King of Fighters Tips ( 98-XI)

First of all I would like to thank all the people at SRK who have helped me become a better player at street fighter 4. Now I would like to return the favour. I may not be good at SF but I am really good at KOF so if anyone needs any tips or a strategy on any KOF character just post it in this thread or PM me. Thanks again :china:

Interesting. Have you checked out the XII board, or any of the UM boards. Those are usually the games that are getting playtime. How much you been playing KOF for?

General combo formula:
heavy jump in attack -> standing heavy attack -> canceled into -> command attack -> canceled into -> super or special

Haven’t been playing good players, have we?

Watch this:

[media=youtube]r75Lz1Drp8g[/media]

I’m starting to get better at KOF 98. I’m not a combo player, so this is probably my biggest hindrance. Plus I fucking hate Chris. The game is pretty balanced, but I really hate this character. He has the annoying voice, plus he’s very tough to punish especially when you’re using someone like Yamazaki (his snake arms are pretty much useless against him do to the windup time). That’s what really pisses me off in the game, just Chris, and no one else.

I was able to beat a Chris player, but I suspect that this was because the guy only knew one combo with him, and would spam super jump and rush down. This guy was such a scrub. He only knew maybe 1 combo per character, and any time he would use a character with projectiles, he would just spam them all day long.

I ain’t gonna lie, I’m not that great. I’ll still hand out what little I got though. These are what you need to look out when learning a non-striker KoF:
-Find a way to corner the other guy. 98 is great when you corner them. If you have to resort using CD counter, it’ll be worth it. Don’t go overboard with CD counter though
-Air CDs may beat DP type moves, don’t be shy to experiment jump-ins
-There is a slight window when they land from a jump attack, be sure to catch it.
-Generally, save your meter on your first two guys, until you fill up or you are down to your last guy.
-Learn and master the four jump types. Normal jumps may be the least useful, but it too has its use(jump straight up is best as normal jump).
-Poking games exist in KoF and are quite useful, don’t listen to bitter/dumb SF heads’ claim of it being nonexistant
-Some special throws are invincible at start, and can be comboed. Iori’s has been the best example of it.
-There are different ways of teching throws and different uses. 1-sitting down at the correct frame(“alternate guard”), Pressing C or D, or pulling proximity unblockable.

Very useful video.

Also depends on who you are using vs. Chris…it all depends…and is this 98 OG or 98UM…

I need more info then I can help you…plus if you let me view your matches I can help you even further…

-DG

I can understand a lot of Capcom fans’ troubles getting into the series, because I was once the same way…diehard Capcom fanatic–if it wasn’t Capcom and 2-D then it wasn’t worth playing–when I was growing up.
My first KOF was KOF 99’ on the DC (in 2000 right after CvS came out) and I didn’t learn/play any KOF at a serious level until XI (still my favorite) but I can share a few things.

The MAIN couple of things I notice people used to Capcom/SF don’t expect from KOF…

  1. After og 98, DPs and other anti-air specials aren’t flawless, unbeatable anti-airs. In older games they have a lot more invincibility/auto-guard, but even then they can lose to properly timed normals (many good air CDs). It’s just something you have to learn, and then train yourself to find and use safe normals for AA (I admit to still having this problem myself in trying to learn 98UM).
    I notice a lot of new Iori players trying to use his DP like Ryu/Ken, or Terry’s Rising Tackle like it’s CE Guile’s Flash Kick and then get stuffed. It’s just not that easy.

  2. Most supers DON’T have invincibility. In the very earliest games KOF 94/95 it was more common but it has gradually been phased out with every passing game. Like with 98 Iori you can use Maiden Masher as anti-air to catch a lot of things, by XI it has NO invincibility at all. In KOF XI I can probably count on one hand the number of (non-Leader) DMs that have any kind of invincibility.

  3. Grapplers can COMBO into their throws. Even off of jump-ins. So that means that in KOF XI if you block Clark’s hyperhop A he can catch you with an almost inescapable tick and if he HITS with the hyperhop A, he can combo into a command throw as soon as he lands, or even combo a standing normal xx command throw.
    Also, although it’s becoming more uncommon in more recent games, some command throws actually have some frames of invincibility at certain levels. For example 98 Iori’s Scum Gale has frames of invincibility around his mid-level, I think.
    In general, KOF grapplers have a lot of advantages over Capcom grapplers. Plus quite a few of them like Clark, Shermie, and Orochi Yashiro are very quick and mobile. It’s something you have to get used to if you have think of grapplers being very bulky and slow like Zangief and Hugo.

He’s right hence if you notice in SF4 you got SNK type grapplers like Abel in the game…able to do more than just grapple…they are able to attack you and move as well…

A lot of graplers in KOF, rather than being big, just have big titties. :slight_smile:

I can’t stop staring at your Avatar.

most street fighter games lack women graplers.

I generally like the grapplers in KOF more than in SF, because their game isn’t as narrow-minded as SF’s. In general, the grapplers in KOF have much more options than in SF, so they don’t have it as bad in matchups. It also helps that KOF has also had better character design for their grapplers too.

If anyone can help me level up my Clark in XI would be nice. Most I know is rolling into SABB, DCed LDM, and psychic Napalms.

Whoever made that is my new hero.

What do you need in regards to Clark? Have you watched my friend Gualberto play Clark? You should watch him on my videos…its a good learning tool for the game…and watch Clark in other games also because he really doesnt change that much overall…

Only game I main Clark is KOF2000 lol.

Dandy J made it.

Guess I thought your friend only played him in 98, my bad. Guess I’ll have to search even further in your video stash.

Mainly my problem is when to use the different run grabs (pretty dumb that they’re blockable) and what are the different setups for SABB. So far what I’ve done is use a bait and watch Clark, which has worked well for me.

Oh and btw why don’t you play Geese in XI? Is it that unlockables are banned? If that’s the case I’ll drop him from serious use then.

That Video Was Very Interesting. I liked it.

Unlockables are banned in KOFXI…but I do use him in casuals… Yeah watch Gualberto play Clark in any KOF…because he does play Clark in all of them…and pretty much the same way. I got a brand new Saturn PS2 pad coming in next week and I gotta use one that is wearing out thus depending on how perfect my execution is will determine if I play KOFXI vs. Gual this weekend…

-DG

Ok then. Guess I’ll watch those when they’re up. So far I’ve noticed that light attacks->SABB work very well, counters, and that he uses a style like mine so I’ll definitely learn from him. Though I’ve noticed it’s lots of mindgames and less about combos with Clark.

You use a pad on the PS2? Nice! I’m going to have to get a Saturn pad myself for PS2.