98, for the following reasons:
It has the most simple super system -- in the following games, you had to remember specifically which moves could be used as SDM, and which were DM only.
2003 and XI complicated matters even further: only the LEADER could use SDM.
98 is simple: All DM require one stock.
To turn DM into SDM, do a POW explode (ABC), then do the regular DM motion. Your super move will be amplified.
That's it. Generally, the fewer rules a game has, the easier it is to learn.
Strikers add an additional level of mechanics since you are effectively controlling two characters at the same time. I have never learned to use strikers effectively because every KOF since 98 has been a pointless addition, IMO. They are fun to try out, but not as satisfying in the long run.
Of course, that's just my opinion. I'm a terrible player, but I enjoy the game regardless.
Best KoF for beginners
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Re: Best KoF for beginners
2001 and 2002 are easy to play. I suggest you to start with one of thouse, but it's still your own choice.