~B
GUIDE FOR OROCHI YASHIRO in KOF' 98 - ver. 2.55a
by ROliveira - 05/25/2000
INDEX:
1 - Legal stuff (READ THIS, IT CHANGED!!)
2 - Intro
2.1 - About me
2.2 - History Review
3 - About the game
4 - About Orochi Yashiro
4.1 - Bio Sheet and history
4.2 - Quotes
5 - Why I like Orochi Yashiro
6 - Command Conventions
7 - Move list
7.1 - Normal moves
7.2 - Throws
7.3 - Command moves
7.4 - Special moves
7.4 - Super moves
8 - Combo list
9 - Tactics
9.1 - General Tactics
9.2 - Matchup Tactics
10 - Acknowledgements
1 - Legal stuff
KOF' 98 and all related stuff are properties of SNK Corp.,
Japan. Street Fighter and all related stuff are properties of
Capcom Corp., Japan. Any other trademarks not mentioned here are
still acknowledged. Everything else that isn't of my own will be
in "Acknowledgements".
If you think you have any credits, please e-mail me. I
sincerely apologize for anyone I forgot.
THIS GUIDE IS FREE FOR ALL PURPOSES. YOU CAN DO ANYTHING YOU
WANT WITH IT, EXCEPT FOR MAKING PROFIT - but I don't think you
can make profit with such a scrub guide, anyway. :)
For those Game magazines (coughEGMcough) and Games centers
(coughGameCavecough) who have used stuff from GameFAQs to make money
with them, beware: YOU CANNOT USE ANYTHING FROM THIS FAQ. I did not
spend my time to give you any profit, direct or indirect. Access to
this FAQ must be 100% free: no passwords, charges, conditions, etc.
of any form.
I AM NOT ALLOWING ANY MORE MIRRORING OF MY FAQs for some time.
When it changes, you'll know. THIS MEANS: DO NOT ASK MY PERMISSION
TO POST IT IN YOUR WEBSITE. THE ANSWER IS NO - at least for now.
It can ONLY be found at:
GameFAQs (http://www.gamefaqs.com)
VGStrategies (http://vgstrategies.about.com)
Gamers Domain (http://www.gamersd.com)
PSX Codez (http://www.psxcodez.com)
Absolute PlayStation (http://www.absolute-playstation.com)
The Fighters Source (http://TFSource.com)
CheatStop (http://www.cheatstop.com)
Ultimate FAQs (http://www.ultimatefaqs.cjb.net)
My FAQs are only available for FREE, and only in the above mentioned
sites. If you got'em anyway or anywhere else, e-mail me ASAP!
If you wanna use it for anything other than reading - for
example, in your own FAQ or web site - please give-me the rightful
credit and tell me before. This disclaimer must appear.
This is the 3rd released version of the FAQ.
This document is best viewed with WordPad and/or simmilars,
640x480 or greater.
P.S.: I don't know everything. Don't blame ME if anything here
is wrong! If you have any add-ons, suggestions, etc., E-MAIL me at
renatohm99@yahoo.com
2 - Intro
2.1 - About me
I am Brazilian, male, hetero, born 08/19/1979. Please excuse the
errors, this is my 1st FAQ and my English is very bad.
Not as bad as I am playing KOF '98. I like SF very much,
but KOF '98 is, no doubt, much cooler than any SF I've played.
I think this guide is good for beginners, because I don't
like difficult combos - specially because I can't perform
them! :) But some good players might also find something useful.
If you are a beginner in this game, you'd better read the best
2 (in my humble oppinion) FAQs you will ever read about King of
Fighters (KOF): "THE KING OF FIGHTERS '98 FAQ", by Kao Megura, and
"TORMENTED BATTLES -THE STORY OF THE KING OF FIGHTERS TOURNAMENT",
by Kailu Lantis (see Acknowledgements), both of them available in
the same place you will find this FAQ: GameFAQs
(http://www.gamefaqs.com); in GameFAQs you will also find FAQs for
nearly every game that exists, no wonder! :) My FAQS can also be
found at the excellent
VGStrategies (http://vgstrategies.about.com)
Gamers Domain (http://www.gamersd.com)
PSX Codez (http://www.psxcodez.com)
Absolute PlayStation (http://www.absolute-playstation.com)
The Fighters Source (http://TFSource.com)
CheatStop (http://www.cheatstop.com)
Ultimate FAQs (http://www.ultimatefaqs.cjb.net)
Orochi Yashiro (O.Y.) is one of my personal favs, because
he has easy (and damaging) combos. I think he isn't a "turtle"
character - but if you wish to turtle, he is also an excellent one.
But I prefer combos, and, since you can play O.Y. well, you will see
he is a winner. That's why I only play Advanced Mode, and everything
here is for Advanced only. If anyone has good tactics for Extra Mode,
please e-mail me.
Say NO to drugs, Tekken, MK3 and MK4!! :(
Say YES to KOF '98! :D
2.2 - History Review
0.00 - 09/09/1999 - First version, unreleased. Sent to Kailu Lantis
for review.
1.00 - 09/15/1999 - Major review, unreleased.
1.00a - 09/22/1999 - First released version.
1.10 - 10/01/1999 - Major update: added matchup, review.
1.10a - 10/06/1999 - Second released version.
1.11 - 10/07/1999 - Review & update, unreleased.
2.00a - 11/05/1999 - Review & update, released (enough of 1.xx). ;)
2.02a - 11/29/1999 - Updated legal stuff, released.
2.10a - 01/20/2000 - Review, unreleased - new year, new version!
Attending to a friend's request, I'll use the
original Japanese names of the moves. If you
do not like it, e-mail me.
2.11a - 04/20/2000 - Corrected some errors, released.
2.50a - 05/19/2000 - Added links to VGStrategies and Gamers Domain
and corrected link to SNK - stupid error indeed!
2.51a - 08/28/2000 - Links to Absolute PlayStation and PSX Codez.
2.55a - 10/25/2000 - Links to The Fighters Source and CheatStop added
plus some minor corrections.
2.60a - 05/25/2001 - CHANGED LEGAL STUFF!! Added link to U. FAQs and
some (great) uses for jump A.
3 - About the game
"The King of Fighters '98 event is not covered, since it has no
official link with the main storyline, but there are some interesting
features in it, which I will mention in the right moment..."
The text above is from Kailu Lantis's excellent FAQ about the
story of King of Fighters. Read it, you will just love the text!
Acoording to Lantis, KOF'98 is just a "gap filler", without a
true history by itself - all KOF games, from KOF'94 to KOF'97, and
KOF'99, has its own history. See "Acknowledgements" on how to
contact him for more info. In GameFAQs, you will easily find the
Lantis's FAQ, in the same page where you found mine.
