The King of Fighters '98: Ultimate Match/Mr. Big: Difference between revisions

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*Well timed Spinning Lancers to very early jump ins, A version California Romance, Cl. C are some of your best AA options
*Well timed Spinning Lancers to very early jump ins, A version California Romance, Cl. C are some of your best AA options


*If you are far from your opponent you can poke with Far D and you can also sometimes throw out your Far C and whiff cancel the first hit into a A version Grand Blaster if they think it's okay to attack you.If the first hit doe connect at the very tip of the attack on block make sure to cancel, because the 2nd hit misses crouching opponents.Set in practice mode the opponent to CD Counter on block to get the hang of range.  
*If you are far from your opponent you can poke with Far D and you can also sometimes throw out your Far C and whiff cancel the first hit into a A version Grand Blaster if they think it's okay to attack you.If the first hit doe connect at the very tip of the attack on block make sure to cancel, because the 2nd hit misses crouching opponents.Set in practice mode the opponent to CD Counter on block to get the hang of range. Don't do very often if your opponent has invincible moves/supers/ or fireball eating supers/special moves.


*Don't combo your Blaster Wave too close to the opponent or it will whiff.
*Don't combo your Blaster Wave too close to the opponent or it will whiff.

Revision as of 16:33, 25 November 2015

Introduction

King Pimp of Pimp Mountain, the lord of all pimps.

Moves List

Normal throws
Million Dollar Buster (throw) f/b + C
High Lift Throw (throw) f/b + D
Command moves
Prick Stick f + A
Special moves
Grand Blaster qcf + P
Cross Diving hcb + P
Spinning Lancer hcb + K
Drum Shot (throw) hcb,f + P
Crazy Drum Tap P
California Romance dp + P
Super special moves
Blaster Wave qcb hcf + K
Rising Spear qcf qcf + P

Normal Moves

Million Dollar Buster: close, b or f + HP

High Lift Throw: close, b or f + HK

Command Moves

Prick Stick: f + LP

--Overhead attack when not canceled into.

Special Moves

  • Grand Blaster

d, df, f + P


  • Cross Diving

f, df, d, db, b + P


  • Spinning Lancer

f, df, d, db, b + K

--Reflects projectiles and a single hit DM projectile back at the opponent. B version starts up faster while the D version is better just for comboing off a counter hit j.CD / s. CD in the corner.


  • Drum Shot

close, f, df, d, db, b, f + P


  • Crazy Drum

P rapidly


  • California Romance

f, d, df + P


Super Moves

Blaster Wave: (d, df, f)x2 + P

Rising Spear: close, (f, df, d, db, b)x2 + P

The Basics

  • Be accurate with your inputs involving A and C or else a Crazy Drum comes out, and what happens next is not a pretty sight
  • Well timed Spinning Lancers to very early jump ins, A version California Romance, Cl. C are some of your best AA options
  • If you are far from your opponent you can poke with Far D and you can also sometimes throw out your Far C and whiff cancel the first hit into a A version Grand Blaster if they think it's okay to attack you.If the first hit doe connect at the very tip of the attack on block make sure to cancel, because the 2nd hit misses crouching opponents.Set in practice mode the opponent to CD Counter on block to get the hang of range. Don't do very often if your opponent has invincible moves/supers/ or fireball eating supers/special moves.
  • Don't combo your Blaster Wave too close to the opponent or it will whiff.
  • Mix up highs and low attacks a lot.

Advanced Strategy

Combos

  • cr.B,cr.A >> dp+C
his low hit combo
  • cl.C > f+A >> dp+C
A great high hit combo with command move
  • j.C > cl.C >> dp+C
Best Jump In Combo
  • cr.B >> hcb,f+P
His only way to combo his command grab
  • cr.B,cr.A >> qcf,qcf+P
His low hit super combo
  • j.C > cr.B >> hcb,hcb+P
The best way to land his super grab command

Extra Mode

  • (Corner Only) j.CD(CH)> hcb+B >Quick MAX > dp+A
  • (Corner Only)AA cl.C(CH)>hcb+B>Quick MAX>dp+A

Match-Ups