The King of Fighters '98 Ultimate Match

I think he got shafted because so many other characters are now more viable, to state the obvious. :woot:

Im curious, too. Is it some weird Doku Gami autoblock trick or what? He doesnt have MAX until later, and if he avoidance cancelled, you would have seen a white flash and the avoidance animation.

f+A is overhead combos to hcf+C, thats it

but mostly his place has been taken by krauser

and kyo is fine he got a little bit nerfed but not ‘shafted’

that fwd+A OTG combo worked in regular.

Daimon’s got almost the same potential as before, he just is harder.

To me- the big Kyo nerf is lower priority on his jump B- but Kyo to me just lost what he needed to lose, and kept everything he needed to keep.

I just wish SNK had nerfed Iori and Krauser a bit more, then we’d have some real good discussions over who is best.

yeah it’s interesting that they left iori so buff. As he was already top 3 no problem. And they just left him alone. I guess snk really likes their evil guys.

i know but its overhead now it wasnt before

Only EX Mary is knockdown. Regular Mary is a normal hit, but she recovers faster so it’s not punishable on hit.

I got the hang of this game again :bgrin:

I’ve seen some tier lists around, but is there a tier list somewhere that lists characters in their best modes? Or maybe a list for the best characters in each mode? (something sort of like the tier list in the CvS2 section)
I know it might be a little early to go into something detailed like that but I’d be curious to hear people’s opinions on the subject.

I don’t think that would really work. Pretty much everyone can use both grooves effectively now. Most just pick their mode due to a matter of preference I think.

What makes it so that the characters can utilize each mode efficiently more than the original 98?

So the gaps in the differences between grooves are gone now? =/

are you sure that the combo can be done midscreen? because every time i do it the dp b completely misses. I can only get the combo to work in the corner.

For the most part.

Extra Gauge is just as good as the advanced gauge now.

Being able to Q. Max, added to to the faster gauge charge, as well as what happens to what you get as you get to that last character, I think they have done a good job with the tweaks to the Extra Gauge.

Moreover, the option to just hit a SDM in both gauges a lot quicker when in a pinch is also a welcome change. If you have a copy to test out, try some of those combos that I’ve posted on the previous pages from the wiki I’m trying from, especially the Q. Max ones. Most are relatively easy and are just as damaging if not more.

EDIT:

Sorry about that, that is a corner only combo. Midscreen you just do this instead.

close st. c, fwd+a xx Genei, cr. c xx b slider xx qcf k xx dwn+p.

Again sorry about that. I was in a hurry and didn’t clear that up.

idk… I was thinking about a in-depth discussion… there are several factors to account when choosing a mode IMO.

Does your character play better with dash or run? Can that character play well without meter (be it for dodge cancels, SDMs, q.max, GC counters or what have you)? Can that character make good use of q.max and/or dodge cancels? Does stored meter help that character’s game (ADV mode meter)?

Just some ideas. I know all three modes are good but I think it would be interesting doing some analysis of which modes/game systems are better for specific characters.

no worries

i actually figured out your mid screen combo while i was trying to do the other corner combo lol.

IMO-

  • Brian is waay better with Dash instead of Run, since he gets the “block and you lose a fierce punch’s worth of life” plus “I control a lot of space at virtually no risk” UFO copter.

  • Andy definately is better with Extra gauge than Advance gauge since Q.Maxing lets him do brutal damage off overheads.

  • Ryo is better with Extra gauge due to the ridiculous damage of his Q.Max combo.

  • Takuma and O.Chris are better with Advance meter since they’re most effective when they can land cross up into SDM combos, and you don’t want to wait for red life to do that.

These are the few that I think are less debatable. More might possibly pop up as the game gets older.

Not that I was doubting you, I just didn’t understand is all, since well… My slim is acting up and bootlegs don’t work anymore =/

How does everyone think Orochi Chris stacks up against Krauser/Geese? Is he a match for them?

I don’t see why it wouldn’t. Krauser has some vulnerability to high-priority rushdown, and Geese isn’t as powerful as people make him out to be (at least EX Geese, who just screams gimmick to me)

There’s some new footage up thanks to NESTSZERO.

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[media=youtube]eMkY2PmNwrM[/media]
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Watch, analyze, discuss.

I think I watched one of those matches already and they weren’t nearly as good as the Japanese…but I’ll watch some more. These videos are from Taiwan I believe, if Chen Suiyang is in any of them, they are sure to be good.