What do you need help on? Cancel X
Character Guide by FChung
Version: 1.0 | Updated: 10/09/98
Date: Fri, 09 Oct 1998 15:54:48 -0700 From: Fabian Chung <firstname.lastname@example.org> The King of Fighters ’98 ALL Character Strategy Guide version 1.0 Contents: I: About the Author II: Introduction III: Updates IV: All character ranking chart V: In-depth strategy This FAQ is was created 1998 by Fabian Chung. No part of this faq may be used for profit or promotion. This faq may be distributed only by electronic media and may be modified as long as this disclaimer appears in full. This faq may be posted at any site only with the permission of its creator. For questions and comments, I can be reached at email@example.com. I: About the Author: Well this is the first time I write an FAQ, so bear with me if there are any mistakes. First something about me, my E-mail is firstname.lastname@example.org and homepage address is: www.initaly.com/test/fab/fabian.htm, I have not yet put up pages about KOF but those who wants to know more about me please visit (I have a section on Jo Jo's Bizzare Adventure). I have been a great fan of KOF ever since 94 and my favorite so far is 95 because of the guard reversal system. Well I love 98 and have been constantly playing it ever since it came out. Well I am not a master player but I consider myself to be quite good. I try to use everybody and find the roulette option real fun, so that's why I'm writing this. II: Introduction: Well this FAQ is for people who are at least quite familiar with KOF 98 and try to master the game is a short period of time. And especially for those who are already good with a couple of favorite characters and want to also master the other characters and have fun with the roulette. I will not include moves and in-depth chain combos here, for those who wants a move-list please read the FAQ written by moon-run which is an excellent FAQ. However I'll include some combos which I think is useful. For those people who doesn't want to play all the characters, this will also be a useful guide for u to defend against other characters, there's a counterattack section for each character, know more about the enemy, the more chances you'll win. I have done a ranking table for all the characters and I'll list the strategy in that order, those who do not agree with me please do not get mad, it's just what I think. But feel free to comment on it, just Email me. And finally, there are some characters I'm quite bad at, like choi, and chin. So strategy for these characters might not be as good and as in-depth, I really would love to hear about Chin strategy, please do write me. Abbreviations: Fw= Forward DF= Diagonally down-forward HCF= Half circle forward Bk= Back DB= Diagonally down-back HCB= Half circle backward QCB= Quarter circle back QCF= Quarter circle forward uppercut = dragon punch motion III: Updates As in version 1.0 (created october 6th), things are still a little hectic, I have only written strategies for 4 characters, vice, orochi Yashiro, Goro and Benimaru, but I have decided to put it up, those who like this format please write me and comment on it while I can improve while I continue to do the strategy guide for the rest of the characters. Also anyone looking for something specifically can mail me too and I'll try to write that character first. IV: All Character Ranking Chart Fist of all, I wana say that KOF 98 is a very balanced game, all characters seem to be able to beat each other, it fixed a lot of problem 97 had, tuned down the strong characters and upgraded the weak, but regardless, there's still a ranking there. Again, this is just what I think, the scale: 10 -- best character and easiest to master, have easy damaging combos 9 -- extremely good 8 -- overall good and strong 7 -- overall balance 6 -- not quite as good and easy to use as 7 5 -- harder to use than 6, would surely get your ass kicked if u don't know how to play the character Okay, what I wana say is that a master 5 character player can easily rival a master 10 character, it's just that a 5 character is harder to learn, and has less damaging combos, and takes more skill. Rank 10: Orochi Yashiro Rank 9: Diamon Goro, 94' Ryo, Clark Rank 8: Iori, Ryo, Blue Mary, Kyo, Chris, Vice, Benimaru Rank 7: Takuma, Heidern, Terry, Shermie, Andy, Joe, Leona, Ralf, Chang, Choi, Kim, Mai, RB2 Mai, RB2 Terry, Orochi Shermie, Yashiro, King, Yamazaki, Mature, Kensou, Athena, Lucky Rank 6: RB2 Andy, 94' Joe, Billy, RB2 Billy, Rugal, Orochi Chris, Robert, 94' Robert, Yuri, 94' Yuri, Heavy D, Brian Battler Rank 5: Chin, Chizuru Did I miss anyone? V: In-depth Strategy Orochi Yashiro: (Rating 10) Best Range: Mid - close Best Position in Team: Any Possibly the strongest character in the game, easy to master and has devastating combos. The down unguardable close standing D has been taken away from 97, which makes the close D not as useful, nevertheless this character still has power. He has useful supers, but also strong without them, so do not hesistate to use your CD counter and push your opponent to the ground. Stand A, Stand B, and Low D very useful for annoying the opponent. Use HCF+B to suprise your opponent after a series of short kicks, or simply row in with any special grabs. Do a close low D and buffer into QCB+A to grab your opponent. Close standing C, D , low C, and CD can also buffer into QCB+A Jumping D is very useful and can start a combo easily, it can also defeats a lot of opponent in the air because of its far range, time your jump correctly. Since opponent always expect a jumping combo, sometimes just jump in and do a supergrab and superise your opponent. Use low C as an anti air, and foward A to trap oppenent who always block low. Useful combos: Jump D, Stand C, Foward A, HCB, Fw + A (or 2 x HCB + A) if oppenent blocks, after foward A do QCB + A After QCB + A: 1)Stand C, Forward A, super grab (as above) -- low C might be a little easier 2)Stand C, Foward B, HCF + B --this is a lot easier to pull off, recommend when u don't have a super, however HCF+B has 25% missing chance 3)Stand C, Foward B, 2 x HCF + B -- the super will not combo, however it will