KOF '98 is VERY different from '97. The "good" characters
have been downpowered a lot (e.g.: Iori, Mary, Benimaru, etc.);
the "poor" characters, however have been much improved (no better
example than Chris). Also, most characters don't have infinity
combos, the controls have changed a lot, some combos that were
possible in '97 are impossible in '98, and vice versa...
Enough about tech stuff about the game, right? It is a
fighting game, so let's go to business...
4 - About Orochi Yashiro
From Kailu Lantis & Kao Megura (see "Acknowledgements")
4.1 - Bio sheet and history
YASHIRO NANAKASE
"Shrine of Seven Shackles"
Birthplace: Japan
Birthdate: December 31, 1973 (26 years old)
Height: 1.90 m (6'2")
Weight: 99 kg (215 lbs)
Blood type: O
Hobbies: Band, travelling
Favorite food: Menma
Favorite sport: Swimming
Most valuable: Amber
Hates the most: Eggplants, narrow places (claustrophobic??)
Fighting style: No style in particular, mainly power based attacks
Yashiro is a lonely man who wanders the world playing his
guitar. Ever since he has memory, Yashiro only remembers playing his
guitar in local places, and getting in a brawl once in a while.
Getting tired of his hometown, Yashiro grabs his things and begins to
travel around the globe.
Yashiro then finds two persons who he seems to identify himself
with: in France, he meets Shermie, a beautiful woman who plays the
keyboard. Besides noticing something very familiar in her, Yashiro
was very attracted to her. Then, in Sweden, Yashiro meets a little
kid called Chris, who was an antisocial child, but seemed to be very
friendly with Yashiro. He plays the drums, so Yashiro has formed a
music band. Soon, the band begins to play around the world, and
thousands of fans claim them. Yashiro feels alive, and sometimes even
feels the souls of the crowd. But Yashiro also feels a sort of
special bond between him and his two partners. Something beyond life
and death...
Yashiro was excited when he was invited to play at a big
performance in Japan as the lead stars. Yashiro rehearsed hard to be
as good as ever, and Shermie and Chris were a bit tired out because
of this. The big day arrived, and a roaring crowd arrived at the
scene, a number which Yashiro had never seen. His fingers were
trembling with excitement, but was left out cold when the manager
tells them they have to wait their turn. Yashiro furiously demands an
explanation, and the manager tells them a new band has appeared
recently and has gained a large number of fans. Yashiro walks with
rage towards front stage. He then sees a red-haired man at stage,
driving the crowd wild. Yashiro left, anger flowing in his eyes, but
he also seemed to feel something in that man's soul that made him
feel so familiar...the same feeling he sensed with Shermie and Chris
as well.
Yashiro passed the last few days training in his fighting style
rather than rehearsing, and get his chance against the red-haired
devil. His chance came when the King of Fighters tournament arrived.
Yashiro did not have an invitation, so he recommended his friends to
go get some "free" invitations. When they accomplish their mission,
Yashiro is now ready to kick that man's butt! It seems his name is
Iori Yagami, and Yashiro now marks him as his prey in the tournament.
However, not much later, Yashiro begins to feel how his blood boils,
as his Orochi blood begins to awaken. He would soon arise as one of
the four Heavenly Kings of Orochi, and would fight to gather fighting
energy for Orochi! Yashiro becomes the most fearful threat for the
fighters, and when he is finally defeated after many sacrifices,
Yashiro tells them that it is useless now, since Orochi has received
enough energy. He and Shermie then kill themselves to fully awaken
the Orochi. It is unknown if Yashiro survived later...
Yashiro is a proud, arrogant man, who thinks that his good looks
rival his own skills. He also always seems to appear that after a
fight, he is not tired. He also makes fun of the opponent's skills,
and does not like to be accompanied by weaklings. Yashiro's passion
lies in his music, though, and in his friendship with Chris and
Shermie. He seems to like Shermie as well. However, Yashiro has no
other path but to follow his duty as a Heavenly King of Orochi, and
fight to sacrifice his life for the Orochi.
OROCHI YASHIRO NANAKASE (The King of Fighters '97/The King of
Fighters '98): The awakened form of Yashiro Nanakase, as one of the
four Heavenly Kings of Orochi. He gains tremendous power from the
Earth, and is able to shaken the Earth beneath his feet with his
power! His clothes gain a purple hue. Yashiro is destined to
sacrifice his life for the Orochi cause. All of his special moves
and DM are different from those of normal Yashiro (one of his DM even
mimics one of Daimon's DM!).
*Fun fact = It seems that Goenitz' clothes are the official clothes
of a Heavenly King of Orochi! Yashiro and Chris wear identical
clothes to Goenitz (KOF'96). It's all in the style! ^-^
Appearances: The King of Fighters '97, The King of Fighters '98 (and
KOF2k as Striker only)
4.2 - Quotes
INUI TA DAICHI NO YASHIRO (Yashiro of the Parched Earth)
Victory: "You're not too bad. That is, you're second!" :p
Intro: "Mezamerou, daichi yo!" (I command you, Earth, awaken!) :o
Taunt: "Namaiki da!" (How impertinent!) :) (different from normal
Yashiro)
Lose: "Nani?" (What?) :[
Intro vs. Iori: "Yadanaa, tsuyosou... geka!" (Oh no, he looks
strong... just kidding!) ;)
Intro vs. Shermie: "Tano shimoze!" (Let's have fun!) :D
5 - Why I like Orochi Yashiro
As I am a bad player, I tend to like characters with the
following features - and Orochi Yashiro surely have them all! :)
* Strength - O.Y. is a very strong guy - after all, there aren't
many people ho can throw some as heavy as Chang, specially using
only one hand! :) His throws are also as damaging as Daimon's.
* Priority - O.Y.'s attacks have very high priority. :D His uppercut
is an excellent example: it will beat - or at least trade with -
most air and ground attacks.
* Speed - O.Y. is strong, but not as slow as many strong characters
- after all, if I wanted only muscle power, I would play with
Brian Battler! :)
* Ease of play - O.Y. is very simple to master, if you can only
perform his moves with no problems. It sounds cumbersome, but
training is essential. ;)
* Throws - Personally, I like to play with throwing characters in
KOF '98, because it's usually easier to combo with them. And O.Y.
is a "throwman" by excellence. :]
Unfortunately, at least for me, O.Y. isn't in KOF99... *sob*
6 - Conventions
I will use the most conventional symbols I've seen in FAQ's.
Just to remember: to select O.Y., place the cursor over
Yashiro, hold Start and press any button. Personally, I prefer
the B and C colors.
All moves have been listed for O.Y. facing right and in
Advanced Mode - good Extra players, please e-mail me! ;)
Controls:
ub u uf up-back up up-forward
(jump back) (straight jump) (jump forward)
b N f back NEUTRAL forward
(walk away/block) (advance)
db d df down-back down down-forward
(defensive crouch) (crouch) (offensive crouch)
A B C D
Light Punch Light Kick Heavy Punch Heavy Kick
POW - Power Mode - A + B + C; (descripted below) use a DM stock.
