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Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9 | Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9 | ||
Roll (forward) - A + B | |||
Roll (backward) - 4 + A + B | |||
* With these moves you roll forward or backward and are temporarily invincible during the roll. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws) | * With these moves you roll forward or backward and are temporarily invincible during the roll. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws) | ||
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Throw Escape - 4 / 6 + P / K as you're thrown | Throw Escape - 4 / 6 + P / K as you're thrown | ||
Guard Cancel | Guard Cancel Roll - Block, A + B | ||
Guard Cancel Strike | Guard Cancel Strike - Block, C + D | ||
Strike Attack - C + D (air) | Strike Attack - C + D (air) | ||
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2. Activate your Power Gauge. (costs 1 POW point). | 2. Activate your Power Gauge. (costs 1 POW point). | ||
3. Perform a Guard Cancel | 3. Perform a Guard Cancel Roll / Strike (costs 1 POW point). | ||
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2. You can perform a Super Desperation Move. These are the same commands as your standard DMs, but they often have different attack animations and do larger amounts of damage to the opponent. (costs 1 POW point). | 2. You can perform a Super Desperation Move. These are the same commands as your standard DMs, but they often have different attack animations and do larger amounts of damage to the opponent. (costs 1 POW point). | ||
3. You gain the ability to use Guard Cancel | 3. You gain the ability to use Guard Cancel Roll / Strike freely. Each use has no effect on your Power Gauge. | ||
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Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9 | Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9 | ||
Evade - A + B | |||
* With this move you dodge while standing in place and are temporarily invincible during the dodge. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws). | * With this move you dodge while standing in place and are temporarily invincible during the dodge. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws). | ||
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Throw Escape - 4 / 6 + P / K as you're thrown | Throw Escape - 4 / 6 + P / K as you're thrown | ||
Guard Cancel | Guard Cancel Evade - Block, A + B | ||
Guard Cancel Strike | Guard Cancel Strike - Block, C + D | ||
Strike Attack - C + D (air) | Strike Attack - C + D (air) | ||
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2. You may perform a Desperation Move. | 2. You may perform a Desperation Move. | ||
3. You may perform a Guard Cancel | 3. You may perform a Guard Cancel Evade / Strike. | ||
*Doing either of the latter 2 will drain your gauge and return you to normal. | *Doing either of the latter 2 will drain your gauge and return you to normal. | ||
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1. You may perform DPs freely. | 1. You may perform DPs freely. | ||
2. You may perform Guard Cancel | 2. You may perform Guard Cancel Evades / Strikes freely. | ||
3. If your Power Gauge reaches maximum, you may perform Super Desperation Moves. These are the same commands as your | 3. If your Power Gauge reaches maximum, you may perform Super Desperation Moves. These are the same commands as your |
Revision as of 20:54, 13 August 2007
Introduction
Following the conclusion of the "Orochi" saga (marked by the '97 tournament), SNK decided to release a new "dream match" (meaning the characters in the game are not bound by a storyline; evidenced by the fact that the Orochi team was still alive for this tournament). The gameplay featured the same selectable super meter system as KoF '97. In addition, SNK added the "Advantage" system that allowed the losing team to earn an advantage each round (extra stocks for Advanced mode or a shorter charge bar for Extra mode). Many consider The King of Fighters '98 to be their favorite KoF game due to its play mechanics and large roster.
Notation
Joystick Notation
.- up (u) | up+back (ub) - 7 8 9 - up+forward (uf) back (b) - 4 6 - forward (f) down+back (db) - 1 2 3 - down+foward (df) | `- down (d)
Note: These numbers can be easily referenced by looking at your keyboard "numpad". Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".
Motion Abbreviations
- QCF - 236 - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - 214 - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - 41236 - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - 63214 - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - 623 - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- RDP - 421 - Reverse Dragon Punch Motion - Tilt stick backwards then to downward, then to downward and backward.
- 360/FC - 62486 - Full circle - Complete a full rotation of the stick.
- 720 - 624862486 - Complete a 720 degree rotation of the stick.
- Charge (Set) - . - Hold a tilt - Hold the stick (~1 second) in either B or D (Depending) then move to F or U respectively.
- TK - 2369 - Tiger Knee Motion - QCF, then move to forward and upward.
Four Button Notation
- A - LP - Light Punch
- B - LK - Light Kick
- C - HP - Hard Punch
- D - HK - Hard Kick
Game Mechanics
KOF98 has two basic modes of play. Both are explained below.
Advanced Mode
Basic Commands
Block - hold 4 (air)
- While blocking, you take no damage from normals and reduced damage from specials and Desperation Moves.
