(New page: =Introduction= =Gameplay Overview= =Combos= =In-depth Analysis= ==Normal Throws== '''b or f+C''' - Breakable, forward knockdown, face forward, rollable. '''b or f+D''' - Breakable, re...) |
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Revision as of 12:26, 10 May 2008
Introduction
Gameplay Overview
Combos
In-depth Analysis
Normal Throws
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
Normal Moves
Standing A - Good long range poke. Generally Standing B is better, but this one is cancelable, so you can cancel into f+A to bait someone mashing or maybe cancel into hcf+D (very risky).
Standing B - One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
Standing C - Slow recovery, but it is whiff cancelable (f+B preferred) and connects against crouchers. Still, crouching C has all this move's got and more.
Standing D - Uncancelable and super slow recovery, but it is notable that it beats some things. I see Chinese players use it sometimes in specific situations. Mess around with it if you're feeling experimental.
Standing CD - Great long range poke with nice priority, cancelable of course.
Close B - Good move to use if you want to combo into hcf+P. Not bad as a meaty, either (ie good for CD counter baits with hcf+P).
Close C - Fast, cancelable.
Close D - Same as above except does more damage but pushes back further.
Crouching A - Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup (mix up with cr.A, hcf+P tick).
Crouching B - It's a fast low! And it's chainable into other lights other than itself as you'd expect (timing is a little slower than other characters).
Crouching C - One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable. As I noted above, you can use this to hit limbs and cancel into hcf+B (ie at a range where the cr.C will whiff and the hcf+B won't execute if they don't do anything).
Crouching D - Very long range sweep, cancelable and easily cancelable on whiff for safety.
Jumping A - Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
Jumping B - Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
Jumping C - Good jump-in, excellent crossup to be used with O.Yashiro's many setups. Experiment to find the crossup hitbox, it's a little weird.
Jumping D - Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
Jumping CD - Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.
Command Normals
f+A - Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.
f+B - Always fast and cancelable, does more damage than f+A but doesn't travel as far. This is the move of choice to cancel into on your opponent's wakeup, since if they reversal roll backwards, you can still whiff cancel into f+B with the same timing (close C/D~f+B) and catch their roll anyway.