DM - Desperation Moves (also known as "Super Moves").
Use a DM stock.
SDM - Super DM - DM when you are in Power Mode.
Use a DM stock.
P - any punch
K - any kick
+ - togheter
/ - or (alternatively)
ABCD - Gouhatsu (support) - press A + B + C + D. Press when your
enemy hold you for a long time (e.g., Heavy D!'s Gut
Punches) and if your team is nearby
CD - explosive attack - C + D
- aerial explosive attack - C + D during a jump
- counter attack (do it when you are defending an attack.
Uses a DM stock) - C + D
rf - roll forward - hold f, then press A + B
- counter roll (do it when you are defending an attack.
Uses a DM stock) - f + A + B
rb - roll backward - hold b, then press A + B
- counter roll (do it when you are defending an attack.
Uses a DM stock) - b + A + B
- recovery roll - A + B just before you reach the ground.
Doesn't work after a command throw and some normal throws.
sds - straight dash - tap f twice and hold
rds - reverse "dash" (actually, its a hop) - tap b twice
sj - super jump - sds and/or tap any d direction, press and
hold any u direction
lj - low jump - tap any u direction (to make it easier, tap
any u direction than quickly hold any d direction)
nj - normal jump - hold any u direction
qcf - quarter circle front - d, df, f
hcf - half circle front - b, db, d, df, f
qcb - quarter circle back - d, db, b
hcb - half circle back - f, df, d, db, b
7 - Move list
A small explanation about Advanced Mode should be given here.
While you are blocking enemy attacks, making special moves, or
hitting normal/command/special moves (blocked or not), you are
gaining DM stock. That means, while you are actually playing, rather
than turtling, you are gaining stock. When you complete a DM stock, a
green crystal appears in your stock bar (situated low in the screen).
When I say DM stock, I mean a complete DM bar, or one crystal. When
you activate POW (ABC), a small time bar appears above the stock bar,
indicating how long you will remain POWered. When you are POWered,
your moves will cause heavier damage to your enemy. When you are
POWered and perform a DM motion, you activate a SDM - and POW bar
disappears immediately, unlike KOF97.
Rating:
1 - it sucks
5 - it rocks
7.1 - Normal moves
far A - a jab, with good speed but poor range. Bufferable, has good
priority, and is a good poke, but I don't use much. May be used as
anti-air, but you have much better options. Also, it sometimes
misses crouchers. Since recovery time is low, you are usually safe
if you miss, but don't use much.
Rating=2+
far B - a kick, with VERY long range ( almost half screen) and has
excellent priority. It can also hit most crouchers. By far, it's his
best poke, and a good anti-air if the enemy is not near. Use at will.
Rating =5+++
far C - a straight punch, makes good damage. However, it's very high,
and totally misses crouchers. It's also slooow to come and VERY slow
to recover. It usually comes out when I mistake the range for a close
standing C. If a good enemy blocks it, you are doom. Surprisingly
enough, it's bufferable, so its rating is 1+ and not 1. NEVER USE IT
CONSCIOUSLY!!! ;)
Rating =1+
far D - a very high roundhouse kick. It is as slooow as far standing
C, both to come out and to recover. It will miss any croucher, and
some small characters even if they are standing. It's an anti-air,
but I see no reason not to use low C or far CD instead. It has a very
long range, but, since recovery lag is huge, use VERY wisely! ;)
Rating=1+
close A - almost like far A, also bufferable. I rarely use it. Use
wisely.
Rating=2+
close B - a knee kick to the stomach, bufferable. Good speed, but I
don't use much. Use at will, because if 1 close B push your enemy
away, a far B will come out. But you have better options.
Rating=3+++
close C - an upward punch, bufferable. Fast to come, but something
slow to recover. Can be used as anti-air, but the main use is as a
combo starter. I use it a lot, but I'm trying to get used to close
D instead, because close C sometimes miss crouchers. However, even if
you mistake the range, you may follow with Saku/Bu. Use at will.
Rating=5+++
close D - a kick to the knee, bufferable. It comes out faster, but
recovers slower, than close C. Has the same features as combo
starter, but will never miss crouchers. If you mistake the range,
you are doomed. Use always!
Rating=5+++
low A - a punch, bufferable, with shorter range than the standing
version, but much faster. Use it as an anti-air...! :o Despite of
his 1.90m height, O.Y. crouches VERY low, and most air moves that
don't point straight to the ground - e.g., Iori's jump D - will
whiff! It's a good poke, and a good combo starter - follow it with
a Niragu Daichi. Use at will.
Rating=4+
low B - a very strange sweep, with short range. It's also very slow,
but has an above-average priority. Use wisely - too slow for a light
attack.
Rating=1+
low C - THE upper! Yashiro stands up to make the perfect upper. It
has the greatest range - both vertical and horizontal - of all uppers
in the game. Also, is fast to start and to recover, and has godlike
priority. Use it a lot; whenever you want to hit an enemy in the air,
this is your best choice. It's bufferable and a good combo starter,
and deals good damage. One of his best normal moves...! Yes, Yashiro
has more excellent normal moves! :) Use at will!
Rating=5+++
low D - a roudhouse Capoeira sweep. It can easily hit a jumping
enemy, and knock him down. It can hit twice (if blocked), and any
of the hits will bring an enemy down. It starts and recovers very
fast - so fast that you are usually safe if it's blocked. The first
hit is bufferable, and sometimes you can catch a sleeping (or CPU)
enemy with a Kujiku/Odoru Daichi (don't do it much). O.Y. feet aren't
grounded, so low pokes - like Ryo's low B - will usually whiff! As an
added bonus, some people block the first hit, but forget that it can
hit twice! Use at will!
Rating=5+++
jump A - a downward punch. Excellent for sj attacks.
Rating=3+
jump B - a kick pointing up. It's good as air to air poke,
specially against other jump Bs, but I don't use much. Use at will
against jumping enemies, but VERY wisely against enemies in the
ground - and NEVER against a low/croucher one!
Rating=4+
jump C - a downward punch, similar to Iori's jump C, but with
longer range. Use against crouchers who use low Bs as anti-air -
like Iori or Ryo. Also, the move of choice against those moves that
pass under high fireballs - slides, Straight Slicer (Mary), etc..
Timing is a bit tricky, however, due to a small lag at start up. It
can cross up. Use wisely.
PS.: I've recently proven the awesome priority of this move: it beat
Rising Tackle (Terry's dragon punch) twice in the same round!!
Rating=5+++
jump D - a roundhouse kick, similar to Iori's jump D. Has super
priority. Good both as air-to-air and air-to-ground move.
Usually hit cleanly on anti-air moves. Just be careful when
using against air attacks pointing up (like Chang's jump CD, Clark's
jump D, etc.). If you are lower or in the same level as your enemy,
then you should hit. It can cross up. Use at will (not against
low/crouchers!), but don't forget of the small delay at start up.