Backstep - 4,4
Dash - 6,6 (hold second 6 to run)
Short Hop - Tap 7 / 8 / 9
Jump - Press 7 / 8 / 9
Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9
Roll (forward) - A + B
Roll (backward) - 4 + A + B
- With these moves you roll forward or backward and are temporarily invincible during the roll. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws)
Down Evade - A + B as you land
- With this you can recover as soon as you hit the ground after being knocked down.
Throw Escape - 4 / 6 + P / K as you're thrown
Guard Cancel Roll - Block, A + B
Guard Cancel Strike - Block, C + D
Strike Attack - C + D (air)
Activate Power Gauge - A + B + C (1 point)
Taunt - Press Start
Power Gauge
In Advanced Mode, you have a power gauge that fills over the course of a fight. It is filled by :
1. Taking damage.
2. Dealing Damage.
3. Using a special (regardless of whether or not it connects).
Once the gauge fills, you are awarded a POW point. You may hold up to 3 of these points. POW points can be used to :
1. Perform a Desperation Move (costs 1 POW point).
2. Activate your Power Gauge. (costs 1 POW point).
3. Perform a Guard Cancel Roll / Strike (costs 1 POW point).
When you activate your Power Gauge, you glow/flash and the Power Gauge slowly depletes itself. A multitude of things happen during this time :
1. All of your attacks have increased damage (25%).
2. You can perform a Super Desperation Move. These are the same commands as your standard DMs, but they often have different attack animations and do larger amounts of damage to the opponent. (costs 1 POW point).
3. You gain the ability to use Guard Cancel Roll / Strike freely. Each use has no effect on your Power Gauge.
Extra Mode
Basic Commands
Block - hold 4 (air)
- While blocking, you take no damage from normals and reduced damage from specials and Desperation Moves.
Backstep - 4,4
Dash - 6,6 (quick hop)
Short Hop - Tap 7 / 8 / 9
Jump - Press 7 / 8 / 9
Super Jump - Tap 2, 7 / Tap 2, 9 / Dash, 9
Evade - A + B
- With this move you dodge while standing in place and are temporarily invincible during the dodge. You can, however, be thrown out of this by command grabs (not standard 4 / 6 + P / K throws).
Counter Attack - A + B, P / K
- This is done while using the Attack Evade
Down Evade - A + B as you land
- With this you can recover as soon as you hit the ground after being knocked down.
Throw Escape - 4 / 6 + P / K as you're thrown
Guard Cancel Evade - Block, A + B
Guard Cancel Strike - Block, C + D
Strike Attack - C + D (air)
Charge Power Gauge - A + B + C (until Power Gauge is at maximum capacity).
Taunt - Press Start
Power Guage
In Extra Mode, you have a power gauge that fills over the course of a fight. It is filled by :
1. Taking damage.
2. Charging.
Once the gauge fills, it says "MAXIMUM" and begins to slowly empty. During this time your body glows/flashes and a multitude of things happen :
1. All of your attacks do 50% more damage.
2. You may perform a Desperation Move.
3. You may perform a Guard Cancel Evade / Strike.
- Doing either of the latter 2 will drain your gauge and return you to normal.
When you are at 20% or less health, your Life Gauge begins to flash red. During this time, a multitude of things happen :
1. You may perform DPs freely.
2. You may perform Guard Cancel Evades / Strikes freely.
3. If your Power Gauge reaches maximum, you may perform Super Desperation Moves. These are the same commands as your standard DMs, but they often have different attack animations and do larger amounts of damage to the opponent.
- If your life should increase back above 20% for any reason, you lose all of the benefits of a low Life Gauge.
Basic Strategy
Advanced Strategy
Game Versions
The Characters
Japan Team
Fatal Fury Team
Psycho Soldier Team
Art of Fighting/Kyokugenryu Team
Ikari Warriors Team
Orochi Team
Women's Team
'97 Special Team
Korea Team
'98 "Father" Team
Yagami Team
US Sports Team
Orochi Unleashed Team (Secret Team)
Edit Characters
EX Characters
- Kyo Kusanagi (KoF '95-Era)
- Terry Bogard (Real Bout 2-Era)
- Andy Bogard (Real Bout 2-Era)
- Joe Higashi (KoF '94-Era)
- Ryo Sakazaki (KoF '94-Era)
- Robert Garcia (KoF '94-Era)
- Yuri Sakazaki (KoF '94-Era)
- Billy Kane (Real Bout 2-Era)
- Mai Shiranui (Real Bout 2-Era)
KoF '98 Final Boss