I was about to post that Emil would call you delusional or something like that. But he beat me to it.
Could I ask for Kim and Heavy D please? I feel like those two characters are so dry when I play them.
Right now my team is Ex Geese first for power/meter building. Kim second for stalling/building meter/burning meter when needed. And Heavy D last for burning meter. I think I have too many meter burners on the same team, what do you guys think? I know nothing about tiers except that Krauser is retarded somehow, so that’s not driving this question.
Also, thanks for the q max breakdown guys.
Kim:
Close C(1 hit), qcb+Ax3
Close C(1 hit), f+A, qcf hcb+P
crouch Bx2, crouch A, charge down up+C
for experts who can do stomp glitch (Kim must have no stock)
close C(1 hit), d d+B, qcb hcf+K(glitch), run up close C(1 hit), qcb+Ax3 (or repeat the stomps until you get meter)
Heavy D centers a lot of his game around his low B…you can combo many of them together. You got to practice things like crouch Bx3(or 4 or even more if they are crossed up), crouch A, qcb hcf+A. Also, (crouch B, crouch A)/crouch C, f+A, qcb hcf+P.
Just mentioning combos since that’s what you asked for, but there’s a lot of useful mixups you can do, especially with heavy D.
I know how to do all those combos, but I guess I need a better strategy. Like with Kim I use cr.a and cr.b like all the time. And I’ll sometimes use far c or f+a for long range pokes. I also do all that with Heavy D, but I feel that he has some kinda sick mixup game that I’m not seeing yet. Can you shed some light on this by chance?
Noticed another change with Billy today- Both versions. His stand C has been redrawn, and looks like it has some better anti-air properties. That said , Billy still has better options in that area.
in addition, you can end any of those untechable combos with down, down+D for extra damage (though not as much as ngbc)
Does anyone know were I can find a list detailing all the short cuts / tricks to do typical combos in 98 (since they seem to work the same in 98U)?
Eg: I cant do EX Geese’s d.B, b.A, hcb + A consistently.
why would I make that arguement? I don’t even believe in that arguement. Especially against people I’ve never ever played before IE you and those players.
And then reason I said that i though I would do better is because in alot of matches they take needless risks againsts kyappu. Like why when someone is obviously alternate guarding would you do three different grabs to them? That doesn’t computer… The players that did well were the ones that used space control to there advantage…which is why Kyappu kept having a tough time with krauser, it just looks like they werent’ accustomed to alot of the mechanics of the game, they just picked the “good characters” and played.
But perhaps I was a little brash to say Im better than some of them, I just think alot of time there play style led them to lose at key points when it looked like they were getting ready to win.
With Krauser’s blitz balls… I have trouble just throwing them because the startup seems so slow… But when kyappu was playing Naruto he seemd to have problems getting over them at about midrange. Was he just scard of a random high one because I would think he could jump over one wait and block, and see if krauser through another one and then sweep.
What are krauser’s best anti-air’s to deter jumpers who try and come in after a blitzball? Cd seems good, is there any invincibility on the drop kick?
Well because the argument is true in most cases. It’s very much possible that A can beat B, B can beat C but A can’t beat C.
We’ve played though…if you mean in UM, then no, but in 98 and 2k2, yes.
I noticed that, I think it was because the O Yashiro player thought that Kyappu was alternate guarding when he wasn’t in block stun (and so alternate guard wouldn’t work).
Probably CD. I don’t think the drop kick has any invincibility, it’s pretty good for getting over low fireballs like Iori’s. In fact, it’s extremely good since it is fast and goes almost full screen.
I need help with Chizuru since im interested on learn her properly, but as I could see, her windmill clones super was toned down, it last a lot less than before…
any help?
Check out www.tudou.com. It has a bit of matches. Also battlepage(view with IE or IE skin if using firefox) and mmcafe has some vids.
Here are some combos with the characters posted. Long post ahead.
