King of Fighters Tips ( 98-XI)

I’m on 2DF and GGPO. My handle is HadesHatredEdge. I’m not that good but I got a bit better. I understand where you’re coming from. Pretty much most people I’ve faced online have been playing more/longer than I have so it’s a cruel game of catch up.

If you have MSN(I don’t use AIM anymore) add me and we can schedule some sessions.
If not, get at me with a visitor message and tell me what time you are available. I play 98 and 2002 so pick your poison.

As for worth playing, I think anything pre-98 is ass and shouldn’t be touched. I like 03 and XI but those aren’t popular. I would get into 2000 but eh…

95 is not ass. 97 isn’t either. 96 is my personal fave but people have a right to their opinions.

Albeit those games aren’t ‘ass’, you wont find any comp for them besides a Turk, a Mexican and a Korean on 2DF. 96 and 97 are complete broke sauce too and what do they have that 98 doesn’t have? :wgrin: 95 is pretty fun though, yeah.

98, 2k2, and 2k just for kicks.

I think Texas is a pretty good place to start if you want comp for those games but don’t want to leave the country.

Cali is a close second.

96 was the first KOF that caught my attention by it’s great visuals and long assed SDMs so I can’t let it go that easily.

Have some questions about Rugal (KOF 98). Is there any way to combo into his head-stomp super?

When you knock down your opponent, you’re right on top of 'em and do your reflector move as they wake up. Is this a ‘safe’ move if they block? I would assume if they do a DP move, my reflector would prevent it and deal some damage. But I don’t know what would happen if they super on wake up.

I don’t believe there’s anyway to combo into that super. I guess you can set it up however but it has alot of startup and you can see it coming from a mile away and all you have to do is jump to avoid it. Maybe there’s some crazy ABC mode combo into it. Who knows?

Yep, the reflector is safe on block and is a GREAT meaty. Scared that they’ll wake up super? Do a low poke and cancel it into his reflector. I think all his normals cancel into it.

Cool. The weird thing is in the past 2-3 weeks, I was really into SF3 and kinda’ into KOF 98. Now that I’ve been practicing and playing some great players on 2DF, I’m more into KOF98 than SF3… but as a result I kinda’ suck at SF3 now.

Another quick question: Can Kyo’s A or C ReckaPunch go through Chin’s Fire-breathing super?

If someone is dizzyed and in the corner, you can do full screen A reppuken, dead end screamer. You can ABC max before you do that, too. Buuuuuut I’m pretty sure a combo into max wall dash super thing would do more.

Okay, something I figured out; Rugal’s Genocide Cutter is all but useless. It can only be comboed into. Because I’ve done it, the enemy is obviously going to jump in, and the Genocide Cutter does absolutely nothing unless they’re right next to you. Sad. *

Here’s another one: If I’m facing the Alt Yashiro (the grappler version) how do I escape from from his qcb + punch jumping grab cross up? This guy kept doing it, and I swear to you I did everything possible to get out of it. He would grab me, do a quick combo, do the air grapple again, and I tried doing a DP, any attack, AB roll, etc. Nothing could escape from this thing. The only success I had was actually running away as he was doing it.

  • Edit: It turns out that the D version anti-airs, while the B version is a ground-based maneuver. Even still, I still feel the Genocide Cutter is semi-useless in being forced to use a high-risk D version simply to ward off jump-ins. B is only good for combos and on wake up, and even then it isn’t worth it. Why combo into that, when you can combo into the godpress or the super version that does more damage?

I’ve encountered a dilemna. I have no idea how to defend against grapplers. At all. They can just pretty much lock me down after the first knockdown. Only chance i ever have is if i can sneak in a poke to ward them off, but they’ll still overwhelm with comboing into their grab or empty jumping/running into said grab. I’m really stumped and any help would be useful (even better if we can do it over GGPO/2DF)

Jump or Alternate Guard. Good O. Yashiro players almost never use that move because it’s so damn easy to punish.

See this guys response. Also you gotta tell me who are you using and who are they using.

I have a bit of an Idea with leona, I also use Andy and I’m pretty indecisive as to my third, so I guess put in Kyo since he’s always been a staple. And this sort of applies to every kof I play, as Alternative Guard applies to OG 2K2 (is it still in 2k2um?)

I’m pretty sure they took AG out of 2k2UM. If you’re playing UM just vertical jump into a ground combo. Punish Yash with a full jump in combo 2-3 times and he’ll never use that useless attack again.

its still there

hey im having trouble comboing into leonas v superr from her aerials?

any tips.

Ok, first of all only j.A, j.B and j.D can be cancelled out of into V-Slasher. The easiest way to do this is to tigerknee the first part of the motion like thus: qcf,uf+D, hcb+C. If you play Leona a lot it helps to buffer the V-Slasher motion every time you jump, and then you can just hit C if you see the opponent do anything that V-Slasher can punish (pretty much anything other than block). Always use C version in combos, as the A version has a sharper angle and is more likely to whiff.

j.A into V-Slasher is also very important to Leona, as j.A can be used as an instant overhead (much faster than f+B) and should be pretty easy to land as the opponent will be used to crouch blocking c.B all day.

Okay, just when I think I’m getting better at the game, I get raped in the worst way. Please help:

The AB roll. I tell you, every time I do it, they see it coming and run away, or they counter it. Every time they do it, I get slammed in the worst way by just trying to grab them out of it. I gather that this will be covered in Part 3 of Dandy’s Tutorial, but I remain curious.

Scenarios:

Start of the match, I AB roll towards them and go for a grab or DP; do I do the DP motion as I’m rising or during the Roll? I need tips in general for rolling.

Another one: I’m in the corner, my enemy has a DP they link with very easily, they use some keep-away moves so I can’t go at 'em, and they AB roll at me and I as I try to grab them, I am immediately dealt a DP + Combo and humiliating defeat. HELP!!! what do I do in this situation?

Character specific and unrelated to the AB roll:

How do I deal with Athena’s Teleport and grab bs? I feel that it is this grab move of hers, that makes her too powerful. I know she isn’t top tier, but this is just my personal belief. I mean; she’s got a projectile, she has a DP, a reflector, and an air attack… this all ready gives her a solid defense that is difficult to break, but the teleport and grab just makes her even stronger.

This is what happens: She starts spamming projectiles, I block and/or try to jump or AB roll to get to her, and if I AB roll or block, she teleports and grabs. It would be one thing if the move wasn’t that fast, but it’s instant. I get the feeling that Alternate Guard would save me. Because I’ve tried jumping and Rolling away, and she still get’s me.

For the first, you gotta know when and how to grab. Grabbing doesn’t come as easy as in SFII, which is a good thing and a bad thing. My suggestion is to go to training mode and set comp to roll to get it down.

Secondly, I’ve had trouble with Athena before. I have a friend who mains him and he knows how to make an annoying fireball trap. IMO, you should play with restraint when facing her. Just deftly dodge her fireballs using rolls/evade and close the gap. When your half-way to her is when your opponent knows when you’re in range to attack. They’ll either throw another PB, wait for your jump to AA you, or teleport. Here’s where Yomi comes into play. If you know how your opponent works you can counter it deftly. If teleport, short hop up and set combo or grab her out of teleport. If he’s waiting for AA, if he likes Psycho sword, short hop below range and punish. If he likes reflector, hyper jump over it and punish.

This is what works for me with Clark, who’s got few long range options. If your character has got better long range options, this’ll make the battle easier.

EDIT: Alt. Guard can also definitely help if you can’t react in time to teleport. Especially, if he goes for grab every time.