I don’t understand what people mean by this. I’ve never felt 98 to be too strict with inputs, save for rolling after you wake up. Could you (or anyone who thinks the same way) please elaborate on why do you feel this way?
It also depends on what version hes playing…I cross this alot as I play all the SNK games…
KOFXI has some damn loose controls almost Capcom esque…so people go to ANYTHING else and they dont like it…
Ports also have a issue…like KOF2002…people think it controls like shit…but of course it does if you are playing the SHITTY PS2 PORT and not the Arcade…
Sure, I’ll try to explain.
For a simple example…In KoF97, I can do this very easily with Blue Mary:
Jump D, C (2 hits), fw A, Rush DM
But it’s harder for me to do that in KoF98 as well as with similar combos.
The same case with 2002. It’s easier for me to do combos in KoF2002 compared to 98. For example, ending a combo with fw B, V-Slasher with Leona is really smooth to do.
In the techtalk forums, I found out that I wasn’t the only one who felt this way. I must admit that I’m not too surprised that you don’t find issues with this, since obviously you all have been playing this for ages. I’m just curious to know if you see where I’m getting at.
Regarding XI, darkgeese is right. The controls are very loose and lenient. But I’m more interested in the older KoF games, specifically 98. I just find it hard to adjust from time to time after playing XI a lot.
he can definently do it in um
Looking at the vids again,Krauser is a FUCKIN’ beast!!! I wish his double kick move he does in combos had a launcher at the end,that way you can combo into his Deadly Rave
Hm, dunno, it may be because I’ve been playing it for a long time, but I don’t notice any extra difficulty in 98’s inputs. I play some Capcom games too (A2 and ST mainly), and I don’t feel a noticeable difference. It could just be me, though.
dude his Final Requiem already has seemingly invincible startup…Choi does rush super, goes into auto taunt, Krauser wakes up, Choi tries jumping away, Krauser activates Final Requiem, Choi gets tagged for 35% (?)
is anyone compiling a list of changes and/or footage?
Orochinagi’s forums has a forum with all the characters with the changes.
EX Geese Jae Ei Ken does not all ways land the second hit if the opponent is standing at the very maximum range of where the first hit, the sliding rush, hits. EX Ryo does not have pre 97/AOF Haoh Sho Koh Ken projectile sprite as previous stated in loke test reports. EX Ryo also has old school AOF/KOF 94/95 LIGHTNING LEGS KNOCKOUT KICK. EX Geese initial part of the Double Reppuken, the small wave of chi he creates his his first arm swipe, can negate regular projectiles while continuing to throw the second part, the actual large projectile sprite towards his opponent.
Yessir beware I’m turning Krauser into Mini Young Geese…and yes I’m using Jae Ei Ken with EX Geese as an AA as I’ve seen…
The jai ei ken is an anti air now?
I’ve seen it used that way once and I’ve taken note on it…I’ve got about 10 pages worth of notes on this game so that when it hits I’ll be more than prepared…I’ve scoured almost all the 98UM vids on that battlepage site…
Can’t wait to get it.
I think they are backwards now. His old CD is now his close D, and his old D is now his CD.
Iori, Krauser and Daimon/EX King/O.Chris!
So why isn’t anyone using Chizuru? I’ve been looking for any info or match vids with her and I can’t find anything.
I’ve found plenty vids with Chizuru…it takes time scouring the links…I spent a whole day plus scouring the links…but trust me you will find someone using Chizuru in multiple vids.
Also it looks like instead of using Chris Air CD people are resorting to Air D…
It looks like jump D comes out slower than in 98…don’t see a difference in his CD though.
Krauser looks awesome. I can’t wait to use him.
in before krauser bandwagon
Robert/Yashiro/Krauser ftw
Yeah exactly. When I use choi, I sometimes get that cC, as its outside range, has good coverage cause hes really short. Confirms in KOF are generally more rewarding to experts, because when you get the idea of tapping down, it becomes easier to do certain things. Ideas that we commonly see are kyo’s cB cB sB sA, qcf x 2 A and one of my favorites, Takuma’s sA, sA, cB, cA fwdA, ranbo. Against certain beefers like chang, cross up confirms are just scary, as you’d get maybe four actions or so at least on a sloppy day and still be able to see what your next action can be.
Also the execution seems to be the same, no XI leniency, I liked that about XI to, bad for that to even take place in a game like UM, you’d have to ruin the engine, and that’d be very uncool.
So far, Krauser seems to have one of the best all around styles in this game. He can go air to air, and DM against jumping attackers. He can outpoke most characters, he can tap pressure you multiple times to set up grab situations, or just link them…
His grabs do beefy damage. Guarding against Krauser is not even safe, so under fear situations, guessing is gonna be a problem for players. Probably not as scary as the way people would use O yash, but we’ll see.
His lower blitz ball should follow a lot of your actions, IE; sC qcfB
His emperor cyclone looks pretty damn scary in this, the range seems good, and its hard to detect. I wonder if you can pre-buffer that 360 motion in between poke pressure ala 3S Hugo?
Also, Krauser has his air counter grab, which I’m sure he cancel from C and D.
His spacing tools are nuts and he has a scary array of options, quite possibly the best Krauser out there.
Amazing deceptions to build upon here.
Also lets talk TAKUMA.
This dude finally has a reliable shokoken in linking situations, hes aligned to his beefy KOF 2001 self, and he was amazing in that game. Secondary bnb to watch out for, jB, sC fwdA, shokoken. Can he still multi tap on people? IE; sA, sA, cB, cA fwdA.
One of my favorite characters is Yamazaki, what major changes should I know about with him?