Rating=5+++
far CD - a shoulder charge. Has super priority, both anti-air and
to the ground. Bufferable when hits, so you can follow on with Kujiku
Daichi, if your enemy is counter-happy. However, it has a long
recovery. Use wisely.
Rating=5+++
jump CD - a kick, like Clark's jump D, pointing a little to the
stars. Nearly equal to Clark's attack, but stronger and with much
longer range. It will also knock an enemy down - don't forget it's
a CD attack! Not very good as anti-ground, but great as air-to-air
move, due to the long lasting, super high priority and. If you have
problems with certain annoying jump CD attacks (coughChriscough),
this may be the solution. Use carefully, it has a small startup lag.
Rating=5+++
7.2 - Throws
Baku (Rave/Outrage) - close, f/b + C
O.Y. hits a punch in the enemy's head, throwing him/her far
away. I don't use much, but it's good due to this speed.
Recovery roll allowed. Use wisely.
Rating=3+
Beki (Power) - close, f/b + D
O.Y. bumps the enemy in the ground to the opposite side, with one
hand. Same uses as Baku, but no recovery roll allowed. Use wisely.
Rating=3++
7.3 - Command moves
Saku (Scheme) - f + A
A downward punch, looks like jump C. Good to surprise your enemy,
but the best thing is that this is a true combo move. You can hit
this after a C - far or close! This move will leave you closer to
the enemy, so after a combed Saku, you can usually make Musebu Daichi
or Angoku Jigoku Gokuraku Otoshi (S)DM. B-version Odoru Daichi will
ALWAYS follow a comboed Saku. If a sleeping/CPU enemy blocks a combed
Saku, follow with a low Kujiku Daichi. Don't do this often, however,
or you can get hurt! ;) When not comboed, will knock down, and will
be an overhead. Just beware of long recovery lag (and start up too,
if not comboed). Use always!
Can be comboed after: far/low C (be fast!)
close C/D
Rating=5+++
Bu (Scorn) - f + B
A kick that looks like far B, but with the opposite leg. Comes out
slower, but has a little more range. If it comboes, you may follow
it with a Musebu Daichi (or Angoku Jigoku Gokuraku Otoshi (S)DM) if
you're close enough, but don't do this much: it's risky! ;) A
B-version Odoru Daichi, however, usually follow up a comboed Bu, not
if you are 3/4 (or more) screen away. Bu is bufferable by itself,
just as close C/D. Any special throw may connect, but you'd better be
dead on your enemy for anything but a B-version Odoru Daichi. If an
enemy blocks a comboed Bu, you may follow up with an A-version Kujiku
Daichi - again, not too often! Looks MUCH cooler than Saku, but will
push your enemy away. If you don't want to risk, use Saku instead.
Long recovery lag (start up not too long, when not comboed). Use
wisely.
Can be comboed after: far/low C (be fast!)
close C/D
Rating=5+++
7.4 - Special moves
When Saku or Bu appear below, means a comboed one.
Based on the style found in "THE KING OF FIGHTERS '98-THE
SLUGFEST - RB2 TERRY BOGARD CHARACTER GUIDE", from Clemens Franke
(see Acknowledgements).
NOTE: I received some e-mails telling me that some moves listed
as qcf are hcf and the like. Well, I will check this out, but if you
are unsure, always make hcf/hcb. There's no problem with O.Y., the
moves will come out anyway and not overlap with other move.
Musebu Daichi (Smothering/Chocking Earth) - hcb, f + P
O.Y.'s stronger special throw. O.Y. holds the enemy with only one
hand (even Chang!), makes 3 x Beki then jumps and crushes him/her in
the ground. Good damage and looks very cool, I use it A LOT. It's
difficult to perform, if you are a beginner, so train hard to master
this move. After this, everything else gets MUCH easier. Musebu
Daichi can always be replaced by Angoku Jigoku Gokuraku Otoshi (S)DM.
Although recovery lag when missed is short, a good enemy may punish
you within that time, so use wisely.
Differences between light and heavy
none
Can be comboed after: close C/D (be fast!)
low C (if you are close enough; be fast!)
Saku/Bu (if you are close enough)
Rating=5+++
Odoru Daichi (Dancing Earth) - qcf + K
O.Y. runs, says "Ugoku na!" (Don't move!), then throws the enemy in
the ground. If you whiff, he says "Tendarou ga!" (That's what I
said!). It has both the greater speed and range of the running grabs
in the game (Takuma's Sho Ran Kyaku, for example, is much slower).
Good against sleeping enemies, and to fill your POW bar: when you
perform it, it fills a little; if you grab your enemy, it fills a
little more! I prefer B-version, because it starts faster, and will
follow a comboed Saku/Bu (unless you are really far away). It looks
pretty cool when comboed. D-version has much longer range, and is
better against a low B-turtling Ryo, for example. But the long
startup means that it won't combo off anything, even in the corner
*sob*. So, use the B-version more often. Very useful and makes good
damage, although less then Musebu Daichi. This move is good for
beginners, because it's much easier to perform and combo than Musebu
Daichi. It's safer as a combo finisher, since it will rarely miss a
comboed/bufferable attack. As an added bonus, it is great to grab
enemies during slides and simmilars (Fire Kick). Use wisely.
Differences between light and heavy
Light: starts and ends faster, smaller range
Can be comboed after: close C/D
far/low C
Saku/Bu
Rating=5+
Heavy: starts and ends slower, greater range
Can be comboed after: none
Rating=4+
Niragu Daichi (Authority of the Earth) - hcf + P
This is an excellent juggle. Has godlike priority, and, if you leave
your enemy fall in the ground, it makes good damage. It's the basis
for O.Y.'s most damaging combo, that can make about 60% damage(!).
This baby will be described below... ;) The only move I use more
than this in matches is the Musebu Daichi. I'm only aware of 2
command throws that can beat this one cleanly: Benimaru's Electrigger
(S)DM and Shermie's Shermie Carnival (S)DM. Both have a small (and
invincible) delay at startup (Kujiku Daichi will hit these cleanly).
Some others, like Daimon's Chou Osotogari, Clark's Frankensteiner and
Athena's Super Psychic Throw, may sometimes beat and sometimes don't
beat Niragu Daichi; more often than not, both throws - yours and your
enemy's - will whiff (weird but cool)!! If your enemy is a vicious
counter-happy, use this after a blocked far CD, than punishment may
follow... Use wisely, because recovery lag is huge enough for proper
punishment.
Differences between light and heavy
none
Can be comboed after: close/low A (very close)
close B (very close)
Rating=5+++
Kujiku Daichi (Wrenching Earth) - hcb + P
O.Y. jumps, with one hand downwards. This hand holds the enemy's head
until O.Y. can pass to the opposite side, and he says "Totta!" (I got
you!). Doesn't make any damage, but lets your enemy without defense
for ca. 1/2 a second. Use this time to punish your enemy for sleeping
so long to eat this move. The worst thing about Kujiku Daichi is that
it's very easy to avoid: simply jump. C-version should only be used
against CPU, or if you anticipate a fireball from your enemy, or if
(s)he rb. A-version is much more useful. Use VERY VERY wisely!
