KOF 98 REFRESHER FAQ

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KOF 98 REFRESHER FAQ

Post by Gunsmith » Fri Feb 08, 2008 12:13

Just some tips for anyone picking the game up and actually playing a human.
Shove it all in here. VV if you don't think it's a good idea, chat to me in CBC.

Blue Mary Bug : video soon, me and hebby did it!

Rolling behind Chin while he does qcfx2 s/dm doesn't mean you can DM grab him. You need to hit him!?

Takuma's rush DM has enough recovery so you can only command grab, you cannot hit apart from quick poke.

Blue Mary's counter won't work against a rush down in the corner, her high counter won't work for anything above her head.

Kyo: Jump CD. Hop Dwn C/ B into aragami chains. Poke with Stand B mix with RDP B. Throw in occasional qcf a or qcb a to snuff/ counter. Low B Low A, Dwn Fwd D to pressure and empty hop Low B, Low A, QCF2 A ftw.

Iori: Win air to air hops with any of his normals then rush fwd and low B. Win air to air jumps and you can run BEHIND opp and low B combo. SDM connects after scum gale.

Shermie: Himitsu ^^ Don't watch my vids, she's the only character I can win with. :skiss:

Your opponent about to CD counter?
- CD into DM
- jump CD into air special if you have one
- Walk in and throw
- Hop and perfectly timed hop B and combo. If you do it early, you die.
- Empty hop
- throw
- low B combo
- low C combo

High priority moves
#1 Kyo's Close Stand C
#1 Goro Dwn Fwd C
#2 Ryo's Dwn C
#3 Ralf Close C

Watch out for
O. Yashiro's grab. Nuff said. Stickiest grab in the game.

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Post by Gunsmith » Tue Feb 12, 2008 11:16

wth, low B stops all wakeup DPs?????

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Post by Gunsmith » Thu Feb 14, 2008 14:38

and if somebody early air attacks (like early hop D to scare DP), and you block, you can low B combo them?

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Post by PenPen » Thu Feb 14, 2008 17:03

Gunsmith wrote:and if somebody early air attacks (like early hop D to scare DP), and you block, you can low B combo them?
You don't necessarily need to block, just low B it liek an HK Iori user and do crazy crap combos!

BTW read my post in CBC dammit

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Re: KOF 98 REFRESHER FAQ

Post by ettsuki » Sat Feb 16, 2008 20:30

Gunsmith wrote: Your opponent about to CD counter?
- CD into DM
- jump CD into air special if you have one
- Walk in and throw
- Hop and perfectly timed hop B and combo. If you do it early, you die.
- Empty hop
- throw
- low B combo
- low C combo
You can cancel your normal into a special move with invincibility (or that has a counter effect) to stop cd counters. Some examples are Daimon's qcf+K, O Yashiro's hcf+P, Kyo qcb+P, Iori dp+K, Benimaru qcb+P, Heidern counter(I think this works), etc. The best of the bunch is probably Daimon's qcf+K because it has almost no whiff animation.

As for people whiffing air attacks, yes you can combo them on the way down (or from behind). People who whiff jumps like this, as a major part of their gameplan, especially Takuma jump CD, I consider to be scrubs.

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Post by Gunsmith » Sun Feb 24, 2008 16:15

I HATE takuma's jump CD but am managing to counter it with Beni's hop B

And to clarify what I meant about early jump attack, I mean Jump/Hop whatever, which hits a blocking opponent and so early that even if it did hit, it wouldn't combo. Thus, I've been in a few situations where I've been fast enough to actually land a low B combo just after blocking an early jump attack but I'm not sure if this is because of opponent's mistake or because they are defenseless after an early blocked jump attack. No whiffs involved.

A long time ago I posted a small video about a whiffing Jump attack just before you landed on a waking opponent, which then allowed me to throw. The timing was so precise it would be useless to try online plus I only tried it on practice mode so it may welll be useless anyway.

THROWS (NOT COMMAND THROW) THEORY - I'm wondering if I never knew this or online play has just screwed me with timing as it appears that when you are in a range to be thrown, if you press up or down instead of left or right to either combo or throw, you simply will get thrown (or punched if you're jumping up)

THROW > Low Combo ?

For example if you're going for an empty hop into combo eg: Kyo low b low A DM, the opponent can simply throw you.

Can anyone clarify?

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Re: KOF 98 REFRESHER FAQ

Post by Derrace » Mon Feb 25, 2008 08:56

Gunsmith wrote:
High priority moves
#1 Kyo's Close Stand C
#1 Goro Dwn Fwd C
#2 Ryo's Dwn C
#3 Ralf Close C

You might wanna add the pokes =)

Goro's/Ryo's/Kyo's stand B

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Post by Gunsmith » Mon Feb 25, 2008 14:50

Anti Chris FAQ v.1

1. Use Kyo
2. Use QCB P and kill that sliding pedo target
3. Feel no shame in poking his loose anus with stand B
3. jump/hop Dwn C over his stupid Dwn Fwd C but otherwise DO NOT JUMP
4. Block, then in between the two hits of his qcb A, you can DP etc
5. When he jumps forward more than twice, roll forward to avoid crossup
6. Use Chris or Goro

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Post by Kain » Thu Apr 03, 2008 19:10

Yeah, it's easier to grab crouching characters, specially if they attack with low attacks.

Comand throws are insane: you can be grabbed from a poke just before the frame that hits.

Ralf's far C may be hit with crouch As, but most be anticipated, which can be very difficult and makes you prone to be SABBed.

Chizuru's grab is the best normal throw of the game because of it's long range. Her crouch C can give Ralf a run for his money.

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