King of Fighters Tips ( 98-XI)

Dumb question:

For moves with a mashing component to do more damage/escape faster (Yamazaki’s Drill, Shermie’s SDM super throw, various normal throws), how does KOF register mashing inputs relative to other games so as to get optimum mashing?

For example, if I’m grabbed by Daimon’s C throw, will only C inputs count towards mashing out of it? Or can I just thrash between ub/df and piano all four buttons and escape faster than just pressing C? Do directional inputs count at all, or is it just button inputs that count as mashing?

Just wondering because on stick I can consistently mash Yamazaki’s Drill to at least level 2, but I can hardly get past level 1 on pad. (I’ve been practicing on stick, but I’m still better pretty much all-around on pad.)

Yeah I wanna know how this works as well. The CPU always breaks out of my mashable throws pretty much instantly (e.g. Kula C throw) and Heidern’s counter and Storm Bringer (in 2k2UM) do piss weak damage no matter how much I mash. Maybe the computer just cheats at this. I don’t have a human opponent to test it out against.

For Yamazaki’s command grab DM, I take my hand off the stick and use both index fingers to hit A and C alternatively as fast as I can. I have no problem getting to max level using this method, but it’s pretty hard if I try and do it with just one hand.

In SFA3 The CPU can do 8-11 hits with mash throws and can do up to 30% damage. AT the speed they’re doing it, they’re cheating. No human can mash that fast. The Japanese always have the CPU cheat in every game by breaking the rules. I.E. in KOF the CPU can block overheads/crossups crouching.

I just hit both A+C. I figure they both count as a P input so that should work.

Huh? I don’t think this is true…

They did that to make to tip the scales to make you waste more quarters. The shit they used to do to get more money.

never seen that happen, but it annoys me when the KoF CPU turn into anti-air gods. you cant jump at them. but like in XI, you can just pick Adelhied and spam his command grab and the CPU eats it every time.

Question: Am I the only one who cannot get Iori’s Recka Punches to come out?

I’m using the Arcade version via MAME, and I don’t know if there’s any changes between it and the various ports out there. I know for a fact that 98 UM has resolved this issue.

I know the input, it’s a very simple input, but I can only get the first hit out, and the rest refuses to come out unless I randomly mash.

I’ve done this with a Joystick, Pad, and Keyboard. Weirdly enough, the only time the punches come out consistently is with the Keyboard. I’m not a newb, I can pull off similar moves with Freeman in Garou, Yang in SF3, and even Kyo in 98-2K2. The punches work perfectly in 03, but they refuse to come out in the earlier games. I remember reading that the inputs in the older games were very strict, but I find it so odd that I can pull off every frigging move for every character without error, but Iori (and also Kim’s recka) refuses to come out. I can even pull off Saisyu’s 2 hit recka.

Anyone else experienced this? I can only chalk this up to poor programming on SNK’s part.

It takes a while to get used to. It’ll get easier in time. From experience, try doing hcb+P’s first, then you can go to just qcb+P’s from there.

Yeah it does take a while to get used to. When I first transitioned from keyboard to stick I had a lot of problems with this move, but now I can do it 100%.

Oh my god, I just tried it again, and I got it working (somewhat, still need practice). It works differently in 98 and 2K2. In 2K2, I just have to hit Down, Downback, and Punch X3. But that doesn’t work in 98. So I hit Down, Downback, Back, Punch, and then I do a 360 ending on Back and punch again and again.

Weird how this never worked on pad, but I can see why now.

I’ve got two questions regarding OG kof 98.

  1. What’s the timing like for Kyo’s extra mode infinite? Sometimes I can get the punch to hit, but sometimes I hear him shout but the down+C will whiff. Is there a general timing for it, like Magneto’s rom, or any vids that shows the player’s hand movement while performing it?

  2. Orochi Chris qcf+p has a property in that the last flame will become unblockable if the opponent was not put into block stun before touching the last flame. What are the set ups for this unblockable? I’ve seen several players perform it before but I still can’t figure out the set ups or the specific situations where the last flame will be garanteed to hit the opponent.

I keep resurrecting this thread, for that you have my apologies.

I consider my self pretty good at OG 98, but what really gives me trouble is Iori, Original Yashiro, and Chris (any version). Particularly Chris. I hate the fact that all he needs is one hit, and that can chain into his bullshit combos (including an unblockable projectile on top of all that). Any particular strategy against these guys? My mains are:

Kyo, Joe, Heavy D, Rugal, Billy, King, Kim, Robert, and Saisyu.

I’m starting to get into 2K2, and it’s pretty difficult to get into because of the BC mode. I just played against an Iori player, he went into BC mode, and it looked like V-ism from Alpha 3. He pinned me and repeatedly did his Dragon Punch, there was no way for me to interrupt that. I checked Gamefaqs and it made no mention of this ability. Unless I’m completely blind.

BTW, Ralph in 2K2 is the shit!

Alexander: It’s not possible for Iori to repeatedly cancel into his DP in BC mode, he must alternate between it and hcb+K or qcb+P (and he can only do this cancel a maximum of 4 times before the meter will run out). You can either block and wait until he’s finished (be wary that dp+C, hcb+K repeatedly will guard crush you pretty quickly though) or I would recommend using a stock to emergency roll through his attack. He will be stuck finishing the animation for one of those attacks and you should have enough time to combo him from behind.

HP87: The only way I know to set this up is to use qcf+A after a j.CD that the opponent didn’t recovery roll. I don’t think it’s very practical.

1.- i do f, neutral, df~C :slight_smile: try it

2.- i’ve seen that in youtube , but i really don’t know 8(

for clark players:
[media=youtube]C-H0ZzvoPQQ[/media]
at 0:56 … how did he do that??? CD on the air and then f,d,f + P… i tried a lot in pratice mode but the f,d,f + P doesnt connect!! Why?!?
It’s a bug with yuri or sth else?
thx!

Im no clark player but it was a counter hit so thats maybe why it worked

i tried so many time but when i reach the ground and do f,d,f + P clark cant grab the other char… i dont understand why :frowning:

Because it’s a counterhit…it’s very easy to do, I’ve done this before in many matches.

ah ok… i will try some more today… thx to both

i already searched this thread and i don’t think this has been addressed yet…

i’m pretty new to kof and i’ve been playing 98. i pretty much get wrecked by kensou/ryo/athena/joe and whoever else has an obnoxiously fast or large projectie, especially since my best character is chang who jumps like a sloth. i try superjumping over it but usually i eat an anti air or end up hitting the projectile on the way up. the only way i ever hit is by using his slide and that usually means i end up eating a combo when it’s blocked

what do i do?