Differences between light and heavy:
Light: jumps lower and has smaller range
Can be comboed after: none
Rating=3
Heavy: jumps higher and has longer range
Can be comboed after: none
Rating=1++
7.4 - Super moves
For all DM/SDM, there are no differences between light and
heavy.
Just to remember: you need a stock to perform a DM; to perform a
SDM, make a DM when you are POWered (also needs a stock).
Angoku Jigoku Gokuraku Otoshi (Darkness Paradise to Hell Drop or)
- qcb, qcb + P Dark Hell to Paradise Drop)
This is the enhanced version of Musebu Daichi, so use it the same
way. It's O.Y.'s ONLY (S)DM that can be comboed, but doesn't make
much damage. Use it to finish a match, or if time is running short
and you wanna make sure you'll win. I don't use it much in matches,
but a lot against the CPU. It's cool, specially in SDM. Use both of
them wisely, because it's better to fight POWered. The recovery lag
when missed is the same as Musebu Daichi.
DM - O.Y. says "Choshi koi ten jane zo, kora!" (Hey, I never said to
get cocky!) and holds the enemy with one hand, kicks him/her, then
leaves (s)he fall in the ground. So he grabs him/her, perform a fast
Musebu Daichi, but with 5x Beki instead of 3x, juggles the enemy away
(like Niragu Daichi) and leaves him/her fall. All the steps here
cause damage.
Rating=3+
SDM - Starts like the DM version, but with 7x Beki. After the juggle,
O.Y. says "Sono inochi, morata!" (I'll take that life!), opens his
arms downward, and releases a wave of energy (a "bomb", like that of
Mature's Heaven's Gates DM). Fair damage, good for combos.
Rating=4
Araburu Daichi (Wild Earth Warrior) - qcf, qcf + K
DM - Starts like a C-version Kujiku Daichi. O.Y. says "Otonashiku,
shitero yo" (Just keep still), and, if he grabs the enemy, says
"Sugu owaru kara yo!" (Because it'll be over soon!). O.Y. holds the
enemy, bump him/her on his knee, makes a Beki, then the last part of
Musebu Daichi. O.Y. then juggles the enemy, jumps and hits him/her
with a jump C. Then O.Y. and the enemy fall fast, and O.Y. performs a
"bomb". O.Y.'s more damaging DM (as much as the Hoeru Daichi DM). As
hard to hit as a C-version Kujiku Daichi, but looks VERY cool. :)
Rating=3+
SDM - Almost equal to DM. The difference is he performs Beki 3 times.
Twice as damaging as the DM version (as much as Hoeru Daichi SDM). In
my opinion, this is one of the coolest moves in the whole game (with
the exception of Iori's Maiden Masher SDM and a few others SDMs). I
seldom use it (both DM/SDM versions, specially in matches), but they
are very cool anyway. Use them wisely as a C-version Kujiku Daichi.
Rating=4+++
Hoeru Daichi (Howling Earth) - qcf, qcf + P (hold)
DM - O.Y. keeps stand, one hand down, body down and the other hand
back. Power comes from the Earth to the hand that is down, and he
concentrates this power. The more you hold P-button, the more he
concentrates power, the more he raises the back hand and the heavier
is the damage. When you release P (or if you hold too long, O.Y. will
release anyway), O.Y. says "Ichimai na!" (Go away!) and blasts a blue
wave of energy (like Heavy D!'s D! Magnum DM). Causes massive damage,
if max charged - in fact, this is one of the most powerful DMs (the
damage is exactly equal to Araburu Daichi DM) in the game. I rarely
use it. Don't use it consciously, because you have better options,
and recovery lag is enormous.
Rating=3
SDM - The same as above, but with 3 differences. 1) The wave is dark
orange, 2) the damage is twice as heavy and 3) if maximum charged,
it is unblockable! The damage is VERY high (as much as Araburu
Daichi SDM), and the range of both DM/SDM is about 80% screen
width. However, there are no free lunches: startup and recovery for
both DM/SDM are gigantic; if you don't charge (or charge briefly)
damage is ridiculous for both. Use it VERY wisely, because if you
miss, your enemy will have about 1 year BEFORE deciding what will
be your punishment...
Rating=5+++
8 - Combo list
As I said before, O.Y. combos are easy to do, and make good
damage.
Rating
1 - piece of cake
5 - not that easy
Note: if your enemy crouches, and/or if he is Choi or Chin,
use close D instead of close C, f + A instead of f + B and jump C
instead jump D. It's safer... ;) Unless noted otherwise, combos are
possible for both Advanced and Extra Modes.
Remember that Musebu Daichi can always be substituted by Odoru
Daichi, vice versa is not always true. Musebu Daichi also can always
be replaced by its (S)DM version (Angoku Jigoku Gokuraku Otoshi) and
vice versa.
Combo#1 - stand C, f + A, qcf + B
Master this combo. Even if you hit a far C, this combo has good
chances to come out. If you hit a close C, this will surely
come out.
Rating=1
Combo#2 - close C/D, f + A/B, qcf + B
This is the second step to master O.Y.. After you master what "close"
means, it will be easier to make the following combos. Remember that
Odoru Daichi fills your stocks quite fast.
Rating=1+
Combo#3 - jump D, close C/D, f + A/B, qcf + B
Same as Combo#2, but the jump D adds 5-10% damage. Master this and
go ahead.
Rating=1++
Combo#4 - jump C, close D, f + A, qcf + B
Same as Combo#3, but timing is a bit tricky with jump C. It's the
safest of all combos, because it won't miss crouchers/Choi/Chin.
Rating=2
Combo#4 - close C/D, f + A/B, qcb, f + P
It's more damaging than Combo#1 or #2, but takes more time to
master. Also, it fills stocks slower. If you can master this one with
f + B, it means you are well aware of far/close. It's important to
make the other combos.
Rating=2
Combo#5 - jump C/D, close C/D, f + A/B, qcb, f + P
It's almost like Combo#4, but the jump C/D adds 5-10% damage.
You should NEVER miss this one, because it's a standard combo.
Rating=2+
Combo#6 - jump C, close D, f + A, qcb, f + P
This is safest than Combo#5, because it won't miss
crouchers/Choi/Chin. Remember that timing with jump C is tricky.
This should be your default combo.
Rating=2++
Combo#7 - sds, close D, f + A, qcb, f + P (Advanced only)
any bufferable attack, qcf + B
These combos are good to punish your enemy if (s)he misses an
attack - for example, if (s)he performs a move with long recovery,
and you block or (s)he does it out of range. Use the sds to avoid a
Baku or Beki. Make sds very fast (train hard), and you won't miss
it! The 2nd version is better for enemy moves with very fast
recovery, E.G., Ralf Kick. Your best bufferable move is the Bu, due
to the VERY long range.
