The King of Fighters '98/Brian

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< The King of Fighters '98
Revision as of 02:43, 16 January 2008 by Kazoo (talk | contribs) (New page: =Introduction= He's a super star. =Gameplay Overview= =Combos= =In-depth Analysis= ==Normal Throws== '''b or f+C''' - '''b or f+D''' - ==Normal Moves== ==Command Normals== '''...)
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Introduction

He's a super star.

Gameplay Overview

Combos

In-depth Analysis

Normal Throws

b or f+C -

b or f+D -

Normal Moves

Command Normals

d+C in air - Use this any time the screw body press is impractical (too little range). Smashes other jumpers down to the ground, does good damage. Can work really well as a short jump attack.

Special Moves

Screw Body Press (qcf+P in air) - One of the biggest bullshit moves in 98, this is Brian's bread and butter. Trades with or snuffs damn near everything, is quite safe, and flies in different ways depending on how you're jumping. Running and short jumping sends him shooting forward with little vertical range, while tigerkneeing it sends him flying clear off the screen and covering ridiculous distance. Once you've learned how it works, you can fly in pretty much any way you please.

Brian Tornado (hcf + P) - Brian's Psycho Crusher. Don't bother. It doesn't do very good damage and it's ridiculously unsafe.

Hyper Tackle (hcf + K) - Not terrible, but only if used sparingly. B version is faster and goes a shorter distance, D version has a long startup and travels a longer way. Does okay damage and has okay priority.

Rocket Tackle (f,d,df + K) - Okay for what it is. Being that Brian spends tons of time in mid-air rather than being jumped on himself, you probably won't use this much.

Brian Hammer (qcb + P) - Overhead. Does good damage with the follow-up attacks, of which there are two strings: qcb + P, qcb + P, or hcf + P, d,d + P, d,d,d + K, d,u + P.

Desperation Moves

American Supernova (qcf,qcf+P) - Jumping anti-air grab. Nearly useless (the area in which it hits is completely bizarre), but goddamned hilarious if it succeeds.

Big Bang Tackle (qcf,qcf+K) - Great priority, decent damage, ridiculously unsafe. Still catches some folks due to moving back and forth as it does (especially difficult depending on how it's spaced - it's hard to tell if Brian crossed over), and so long as he hits on the third pass, you'll probably be okay. First charge is the only one that really hurts, though.

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