The King of Fighters '98/System

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Mechanics amd Notes

Some additional things you should know about KOF98.

Reversals - Reversals in KOF98 work mostly the same as in other games. There isn't a reversal message, but the window is very large (about 5 frames). The main difference between this game and others is that most 'invincible' moves aren't completely invincible. A lot of the time they are only invincible up to the hit, in which case they will trade with meaties. You will have to refer to the character-specific sections concerning which moves do what. Universally speaking, rolls, instant command throws, and super instant command throws can be used as reversals.

Alternate guard - This is a technique to avoid being thrown while blocking. First, you must block an attack or be put in blockstun by an attack (ie by it being whiffed close to you). Then you must alternate between back and down-back very quickly. This will keep you in perpetual blockstun and unable to be thrown by any throws, including proximity unblockables. To beat alternate guard, you must be able to hit the opponent by using fast lows/overhead mixups etc. to break their defense. Tactics like repeated/delayed cr.Bs can be hard to alternate guard without thinking.

Another side effect of KOF98's blocking system that you need to be aware of is whiffing jumping attacks into a throw. When you are performing an empty jump, then landing and throwing, you should not perform any attack during the jump. If you do, it will put the opponent into blockstun and your throw will whiff. It is possible for this to work though, if your opponent tries to attack or roll after they are put into blockstun but before the throw, or if they do not attempt to block at all.

Proximity unblockables - This is a special type of throw that is exclusive to KOF. Some examples of proximity unblockables are Robert's hcf+K throw, Kensou's dp+P throw or qcf,qcf+P super, or O.Chris's hcf+K throw. Unlike command throws, they can only be performed when close to an opponent who is in a throw-able state (ie in hitstun or not in blockstun). Because of this, it is usually impossible to whiff a proximity unblockable, making them safer in some situations than command throws. You will simply get a normal move if the opponent is not in a throw-able state, or a different command normal/special if you tried to combo into one. On the other hand, they do have startup, and it is possible to trade hits instead of simply throwing. It is also possible to whiff a proximity unblockable if you combo into one in such a way that it pushes the opponent out of range after the proximity unblockable has started. As for rolls, in most cases they will be stopped by a proximity unblockable as if you were a wall.

Counter-hits - Whenever you interrupt a jumping attack, special move, or super move, you score a counter-hit. This causes a screen flash and a "counter-hit" message to appear. The hit gets a 25% (usually) damage bonus, pushes back further (ala MAX mode hits), and allows you to juggle with another hit if the attack knocks down. For example, if you score a jump CD counter-hit, you can hit the opponent while they are in the air. Other examples are Chang's Ball Swing or A Belly Flop hitting twice on counter.

Corner cross-ups - You might have seen in a video or something, someone crossing up another player in the corner after a knockdown. This true corner cross-up ability is only available on the 2P side (ie only available to the player who's life/super bars are on the 2P side).

Although this may seem like an unfair advantage, the 1P side also has it's own corner cross-up ability. Whenever the opponent is knocked down in a back turned state (ie face up, head toward or face down, feet toward), you can perform a pseudo cross-up. Simply jump toward (superjump preferred) their head and time/position a move that has some cross-up ability the same way you would normally perform a cross-up. This must be blocked in the direction away from the corner. In some ways this is more difficult to block than the 2P side bug, because you remain on the same side no matter which direction the move has to be blocked.

Unblockable projectiles Certain moves, most of them command throws, will undo the opponent's blocking status, rendering the projectile unblockable. This is generally used to give the opponent a hard time on wakeup. Use the slow version of the fireball (makes it meatier), then render it unblockable when they do their wakeup. The following is a listing of the known unblockable projectile setups, though not all of them are useful or even usable in every situation that an unblockable would help.

  • EX Yuri (fireball > running slap grab)
  • Athena (Psycho Ball > Psychic Teleport / Super Psychic Throw)
  • Kensou (fireball > bun super)
  • Iori (Yami Barai > Kuzu Kaze)
  • Takuma (fireball > running knee bash)
  • Heidern (Crosscutter > Killing Bringer / Stormbringer)