Rating=2+++
Combo#8 - VERY CLOSE, low/close A, hcf + P
Range is everything here. More on this combo in Tactics.
Rating=3
Combo#9 - low C, f + A/B, qcf + B
I have problems in transitions from d to f without performing a qcf,
so I make this combo using B, else I will perform a Niragu Daichi and
miss it. Musebu Daichi will not connect, unless your enemy is in the
corner. Excellent for punishment.
Rating=4
Combo#10 - close C/D, f + A, qcb, qcb + P [(S)DM]
This takes some more time to master, but looks cool. I don't use
much, specially DM; however, it is nice to finish one round, or when
time runs short - 5 sec.+ for DM, 10 sec.+ for SDM, or damage may be
incomplete. The only real advantage I see in Extra mode is that when
life bar is flashing you can make this one in DM several times.
Excellent to punish an enemy if you hit a Kujiku Daichi - don't miss
the chance, you may not have another!
Rating=3+
Combo#11 - (sds) close C/D, f + B, qcb, qcb + P [(S)DM] (Advanced
only)
If you can perform this one well, you already have good hands
and distance notion - you trained a lot, right? ;)
Rating=3++
Combo#12 - jump C/D, f + A/B, qcb, qcb + P [(S)DM]
Good to finish/short of time. Massive damage in SDM.
Rating=3+++
Combo#13 - hcf + P, wait about 1sec., qcf, qcf + P (hold P)(SDM only)
This is the hardest combo, but also the most damaging (some 60%+!!).
You may hit a low A before: this gives a little more damage. Timing
is everything here. Time it correctly: your enemy won't avoid the
Hoeru Daichi SDM because (s)he will be just getting up when the SDM
comes out and it will be unblockable! Time it early: the SDM will
whiff, and your enemy will have lots of time to punish you. Time it
late: your enemy will get up before the SDM comes out, and will have
about a month just to decide what to do. If you are too close from
the corner, a wakeup move may hurt you. This is your more powerful
combo (it seems that #12 in SDM nearly equals this one). If you can
make this combo effectively during a running in, your enemy wil think
very well before making mistakes again... But there are some
drawbacks: special moves that pass under fireballs and/or with an
invulnerability frame might avoid it. But only top level players are
so good in timing. You'll have a hard time to grab them anyway.
Rating=5+++
Combo#14 - qcb, sds, qcb + P (when close) [(S)DM] (Advanced Only)
The run-in super grab trick still exists. It may be something
difficult, but not that much. Just make a qcb and sds immediately. If
you get close from your opponent, complete the movement. But do not
take too long: the total time (from the 1st qcb to the 2nd) has to be
1sec., maximum. The ultimate punisher, and puts A LOT OF pressure.
Rating=5+++
Combo#15 - jump D, close C, f + B, qcb, qcb + P [SDM]
Just for fun. You are taking your chances here, as all movements
listed are the harder to combo, specially on crouchers. But if
you hit, your skills are OK. Big damage.
Rating=4
Combo#16 - lj A, close D, f + A, qcf + B
Advanced combo. As the sj is usually an unexpected move, you may get
your enemy blocking low. Jump A is preferred because it has no start
lag. Jump D (and specially C) have some start lag, jump B sucks on
crouchers.
Rating=4
Combo#17 - lj A, close D, f + A, qcb, f + P
Same as above, but more damaging. Beware of distance, specially if
you are POW, or the last move might whiff.
Rating=4+
Combo#18 - lj A, close D, f + A, qcb, qcb + P (S)DM
Same as #16, but with (S)DM. Be very careful on the distance.
Rating=4++
9 - Tactics
9.1 - General Tactics
O.Y. is a good character, but it's worthless if he isn't used
correctly. Also, if you can perform all combos very well, that
doesn't mean you are a good player.
A good player not only performs well the moves of, at least,
his/her favs, also knows the right time to perform them. A good
player may win a match without even using a single special
move/(S)DM.
The most important factor: a good player has a trained mind.
(S)he may be used to do only one tactic, but can change it if needed.
(S)he knows when is the right time to attack. And also knows how
to avoid (or beat) enemy's attacks. (S)he also knows how to fight
under pressure, and can sometimes turn a battle that would be a
humiliating defeat into an overwhelming victory. I've seen '3-in-1'
(the 1st character of yours defeats all 3 enemy characters) several
times, but 'reverse 3-in-1' (your 3rd character defeats all 3 enemy
characters) more often than not.
A person will never become a good player only by training in
Training Mode, or against the CPU. A good player trains a lot,
specially against other human players. If possible, not only in
one arcade center, or one city, but in very different places. There
you will find new tactics and/or combos, and there always are better
players than you. Just look for them! :)
Think about it.
Anyway, there are some useful tactics, and I will tell you what
I know. It isn't much, but might help you sometimes. ;)
Remember, all they are for Advanced Mode only. Good Extra players,
e-mail me.
The order selection is as subjective as your fave characters,
but there are some tips to have more DM stocks available to the last
character.
KOF '98 has an "advantage" system that works as it follows.
Your 1st characters can add up to 3 crystals, the 2nd 4 crystals
and the 3rd 5 crystals. One character will or will not pass his/her
DM stocks to the following, based in an advantage meter. A small face
appears in the side of each character on the order selection screen
(hold Start to see them). There are 3 possibilities:
* Red/Angry: all crystals MINUS one. :(
* White/Neutral: all crystals. :|
* Yellow/Happy: all crystals PLUS one. :)
Try to place your characters taking this in consideration. How?
Your best 'face' should be the second and the worst the last.
A personal example might help. I usually play with RB2 Terry,
Clark and O.Y. in serious matches. Let's suppose RB2 Terry 'white',
Clark 'yellow' and O.Y. 'red'. A good order (thinking only in
crystals) would be:
RB2 Terry - Clark - O.Y.
Clark would begin with the same stocks as RB2 Terry, would gain
stock in the battle and pass one extra stock to O.Y.. There is a good
chance for O.Y. to start with 5 stocks, and that's good when time
shorts. O.Y. is the last, so he won't 'steal' stocks of anyone. The
possible 'good' combinations are:
R-red W-white Y-yellow X-any
Y Y X
W Y R/W
W W R
R X R
Also, this is related to Gouhatsu (Support, ABCD). It is like
a help, when your player dizzies or is caught by a multi-hit grab
(E.G., Goro's C grab). When you activate Gouhatsu, one of your
remaining characters jumps in to help you. Y fellows always help
you, R never help. W may sometimes help, sometimes not. The Gouhatsu
may be the difference between victory and defeat! Use always!!
