King of Fighters Tips ( 98-XI)

Thinking about giving Shermie a try in OG '98. Besides [crouch B, stand B (1 hit) xx Spiral], [low jump C crossup, close C xx Spiral], empty jump Spiral, and the just plain beautiful range:damage ratio on that fucking Spiral, what do I need to know?

(you spin me right round baby right round)

does anyone know where i can find the Tougeki '06 Super Battle DVD for The King of Fighters XI

That’s pretty much it for combos (note the second one still connects without a crossup). You can finish with either super, but the execution is a bit harder. I’ll post some misc info about her gameplay…

  • j.D crosses up almost as easy as j.C and is just as good as a jumpin attack.
  • j.CD, vertical j.D, c.C, dp+K, qcb+P and s.A can all be used as anti-air. j.CD has a short active hitbox, so you have to time it well (e.g. hit it early for a mid-air battle). c.C has great priority vs jumpins and ground based attacks. qcb+P will grab people trying to jump out of your throw mixups/ticks. dp+K will get beat out by a lot of attacks, so the other options are a bit more consistent. s.A is fast and can get hoppers out of your face.
  • s.CD will go over low level attacks like sweeps.
  • qcb+K has invincibilty while Shermie is spinning around. Enough to blow through heavy attacks and fireballs.
  • s.CD and c.C can be empty cancelled into specials like hcf+K to fake out the opponent.
  • second hit of f+B is an overhead, quite long range on this albiet slow.
  • Shermie poking game and normals in general are pretty slow and awkward. She’s best played up close where she can keep the opponent guessing. Characters that can run away and poke her from long range with fast normals will give her the most trouble.

Just thought I’d mention that MAX, j.C, s.C, hcf+P, qcf+K does over 50% damage. :sweat:

Yeah, I saw that playing around in practice mode earlier. Definitely delicious.

Alright, please excuse my mega noob question. I looked in the wiki, and didn’t find anything.

I was playing '98 today on 2DF and Kyo has a ground fireball like Iori. I have no idea how to do this. I tried all of the commands that were on the wiki, and no fireball. How do I do Kyo’s fireball?

Hold Start on Kyo, hit any other button. Viola!

Also works on Terry, Andy, Joe(?), Shermie, Yashiro, and Chris.

Ryo, Robert, Yuri, Mai & Billy have EX versions (based upon earlier games) as well in regular '98. 98UM has even more…

On the US version you have to hold SELECT then the character.

How do you 1 frame jump?

I don’t think you can…

some of the cast in 98 have alt versions that you get to by holding start while picking the character, off the top of my head:

  • kyo
  • terry/andy/joe
  • ryo/rob/yuri
  • yash/shermie/chris
  • mai
  • billy
  • rugal (console only)

98um adds to this list:

  • yamazaki/mary
  • king
  • geese

any movelist off gamefaqs should list their moves but for reference alt kyo’s fireball is qcf P

Note about D genocide cutter, if it trades, you get a free hit, and that includes a free godpress or super godpress.

I can sum it up like this: you have to play a lot. Your rolls are going to get owned by players who are used to seeing them and have punished a billion rolls before. When someone rolls at you, you are going to react slow and they are going to get away with it until you get used to seeing them. One tip I can give is get used to hitting them at the end of their roll instead of trying to throw. It’s much more consistent and effective.

Good stuff. I’d say qcb+p should be used sparingly as an antiair though, moreso dp+k (the jumping antiair throw). Crouch C and standing D is what I usually use. She definitely has slow normals in places.

I’d say Iori/zoner-type characters give her the most grief, since from experience they’re the ones that can keep her out effectively.

I do believe she can combo into either super off close C? I’d say hcb,hcb+P is preferred though, since it’s fast and can beat the clock in the dying seconds as a result.


Ben dude, as far as grappler characters go, once you’ve the hang of Shermie (:lovin::lovin::lovin:) I’d say give Vice a spin too.

It’s funny that the guy that started this thread isn’t giving any tips at all.

Cuz A)PM him and B)Other people have answered questions.

dang that was heck of a vid posted by alexander thz.

Any day now I should be getting a stick, so I thought I’d ask this question in the meantime:

I’m looking for a general strategy against grapplers. My mains are: Terry, Joe, Billy, Yamazaki, Rugal, Kyo, Iori, Saisyu, Kim, Ryo, Robert, and Heavy D. I tend to play keep-away with grapplers in just knowing that all they need is one good opening that leads to a grab or grab super that takes a little over a quarter of life.

This includes all grapplers except for Ralf who gives me no trouble at all.

You got Iori and Ryo (alt. Ryo works too if you’re playing 98/UM), you should be able to keep them out. Pokes and fireballs and teching out of their non-command throws, really. As Iori, you really should be able to rush them down first/outrush them, too. Terry (and Ryo) has good normals and specials for the job too, iirc (far B, stand D, jumping B/D, A burn knuckle, etc.)

Good luck fighting the Great Wall of Daimon, though.

I wouldn’t really consider Ralf as a grappler. His game doesn’t center on grappling at all, like Blue Mary, Daimon, and Clark.

Watch the way you play keep-away with grapplers. The ones I just mentioned can play at far ranges too if they catch on and do good damage. I suggest you mix it up and keep the grapplers guessing. (Don’t make yourself too predictable, grapplers capitalize on this) Especially because Clark and Daimon have good normals (ESPECIALLY DAIMON) and BM has long range rekka grabs.

With Clark and Daimon, alt. guard and hopping are your best friends and rolls are your worst enemy. If you can keep your opponents guessing, it’ll make their lives miserable. Rush down and turtle when need be. Because you can keep them away and when they get in, they can’t do crap.

Anyone have any way to find this?