King of Fighters Tips ( 98-XI)

Ugh I hate using anything other than a saturn esque pad for KOF, im really trying to learn it on stick tho so i can play arcade games and console vers on the same level, though at this rate i may just give up and buy the SF4 fight pad (which looks like a saturn controller)

SF4 fight pad is what I use when I play vs. Gualberto in SF4…dont even compare it to the Saturn pad…its nowhere close…now its not bad…but its not the Saturn pad either…

But I still play Rufus so it doesnt matter :rofl:

Proto Cloud- Saturn PS2 pads are very hard to find…and if you do find them be prepared to shell almost $200 for it. You’ll find them galore on the PS3 though…all you want…

This… [media=youtube]C-H0ZzvoPQQ[/media]

… should give you a good idea of what a POS Clark can be. He is far more dangerous if you take an active rather than a wait and see approach.

His Frankensteiner can be godly, the amount of stuff you can grab ppl out of with it can border on the ridiculous.

He has an amazing wake-up game, learn this and the opponent will fear you.

However, something to note…his command grabs are not as strong in 2002 and KOFXI as they are in 98…

Something to take note…

Dude he plays Clark as if he doesn’t know alternate guard exists at all. He isn’t any better than your average ggpo/2df player so I don’t know why you keep bringing up this guy as a learning tool.

If you want to learn Clark, go watch Abraham from Mexico.

Edit: DandyJ’s guide is very good so far. Dandy, what are you going to talk about in the next one? So far I don’t think you missed anything in the first one, except perhaps mentioning that some attack strings with gaps(like iori crouch b, crouch a, fireball), can beat an attempt to far A anti-air a hop.

Its good for basics…Gualberto is good for basics…Sure there’s better but I’m saying if people are gonna watch my vids thats where I can direct them…

But of course Abraham is leagues better…but if you show someone something that high they may not understand it…so show them something closer to their level FIRST…

-DG

lol shiki did you copy/paste my post? Well anyway good pointers. I guess you did explain it better though.

Well I am going to touch on anti-‘mash’ strings, mainly using close C/D because of critical counter in kof12. Without being too long winded here, there’s gonna be some more stuff about anti-airs and more defense vs hops stuff. Instant overheads, ambiguous roll crossup…how to bait cd counters/cd parry thing in 12 (a lot of the same shit applies to both), and a section on beating rolls. Dunno it could end up being 3 parts. And like I mentioned before, I’m not going to cover alternate guard or any stuff that’s not in 12 like guard cancel roll, but I’ll probably do a followup tutorials in the future that focus on specific games.

Don’t forget to cover anti-airing with low attacks depending ont he hitbox of the jump, as well as running under high priority vertical jump attacks and run-up anti-airs (iori close C).

I need some tips now:

To be honest; I rage quit from the game for a while. Just from getting my ass handed by hyper aggressive Chris and Kyo players. But then I saw DandyDLC’s KOF video and got back into it. I got the basic mechanics down (but not mastered) but certain characters still give me trouble.

I play on 2DFighter.com as Alex2501 in case you’re wondering.

First Replay:

http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=6/2009/93/21584_2286_128832676146338750.2df&p1=carlos&p2=Alex2501

I gotta’ hand it to this Goro player. He kicked my ass so bad. I tried to keep my distance and try to go in for an opening, but this guy could read me too well. I tried hopping, but this would be countered. The instant I fucked up, he would follow up with an insane grappling combo that took away about half my life. I needs tips on how to take on Goro.

Bonus: I need tips on how to deal with Kyo, Iori, and Chris. Hyper aggressive players using these characters always fuck me up.

Second replay, and I think this one will lead to me getting neg-repped:

http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=6/2009/92/21584_9768_128831928998995000.2df&p1=tizzao&p2=Alex2501

This guy’s constant projectile spamming really pissed me off, especially when he picked Vice. I tried to AB roll it, but it would only work half the time. So then, this became the most retarded projectile/super jump battle I’ve ever had. I tried hopping when he used Chris, but he would constantly super jump, of course that out-prioritizes the hop. This scrubby guy just pissed me off real bad, plus I got some lag spikes from him. I’m not saying I’m the greatest player, I’m not a combo guy, but I’m better then a scrub who just mindlessly charges in and spams the same attacks repeatedly.

You need to run under those types of jumps and combo them in the back. Also you really need to consider some of the moves you’re doing and why you’re really doing them. Are they necessary? Are they safe and are they based on something the opponent is doing? Those Billy sweeps are really bad, for instance…though I guess you might not know if no one is punishing you properly. It seems to me you are hitting buttons frantically and you really need to calm down and analyze the situation.

Play me on 2df and you might get a better idea…though I haven’t played in a while thanks to SF4 but whatever.

Also, DandyJ’s guide is good but it is misleading if you are going to use only the information he provided. It is incomplete, there are many other factors he needs to talk about(such as rolling, anti-airing with crouch normals, etc etc) which hopefully get mentioned in the next guide.

I think I’ve seen this before, but regardless DAMN! I can see how you can strike fear in your opponents that way.:looney: My only problem is that in XI run grab is blockable, besides that, linking my attacks into SABB and mixup games seems very useful. I’ll use all of this in 98 though. (Don’t got 2k2 though.)

DG-SHIT! You serious?!? In that case I’ll just get an arcade stick instead.

EDIT: This thread needs more South American vids! :wgrin:

Yeah but its worth every penny…If you dont deliberately trash it the controller will last from 6 months to a year…

[quote=“Return_of_Shiki, post:9, topic:61160”]

  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.

[quote]

street fighter players should already know how to anti-air with fast normals like stand jab.

learn to alternate guard so that command grabs whiff if they try to tick into it.

can’t in xi, you’ll have to resort to either jumping or reversalling it. lack of alternate guard there makes ticks that much better.

I’ll have to keep that in mind. BTW, why are you copping Dandy’s av?

I’m going to start putting some of these Clark strats to the test on Monday on campus. I guess they don’t know what’ll hit them. (Also gotta go on Dustloop and check GGAC strats as well)

DG-I’m sure it’s worth every penny, but in an economic crisis like this it probably isn’t going to happen soon. (Still dead broke)

The Yomi war cannot be fought by just one soldier…

^^:rofl:

Seriously, any tips for taking on Goro Daimon?

He’s one of the god tiers in the game…you got to know his normals and their range because they are all pretty good. Also, don’t jump carelessly at him since his df+C anti-air leads to massive damage.

ALso the guy in the video was doing sweep into ground pound, this only works if you don’t recovery roll his sweep…so you should roll it next time.