I usually place my best character ('best' depends on your enemy
team and/or selection order - usually O.Y.) as last and don't take
Advantage in consideration. Many players think the same way. Also, I
don't use (S)DMs nor counter attacks that often, so it just doesn't
make much difference for me. But I save my stocks for O.Y.!!
If your character is R, you are loosing and there is only 1 DM
stock left, try to use it. If you don't win, you may at least cause
more damage, making the job for the next character easier. Remember,
you won't pass that single stock anyway.
Blocking is sometimes better than attacking. Learn how to block
(or avoid) as many moves as possible. Some moves are unblockable,
others can only be blocked low, others only high... Also, learn the
recovery time of the moves, so you will know if it is or isn't safe
to punish your enemy.
If your life bar is short, remember that Musebu Daichi or its
(S)DM version may always be replaced by B-version Odoru Daichi.
Remember that the running grab is safer, because you don't need to be
too close from your enemy to grab him/her. Better safe than sorry! ;)
Master Combo#13 ASAP (As Soon As Possible)! It's excellent at
any time, specially as punishment. Remember that this combo may
finish a round (or match) instantly!
When possible, attack, attack and attack! Never miss an
opportunity to combo on your enemy. Don't let the enemy breath is a
good tactic to win - but not fun at all. ;)
After a Niragu Daichi, if you hit your enemy in the air, you
might try to do a Combo#7, #9 or #10. To hit your enemy in the air,
use a jump D or low C. Be advised that it's risky against a good
player. You should also try a low D, if you guess your enemy tries to
hit you. Don't use it much, however. It's too dangerous, and even the
CPU can avoid it easily. Other choice is far CD. If you anticipate
your enemy will rb, make a C-version Kujiku Daichi, or Araburu Daichi
(S)DM. That should only be used once or twice. Train Combo#13
instead. It's devastating! ;) The best thing you can do if you can't
SDM is to make Musebu Daichi 2 or 3 times before your enemy stand up.
This way, you'll add your power bar.
Try to stay as close as possible, as O.Y. doesn't have any long
or mid-range move that cannot be easily avoided (except far B).
Use jump D to attack a standing foe, but try to get used to
jump C instead, since it's better against small characters.
Combos #16-18 are great for surprise jump-ins. Train them!
AVOID USING KUJIKU DAICHI!!! If you whiff against an average (or
better) enemy, you are doom. Anyone can avoid it: a straight jump is
enough, and afterwards...
Try not to use (S)DMs very much - except if you can perform
Combo#13 very well. Specially with O.Y., the (S)DMs are not that
damaging, and fighting POWered is better.
SDMs cause more damage than DMs, but it's usually better to
fight POWered, because you may cause much more damage than a (S)DM
would - moreover, a SDM will finish you POW bar, leaving you with
normal power. Just an example: Combo#5/6 may be done some 3 or 4
times before POW disappears. One time will take more damage than
Angoku Jigoku Gokuraku Otoshi DM. 5 times are more than enough to
kill your enemy. If you want to use a SDM anyway, try to do it as
late as possible - that means, when the POW bar is almost empty; so
you will be POWered as long as possible, and will have better
chances to make big damage on your enemy.
Counter wisely! A good enemy can easily punish you if you're
counter-happy. E.g.: a good Terry player, for example, makes a CD
attack. If you counter it, Terry may then perform a Power Geyser
(S)DM, causing massive damage. If your enemy is in the air you can
counter more safely.
Don't roll much! It's suicide against throw-based characters
(like O.Y. himself), since they can grab you while you roll. Even if
your enemy isn't a grappler, (s)he can punish you (hard) without
problems.
Counter rolls aren't very effective. Use them only if you're
sure of what you do. That is, if your enemy makes a (S)DM or normal
move that continue beating even when you block (e.g., Ryo's Ryuuko
Ranbu DM). But make it pretty sure that you roll to the correct
side!! ;)
Against grapplers, use Niragu Daichi a lot. It has super
priority. Just beware: if you miss, your enemy will have at least a
decade to think what he will do as punishment!
Use light version moves only. For example: you perform a
Niragu Daichi. If, for any reason, you trade sides with the enemy, a
low Kujiku Daichi will come out. It's bad, but not as much as a heavy
Kujiku Daichi! ;)
Train hard to use lj effectively. lj is better than nj/sj
because it leaves your enemy with pretty less time to counter. But
don't jump too much anyway - specially against characters with good
anti-air moves, like Iori, (KoF '95) Kyo, (AoF) Ryo, (RB2) Andy,
Takuma... Don't forget that some fighters may not have good anti-air
moves when standing, but do have when crouching (Shermie low C).
Also, there are some charging moves that are great anti-air, like
Kim's Somersault Slash and - worse than all these - most (S)DMs are
excellent anti-air moves! ;)
If your enemy is counter-happy, use a Niragu Daichi after a
blocked far CD/close C/Saku/Bu. If your enemy counters, you may grab
him/her. And if you trained your combos a lot, waste your enemy! ;)
If your enemy holds you with a multi-hit grab - e.g., Lucky's
C grab - mash all buttons to get free faster. This may sometimes
call a Gouhatsu.
If your enemy blocks a Saku, Bu, far CD or low D (first hit),
buffer on a Kujiku Daichi (never use C-version). If you are lucky
enough, your enemy will sleep and will be caught. Don't miss any
chances you have to hit your enemy. Maybe (s)he won't be so asleep
when you make this again... ;) Don't use it in matches: you can be
(severely) punished!! If you do, make sure that you won't use it
more than 2 times in a match.
Against scrub players, use Kujiku Daichi a lot. It's cheap,
however. After a close C/D, f + A/B (blocked or not), make a light
Kujiku Daichi and you should hit. Make it until your enemy awakes. It
works VERY well against CPU Clark/Benimaru and some others. As an
added bonus, it will add your stocks quite fast, so you can finish
your enemy using a (S)DM. It's humiliating, so don't do it. Play
clean and make good friends. It's MUCH better than an overwhelming
victory against scrub players - remember, you were also a novice one
day, and you improved thanks to nice players and/or friends. Be nice!
Don't play much if you wanna win! A good-minded player shows up
when life bar shorts down. I've lost several battles because I like
to play... :[ And won a Street Fighter Alpha 2 championship because
my last enemy played! :) Never underestimate your enemy, because a
character that sucks in your hands may be a nightmare in the hands
of an exprienced player.
Also, don't play ONLY to win. The game is out there so people
can have fun. Make the combos with Bu, use Kujiku Daichi, etc. Use
(S)DMs, specially Araburu Daichi SDM. It looks pretty cool and you
will have a good time. Remember, CPU always makes the same things, so
after you learn how to beat CPU once, you will always know how to
beat it when needed. And you may have fun, or (better) train combos.
9.2 - Matchup Tactics
I'm not an expert, but I'll try to put down what I know to help
you in matches. I usually place O.Y. as my last character, the others
depending on what my enemy has.
