Are there any game mechanical differences between
the Taito Type X version and the PlayStation 2 version?
Like that you can perform something in one version
and in the other it is not possible.

I will threat them as two different versions anyway.

i havent played arcade version of um. il tell you what i think bout the PS2 version.

Over on CF they had a bit of info.

They said it felt like 98 in controls, and that load times were 2-3 secs between rounds. So far they think it’s a good port.

Does have freezing issues being run off the hard drive though supposedly, fixable by using old backgrounds.

Boss characters locked at start- so game should be runnable on import/modded PS2’s without a save, unlike NGBC/XI.

no arrange mode but has classic 98.

My copy (along with Sunsoft Collection) just shipped out. I won’t get my copy until Monday, June 30th. I can wait.:sad::bluu:

couple of interesting kensou pointers he can connect his qcf hcb k off of his standing or ducking LP now, also the timing on his standing D up close, forward A has changed it’s now alot eaiser to do, also it works outside of the corner SOMETIMES!!! in fact 7 out of 10 times it would work, i think you need to do it as fast as possible but it does work LK version of the super only.
Also on larger and normal sized characters like say ryo shermie his up close D into RDP hk now will hit for ALL hits not like in normal 98 where the RDP k would hit for one hit only leaving you open, i’m talking mid screen here so it’s alot cleaner, but be warned it does not work on smaller characters well i only tried it on kensou and yuri, but it works on chris so go figure

i’m just trying to share info i might not have seen, yeah the hd thing is annoying it crashes all the time, i might have to try that fix method

I’m Getting mine’s on friday.

I’m sooooooo Hyped :lol:

There’s no point in doing rdp+D after close D, since doing dp+C(mash P), then hcf+C does more damage and requires no hit confirmingskills (if close D is blocked, dp+C does nothing).

sick!!!

I already knew this, i was just listing things that might not have been mentioned before.

Translation - “you can get some more damage out with close D, dp+C(mash P), then hcf+C and its easier to do! if the opponent blocks close D, doing dp+C wont come out and you’re not at risk!”

uh I cant do that EX king combo…dunno why, is there any vid of that combo? I couldnt find it on that page.

I found a glitch/unpublished technique with Lucky, and Id like to see if anyone else can get it to work or finds it useful.

With your opponent in the corner… cancel any normal into qcf+p ball and lucky will cancel out of the ball and into a hard punch that knocks down, which can link into qcfx2+p super. Very strange, and I wish I could do this outside the corner…

The cancel was there since KOF98

The link was not though.

Oh yeah it works. If Lucky can get someone in the corner, with a stock , this is the combo that should be used. Does about 50% give or take the character in question.

I had no idea this was in KoF98. Also, in the corner, cancel any normal as Lucky into down,down,+ button and he cancels with a hop kick. Why can this not be performed away from the corner? wtf?

someone knows if there is a guide for the challenges, im stuck in 09 and dont know what to do.

if you cancel into the other ball attack he kicks you… haha it’s when you cancel into it off a cls. normal. It’s been around forever. Nice to see they made it useful now besides just random lols like it was before.

Edit Keits: its just a little extra part of the move. Snk is funny and does random things like that.

what’s the command for luckeys new move, i went through his move list earlier and i could not for the life of me find it

Yo the first combo video is here you all its pretty tight http://vod.17utt.com/video.php?vid=1319

this was posted. but this quality is nicer. Also i wonder if saisyu can juggle sdm off rekka. And if it does entirely too much damage.