Robert:
b&b(pretty much same as 98, covering both with/without dms)
cr. bx2 xx dp p/ hcb k/qcfx2 k dm
close st. c/cr. c, fwd+b xx dp p/qcf hcb a or ac/ hcb, f a
close st. c/cr. c xx hcf k, fwd+b xx dp p/hcb k/hcb, f a
(corner)j. d, close st. c, fwd+a xx air qcb b/qcfx2 b
Q. Max:
close st. c, fwd+a(q. max this), dp p/hcb k
cr. b xx hcb b(q. max this on the 3rd hit), dp c
cr. bx2-3 xx qcf hcb a+b+c
cr. b, close st. b xx hcf a+b+c, whatever
Yashiro:
b&b’s(with/without dm)
close st. a, close st. c, fwd+a xx hcf a xx qcf a
close st. c or d/cr. c, fwd+a xx hcf a xx qcf c/hcb c/qcfx2 p/qcf hcbp
cr. b, cr. a xx dp a/qcfx2 p
qcb k/fwd+a, fwd+a(otgs)
Q. Max:
anything into hcf c xx qcf c(q. max this), qcfx2 p dm
close st. c or d/cr. c, fwd+a xx hcb c(q. max this), qcfx2 p dm
Kim:
b&b(with and without super)
cr. bx2, cr. a xx charge d, u c
cr. b, cr. a xx qcb px3/qcb db f bd, dwn, dwn+d(otg)
close st. c xx qcb ax3, dwn, dwn+d(otg)
close st. c(1 hit), dwn, dwn b/fwd+a xx qcb db f k(otg if SDM)
Q. Max:
cr. b, cr. a(Q. Max this), run up close st. c(1 hit), fwd+a, qcb db f k
close st. c(1hit) xx dwn, dwn+b(Q. Max this), qcb db f bd
Dodge cancel(guess Kim has a really long dodge attack):
close st. c(1 hit), fwd b xx ab, any button xx qcb db f k
(Ex Mode or Ult. mode with dodge and extra gauge only):
j. d, cr. a(Q. Max this), close st. c, fwd b xx ab, any button, qcb db f k
(about 25% to 75% of your gauge filled):
close st. c(1 hit) xx dwn, dwn+b xx qcb hcf c(cancels recovery), close st. c, fwd+b xx ab, any button xx qcb d
Heavy D!:
b&b’s(with/without meter)
close st. c or d/cr. c, fwd+a xx qcf p/qcb hcf p
cr. bx3, st. a, fwd a xx qcf p/qcb hcf p
cr. b, cr. c xx qcf d
Shadow mode (dwn dwn+p or qcfx2 k):
dp p, qcf k
dp p, qcb k, j. d
Q. Max:
(shadow mode): dp p(Q. Max this), qcfx2 p
I didn’t do anyone else because their combos are pretty much the same as regular 98.
For Kim, just look up 777, probably the best kof98 Kim player.
Well firstly, his jump C is two hits and is probably your best air to ground. Also check out his jump B, it crosses up very easily.
Heavy D’s sweep is very good as it’s fast and has low recovery. It’s especially very good because most people fighting against Heavy D would be very afraid of his low B’s, which are so fast and lead to big and easy combos. Just mix it up well…after a hop C, do some low B’s…or a f+A overhead when you land…after overheads, try another hop C, or a low B or sweep or whatever…after some low B’s, you can stop and dash in for more low B’s (this works very well actually as it’s unexpected).
Did anyone ever test if you could actual q.max the overhead with heavy D! and do a super afterwards?
Emil
-I remember playing you 2k2, I hella suck in that game. But in 98 I don’t remember except the time I tried to play you on ggpo but it wouldn’t work. BUt maybe there is another time we played and Im just forgetting. I wish I was better at 2k2 cause that game is fun, I just never got enough practice or good combo execution.
What do you mean?
If you need help with the half circle… well, I know for a fact that the simplified KOF half-circle from KOF 98 to 2002 permits :l::d::r:, :l::db::r:, and :l::df::r:, for example. I imagine UM would be the same (this would be easy to verify in practice mode, but considering how sloppy I make my half-circles and still get them out, Ill just assume this is true and move on).
If you need help with timing it right… well, Im sure Im worse than you; figure it out yourself :arazz:
By the way, you could also start that combo with d.B linked into d.A, instead of st.A, so the HOLY HELL I HAVE SLOW HANDS way to do it would be:
:d: + :snkb: > :d: + :snka: >> :r::d::l: + A
where :d: is actually any down component (:df:, :d:, or :db:).
Naturally, the B > A is a link, not a cancel, so thats probably the part youll end up practicing more… of course, those with brass cojones can go for tougher variations on the above, like cr.B, cr.B, st.A, Raging Storm… but I sure as hell cant do that myself.
(for those who need tips on how to do a typical KOF combo, this guide explains the basics; its a little dated and doesnt cover any of the special system stuff past KOF 2000, but its still a good read for anyone curious about or new to KOF combos).
What are you all’s opinions on Mai & EX Mai?
I haven’t seen much footage of either one but I’m liking EX Mai better so far.
For Mai, watch the Dakou matches…DandyJ posted them somewhere in this thread.
I thought the two were even in regular 98, but EX Mai got more useful new tools. You just have to remember to hold the freaking button when you’re comboing into SDM fan rush. I keep forgetting and dying.
EX Mai’s other DM nerf isn’t a big loss, I just use it as whiff punishment, I use the fan rush for combos since it’s easier.
Her new moves- Kagero no Mai is a pretty good anti-air, with the problem of charging it. It’s an anti-air that stuffs projectiles as well, and is reasonably safe at the ranges it should be used at. Charge move though.
Her Genei ripoff attack is somewhat useful, and safe, found it to be a good mixup between that, normal jumps, and her dive.
Can you get anything as a juggle off a Ryuenbu in the corner in this? Thinking it should be possible.
This is the beauty of UM, most chars got buffed enough to be competitive with the top tiers now- the tier differences do seem a lot smaller in this, which will make char matchups more important- you should be able to counterchar a lot better in UM then regular 98. I’m actually wondering if Billy can counterchar Krauser some with proper use of range. Problem is I always use Billy first, and everyone uses Krauser last.
Regular Mai got the ability to do her crap DM in the air, and a better projectile DM.
Awesome. Thanks for the info.
Forgot to ask, are hyperhops a big part of this game like in XI? If so, I might be screwed because I actually like ro do norma/small jumps when I do jump. It lets me do my crossups a lot easier.
It’s not like XI at all, but regardless they’re still useful. It’s not like you’re always in a position to crossup anyway, and you lose out on opportunities to get in if you just ignore them.