sfried
1
I just got the Orochi Saga for my Wii to test out my Hori stick. Had some practice sessions in KoF98 with Kyo Kusanagi and some with Terry Bogart, and some girl name Leona before trying arcade, to which I keep losing on the third match.
I don’t know where to start, really. For one, I’m trying to figure out how to switch between the characters I’ve choosen. The next is also trying to figure out some of the notations on the command lists (What does the “1” in “1 + down + down left + left + punch” mean?). I also have a terrible time trying to master the basic shoryuken motion input as it keeps fudging with the hadouken command move, especially when trying KoF94.
And the manual…is about as helpful as instructions on an arcade cabinet.
Laban
2
I don’t know how arcade perfect the Orochi Saga collection is. I’d say to get KOF98 for Final Burn Alpha emulator and Neogeo.zip with AES available so you could play practice mode. You own the game so having the rom should be legal. Another good place to start learning KOF is Dandy J’s guides:
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For movelists, you could check Gamefaqs for those.
As for combos, the general bnb consists of st.C/D (strong punch/strong kick), command normal(usually something such as forward light punch/forward light kick), then a cancel into special move. This is usually used to punish rolls (or things in general), follow up for hop in or jump in, and where ever else you could land it. When you pressure someone with hop attacks, it’s good to mix up with low hitting attacks. In general, most bnbs from crouching position is cr.B, cr.A, command normal, special. In many cases, one may have to omit the command normal from the above bread and butter sequences simple because it doesn’t combo into into a special/Desperation Move (such as Ryo’s f.A) or that the normal attack may not combo into the successive command normal (such as trying to do Terry’s cr.A > f.A). In some cases the latter is good to use to mix up blockstrings, but for our purposes of comboing, it just won’t connect.
In KOF98 a normal Terry bnb would be something like j.C, st.C, df.C xx Power Charge (hcf+b), j.D for hit reset. He could do the same starting from cr.B, cr.A and cancel into df.C xx power charge (B), j.D.
Since the SRK Wiki is down, just mess around and see what works.
As for the movelists in game, I can’t assist you there. Don’t personally have that version of the game.
I hope I helped out well enough, I’m some what new to KOF as well.
sfried
3
Thanks. Those videos were really useful.
It’s not the movelists that I have trouble reading…morelike the notation in which it’s written. What is “bnb” and “df”? What does the movelist mean by “2 K/3 K”? (I know the “K” stands for kick")
Yin
4
bnb = bread and butter, usually refering to the most useful combo
df = down-forward I guess (probably refering to hadouken motion)
The numbers you refer to might be the kind of notation where you write directions based on a keyboards numpad. With 8 being up, 2 being down, 5 being neutral and so on.
There’s no swapping my friend. You stick with that starting character until he gets KO’d, then you go to the next one and the next one.
As far as the numbers, I have no freaking clue.
BnB=Bread and Butter combo meaning a basic combo that you should know
DF=Down + Forward. D + F in Kof is usually a specific command normal. Like there is a difference with some chars between holding down (or down/back) and holding Down/Forward.
I assume youre new to this site as well. You need to look for a glossary because BnB and DF are really common, along with stuff like QCF, HCB, DP…
Read the stickies in this forum (Pretty sure there’s a notation guide here) and read the stickies in any forum you’re about to post in.
sfried
6
Nevermind. I figured it out. It had nothing to do with keypad notations. Rather it was the input you executed after the cited command special (like there will be a superscript 1 one Kyo’s hadouken maneuver, succeeding moves that have 1 means that they are linked with the hadouken move and are performed just right after it.)
Lol. Sometimes people make their notations a little too technical.
Actually…the number system isn’t technical at all >_>
A little odd at first, but not technical.
sfried
9
It was confusing until I saw the key (which is oddly listed along as part of the special move list).
Is there a trick to getting Kyo’s 236A 63214A right every time? Should I leave my stick in the 6 position or so I execute the next string as a separate movement alogether?