combos were harder to do on the DC version or didnt seem to work at all. Those ex combos were hella hard, and I dont even think that the old kyo task overish combo worked period in the dc version.
The truth…I’ve got it down this way…:rock:
Then I guess the same infinite restrictions would apply if there is a player who can consistently perform the EX infinites (I think it’s up to 3 or 4 repetitions, I dunno).
re:Leona
Also, Standing D (2 hit) to Rebel Spark.
you talkin about a tournament??..
http://tv.mofile.com/cn/tvuserinfo/userfullvideos.do?loginName=ukyo0&t=1
http://tv.mofile.com/cn/tvuserinfo/userfullvideos.do?loginName=lizhidove&t=1
What is BillyKane gameplan?
What exactly makes chizuru so high? And Beni? Any tips for any of them?
Does anyone knows youtube accounts with good kof 98 vids? Besides Dandy (J?) DLC?
And lastly: Any news on the Kof 98 Remake.
DONT LET THIS THREAD DIE!!! It has GOLDEN info
Billy’s about the pokes such as f+A and low A. Not as good as 2k2 Billy, but can work. Be careful when using dp+K or dp+P. Don’t use the moves where you have to mash the punch buttons (the twirling staff multiple fast pokes one) that often if at all. Don’t use his sweep. Stay far away from alt./RB version Billy.
Chizuru has strong normals (far standing C, low C) and can harass safely with moves like hcb+A. I suspect she is ranked high because she can combo into her sealing super (close C, f+A, qcb hcf + P)
Edit- typos, adding some stuff
Don’t forget that Chizuru also has that “clone” super where you can involve a LOT of mixup antics. :looney:
Her slide also allows for some decent range in foot games (kinda like Chris’ slide).
Beni…well…he needs more work. Low B x 3 is your opening for his more damaging combos. You may wanna throw in some Raijinkens during foot games for good measure. DP + B is a good anti-air. Time those Raikokens right, though. Beni seems to be hit out of those pretty easy in '98.
To add to this, the qcf+A of Beni’s is much better than 2k2’s. It’s good to toss it out occasionally after a crouch B poke string, in case people decide to jump out (it will hit).
Also, I’d suggest mastering his run up DM throw…hcb, run up, hcb+P/AC. It’s amazing good, also works as an anti-air since the throw is delayed (of course, you should be wary of people who jump again after the first jump).
What is exactly alternate guard?
Is O. Chris better than his normal counterpart?
And how about some Robert stuff?
THX!
I don’t see any glaring advantages of picking O.Chris over normal Chris. In fact, in some cases, you are better off picking normal Chris since he can link his DMs a lot more easier (O.Chris’ QCF x 2 + P DM isn’t all that). Normal Chris also has a bit more variety in his mix-up games, whereas O.Chris has to resort to dash/command throw antics.
Robert? Hmmm…abuse fwd + A. And I do mean A LOT. Quick, fast recovery, one of the best overheads in the game, has pretty good priority. Otherwise, he lacks Ryo’s safe pokes, although standing D is decent. He can combo stuff after his fwd + B (I do believe that includes his Ryoko Ranbu) so exploit that too as Ryo does not have such combos. EX Robert is also pretty fun if you’re willing to invest some time into him.