Yeah I saw that too…
His Raising Storm had a wide ass hitbox…surely helps a lot…
Also it seems it retains some priority…which is good…it was wider than in RB2…and in KOFXI…
Yeah I saw that too…
His Raising Storm had a wide ass hitbox…surely helps a lot…
Also it seems it retains some priority…which is good…it was wider than in RB2…and in KOFXI…
Yeah I forgot to say that, Ex Geese RS sucks as an anti-air. I hit out of it three time so I started using the regular. He does cheap damage but not enough to make it worth it.
Interesting…so they gave EX Geese the weak NGBC RS…I see…
Oh well that just means time to use st.a, Cr.C, counters as an Anti Air…not to mention we don’t know if EX Geese’s DR is like Young Geeses…
If it is GAME OVA…
:devil:
Aren’t the motions different for the raging storm for both versions of Geese?
Regular has the pretzel, EX has the RB2 motion?
Also doesn’t EX have the Rashomon grab DM? With Geese’s other stuff, a grab DM would be nice.
Good point…if EX Geese has the c. Grab and it has some good priority that could be the difference maker…
Get bent.
I just thought of something to consider guys…EX Geese might not be Nightmare Geese…
He may in turn just be a mix of Real Bout Fatal Fury Geese (Has a double Shippuken and almost Nightmare Geese zan ei ken), and NGBC Geese…
Remember you all…The Real Nightmare Geese ( KOFMIRA doesnt count!!!) from Real Bout Special can throw 4 SHIPPUKENS in the air…so keep that in mind!!!
Thats what I think he is…a mix between RBFF Geese and NGBC Geese.
Although I play KOF98 a good amount now, and Ralf has been my main for years, one point I never understood…
How do CRITICAL HIT!s work in KOF?
Only Ralf and Shingo get them, but I don’t notice any extra damage. The only thing I notice with criticals is that the opponent getting hit is “stuck there” for a few extra frames, and it’s easier to combo afterwards.
How often are they supposed to occur?
I’ve definitely been wondering the same thing for a bit now.
I didn’t even know Ralf had critical hits, wild. I think Shingo’s are random…
KOF 98 - Japan Street stage - real location.
Just uploaded a clip of SNK staff showing the real location of the King of Fighters 98 street stage. Its and underpass near the SNK head office in Osaka Japan.
Clip is taken from a French documentary. Very interested to hear any translation info on what the SNK guys are saying …
[media=youtube]odZ7Ig6gf-Y[/media]
More info:
http://forums.shoryuken.com/showthread.php?t=112269
Oh the memories of that Osaka stage. Thanks for the clip Crayfish. It does remind me of a few things a.) Me destroying the CPU’s butt in that stage b.) My uncle kicking my ass with Athena in that stage.
Yep, both Ralf and Shingo are the only 2 characters with Critical hits, IIRC.
Ralf has them for Ralf Kick only, and he gets Critical in both KOF97 and KOF98. I don’t think he gets them in any other ones.
i swear he has them in 96 and leona in 96 with her d,u+P, i’ve actually wondered about criticals myself, they only seem usefull off of ralf kick
yeah theyre random although i’m not sure what the probability of one occurring is. they allow for combos that arent otherwise possible. i dont use shingo so i dont know much other than that.
Well I do use Shingo too and it allows for shit like qcf+a, cr.a to another qcf+a plus other things like comboing into super etc…its like a long counterhit stun…pretty much.
Yeah only a select few in the game have it for what I see also.
So it has been released today?
We just got KoF98UM in Japanese arcades today. So for all those interested, here are some of my initial impressions of the game:
I’ve been playing KOF XI since it came out so I’m very accustomed to the speed of that game. Before playing UM I figured it might be a lot slower. Surprisingly it’s not that slow at all, faster than I remember the original being.
I played about 10 matches all versus human competition and:
Grapplers/Grapple moves are still a bit overpowered.
For those used to KOF XI combos, unfortunately, combing once again requires timing.
Hops didn’t seem to have the same offensive force they use to. Seemed slower to me, very easy to see coming and counter. However, still pretty effective for corner-trap, wake-up games.
Ralf’s far C is an excellent poke; stuffs just about anything. And his c.D isn’t bad either.
Geese is very good. Great rush down character. He slides forward on his double repukin, which is annoying. His air repukin isn’t very useful. The ragging storm has a slow start up but covers about 1/5 of the screen.
Maybe I was a bit out of sorts playing with Krauser, but I had a very hard time playing him effectively. He seems to have low priority on all of his moves. In general he moves alot faster than his '96 version. I’ll have to play him some more to really see what he can do.
Eiji is a far cry from is KOF XI version, moves alot slower and can’t poke his way to victory.
Terry and Ryo are pretty much as I remember them and still very solid characters.
Played alot against O. Yashiro, but he didn’t seem as menacing and overpowered as I remember him being.
Yamazaki looks to be a very solid character
I managed to play about 3 matches against the computer and the setting was probably on the highest difficulty. The AI is cheap. It reads your joystick motions and instantly counters anything you throw out. Example: Krauser versus Goro, Whenever I tried to throw a Blitz Ball it was instantly countered by Goro’s earthquake move. I couldn’t get out a single Blitz Ball in two separate matches.
Graphically it’s kind of disappointing. When I first saw it I really had to double check the cabinet to make sure it was “UM” and not the “Orignal”. The animation looks dated and old. I don’t mind so much, because I really don’t put a lot of emphasis on graphics. But the machine right next to it was SSF2T, and well, comparatively that looked a whole lot better than KoF '98.
oh and one more thing I forgot to add.
Dodging seems to be beefed up a bit. It’s incredibly useful, especially against rush-down which is the style I play. In fact, if timed correctly you can almost dodge back-to-back and avoid all attacks. I had human players and the computer do this to me.
could geese still do his air reppuken off of a small hop?
how many hits is his jumping hp?
yeah from what i’ve seen of eiji he does not look very impressive, i mean i know he was not gonna have the same stuff as x1, but i’m surprised how slow some of his moves are, also popeshine you see anything new or interesting? as is new moves or changes to old ones