hit an opponent who doesn't move, and it sure looks good. Counterattack: For all those fighting against him, watch out. Don't let him push u to the floor or corner u, watch out for his HCB + A, when u see it jump kick or uppercut him, do not get intimidated and fight with caution. Vice: (Rating 8) Best Range: Mid - close Best Position in Team: Any Vice returns from KOF 96 in a very improved form, all her regular moves and super moves are very useful and players can play her with different styles. However she is not as easy to master, though she ranks as one of my favorite characters in 98. Use B to poke, annoy your opponent. Alternate between Low D and foward A overhead against opponent who guards. Down C is very good anti air but has to do it early. Use D-side (QCF + B) to charge up and attack opponent who is farther than mid-range. Either run in, row and jump and do either of her special throws is very effective, the HCF + A (x2) takes off a lot of blood, but have to do the second follow up fast, otherwise it can miss. QCB+A can be used like Terry's power charge, don't do the follow up unless in a combo, otherwise you will be open up to attack. QCB+B (jumping) is one of her most useful moves, it takes off a lot of damage and very easy to hit someone jumping, a must do when your oppenent has low energy. Standing C (far) also works well as an effective poke. Jump C is good for combo and air defense, jump D is easy to miss but useful for a miss- hit then throw, use both wisely. QCF x2 + A can be a useful super, but can be seen and jumped away, use it carefully. Useful Combos: Low B, low A, low A, QCB + A, QCF + A A very useful close chain combo Close standing D (2 hits), Fwd A, QCF + B can substitute foward A with super throw Jump C, low C, any throw Counterattack: Vice's air defense is not as good, attack her always with low jump, but hit her at a low point to avoid getting thrown. Since her jump attacks are not as powerful, a character with a good uppercut would be a good choice to fight against Vice. Benimaru: (Rating 8) Best Range: Mid - close Best Position in Team: 1 or 3 Although not nearly half as good as he was in 97, Benimaru is still a very strong character in this game. His major downgrade is the QCF X 2 + A super, it comes out so slow, it's almost useless, don't use it. His HCB + A or C is also more vulnerable now, as he doesn't flip backward after finishing the move, but still it is his best move yet, just have to use it with caution. Stand D both far and close range is very useful. When close, combo into a HCB + C to take off your opponent's energy, you would not need to worry about HCB + C landing too close to the enemy if you do a close D in a combo first. It is also good for guard crush. Jump, down + D is still as useful as before. Uppercut + B very good for anti air. Will not get counterattacked. Uppercut + A also good to take off energy and is also a safe move. Jump D is his best air move, almost do not need to use other buttons. Foward B can be used within a combo but will not link up, so do not use it when u're actually killing your opponent with a combo. Electrica Throw is a bit different now (HCB x2 + A), it cannot be comboed, as Beni will step back a little bit before executing it, but this can be planned strategically, against players jumping in or trying to land a close C or Low D on you, if done correctly, Beni will evade the opponent's attack and excute the throw, and it still takes off a big chunk, so practice this! Useful Combos Jump D, stand D, uppercut A (or HCB + C) Counterattack: Fight against him on the ground, wait for an opening as Beni misses a HCB + C or when he does it too close, expert player can try to guard cancel and row forward during the last flip and try a combo, do not close in too often, watch out for the electrica... Diamon Goro: (Rating 9) Best Range: close Best Position in Team: 3 The Strongest thrower next to Yashiro, Diamon doesn't have a lot of effective combos, but he has possible infinities and a lot of stronger throws and regular moves. The best strategy is to close in..., annoy your oppoent with standing B and D attack. Powerup when you have a lot of specials and use your counter... standing B can be only blocked crouching, so u can lock down your oppoent, standing D is effective against jumping oppoent. Use HCF + A or DF C (+ combos, see below) to defind against high jumping oppoent. Both his special throws are useful so close in and just throw. Jumping D has far range, and can still be used in a combo when hit low, so abuse it. HCB x2 + A super is useful for jumping in and throw, it does massive damage when powered up. HCF x2 + B super has an auto guard, time it aginst jumping opponent who tries to kick you or just people who wants to close in and combo, very very effective move, and remember to do the HCF + C as the third move, it takes off more damage. The HCB + B row is very useful, use it in a combo and then suprise and throw your oppoent. Against fireball oppoent, try to use your uppercut A earthquake when far away. Useful Combos: Jump D, stand C (or D), any throw after Low D: 1) HCF + C or 2) combo into HCB + B, uppercut A, HCF + C (this can be rowed away twice) after DF C (only when not trading hit) 1) HWF + A or 2) combo into HCB + B, HCB + B, uppercut A, HCF + C or 3) combo into HCB, DF C, HCB + B (repeat) (I haven't seen this though) Counterattack: Well, Goro is a very well rounded character, it is hard to penetrate the defense against a good Goro player, crouch defense always against his low B, do not jump prematurely, watch out for his run-ins and grab, his grab should come out slower than other grabbers though. Do not be scared if you get tripped with his low D, just hit AB and row always, u have a good couple chances to do that, and his DF C anti air is not that good as it always trade hit. Beware of the auto guard super though, if someone does it after u jump kick, u might just have enough time to jump backward and kick again to get out of it, it depends if your opponent timed it super accurately or not. Also try to row in when your oppoent does a standing D, he will be opened to attack.