I'll try to describe some types of enemies common in matches.
This is a review from "King of Fighters '98 Complete Ralf
Guide", by Bloody Tears (see Acknowledgements), and adapted to O.Y..
Most of the Chris section was extracted from ""Tenken no Chris"
King of Fighters '98 Chris Guide", by Tony W. (see Acknowledgements).
The names of the moves were extracted from Kao Megura's "THE
KING OF FIGHTERS '98 FAQ" (see Acknowledgements).
Comboers:
The most dangerous type of player. Usually does constant quick
hop kicks, and starts combos low. Very difficult to stop if they are
on you, unless you use CD counter. My suggestion is to use the low
C/D to keep them away. Also, use Niragu Daichi some times.
Most used characters: Iori, Kyo, Yashiro (both), Chris (both),
RB2 Terry, Heavy D!, AoF Ryo, Takuma...
Grapplers:
Will do anything to grab you. Plays similarly to Comboers, but
use grabs instead. Use low C/D to keep at bay. You may also use
Niragu Daichi, since it will beat most throws.
Most used characters: Goro, Vice, Clark, O.Y., Ralf
Cheap style (Keep away turtles):
Bases on running away and keeping you away. Usually a beginner,
and plays relatively poorly. A much easier to beat fighter. Use
Kujiku Daichi often to kill them. Use Araburu Daichi (S)DM sometimes!
Most used characters: Aof Ryo, Takuma, Ralf, Iori, Chang, Choi,
Lucky, Robert, Terry, Kim, Daimon, Kyo (both)...
These basically categorize all the types of players that I have
fought so far. If I find more, I will add them, and add techniques on
defeating them.
I'm going to try my best to describe the best techniques to
defeat each character in the game, but please note that matches
intimely depend on your own skill up against the opponents skill. I
will provide the most useful tactics (these are the ones that work
for me). If your opponent uses different tactics, my tactics may not
be as effective. Well, here they are.
When you have stock, POW. Your combos will be much more
damaging, and you may perform Combo#13. Don't miss any chances!
Train hard and waste them!!
Kyo Kusanagi
'98: One of the most difficult characters to fight against.
Usually very offensive, starts combo low, and may finish you before
you can say "Orochi Nagi". Autoguard is a serious problem. Usually
keeps on hopping. Keep on the air with low C's. Punish missed
Oni Yaki (uppercut) with Combo#7, #11 or #13. Keep rolls away with
low A's. Beat Aragami (fire-fist) with your rolls, and Combo#7, #11
or #13. Missed R.E.D. Kick (diving kick) with Musebu Daichi. Main
goal is to keep him not too close, or his normal attacks will punish
you since they are almost all comboable. He will use his Naraku
Otoshi (jumping slam, jump + down + C) and his Hachi Shiki (double
sweep) to keep you away. Your best weapon is the Musebu Daichi, but
do not abuse, because he can easily counter. Be careful when using
Niragu Daichi/Odoru Daichi. MAX out ASAP, because his combos are
really strong. Watch out when you jump, because Oni Yaki, RED kick
and low C may beat your air attacks. Oh, don't forget: both of his
(S)DMs are excellent anti-air, but both can be easily avoided by
rolling. Just remember that Orochi Nagi can be charged, so wait until
Kyo releases it. Then roll and smother him (maybe he'll be awaken
next time...). One of the most difficult matches.
'95: Never fought before, but I suggest use (very carefully) the
A-version Kujiku Daichi to go over fireballs. Annoy him with low C/Ds
and stand CDs. His Oni Yaki doesn't have autoguard, but still can
beat your jump attacks easily. Also, the Oboru Guruma (his old kick
anti-air) is a very strong and effective move.
Benimaru Nikaido
Keep on the attack, because his only cheap move now is the
Lightning Kick. Roll through that and punish. His jump D is excellent
in air combat. Watch for cross-ups. When you have stock, best advice
is to POW. When blocked or missed Shinkuu Katategoma (multi hit
kick), punish him hard. Remember that your jump C will beat this
move. Jump carefully, because his Lightning Fists are good anti-air.
His Heaven Blast Flash (S)DM is dangerous and awesome anti-air. Your
low C will beat almost every jump attacks he has. If you are
constantly attacking him, he'll not be able to damage you too much.
Keep close to him, and keep on using the low C/D... But be careful
of his EXTREMELY LETHAL Elec Trigger this year!! Because of the
small delay at start up, it will beat ANY of your throws!! Don't
roll too much! His Benimaru Coleda is a fair command throw, but
Musebu Daichi and Niragu Daichi are far better...
Goro Daimon
Goro is though, but O.Y. wastes him if you're careful. We all
know the reasons. Keep away with low D. This is really important!
Avoid using using Kujiku Daichi (unless you are playing against a
newbie) because he will grab you out of the air with the Cloud
Tosser. Beat his stand B and stand D with your low D. Keep low, and
if he uses hop D, roll. DON'T use wakeup throws on him, because his
Super Great Outer Reaping (feet throw) will bring you down. The
Mountain of Storms (autoguard super) is powerful, but Kujiku Daichi
(or Araburu Daichi (S)DM, hehehe ;)) will ALWAYS beat it :o. Jump
higher than him, and you will beat him in the air. If he is grounded,
don't jump too much, or you will eat a bug combo. Only use - and very
wisely - Niragu Daichi against him, or his Super Great Outer Reaping
will knock you on the floor. DON'T keep too close, or you will eat a
Hell to Paradise Drop (S)DM combo. A very difficult match.
Leona
O.Y. wastes her. Unless you are playing a scrub Leona (crazy
jump D's all day, mashing crouch B, and throws) she should not be
too big of a problem. Punish Boomerang with roll, than Combo#7, #11
or #13. Keep away with low C/D's. Be aware of her combos though.
Ralf Jones
I HATE TO FIGHT AGAINST RALF!!! Be careful of his Cs - Ralf
is THE Mr. C!! Punish missed Ralf Kick with Odoru Daichi(both). If
it is a grappler Ralf, use Niragu Daichi and low D a lot. Your low D
is your best weapon. Ralf's good air to air moves are Diving Bomb and
jump C (he is or isn't the Mr C?). Jump at will, but make it pretty
sure: DON'T jump if he has stock. All his (S)DMs can be easily rolled
through and punished. Make pretty sure the (S)DM has REALLY ended, or
you'll be hit. :( Don't forget about 3 important things in Galactica
Phantom (super punch) SDM:
1) It has autoguard and
2) It will make 100% damage in counter!!! :o
Rolling is safer, but you may grab if you are careful. Remember that
both Galactica Phantom DM/SDM are unblockable and cause pain. If he
uses the Blazing Vulcan Punch (multiple punches non-grabbing super),
counter roll forward. Don't worry if you can't counter, if you block
you will have loads of time to punish him. If he uses far C all day,
jump C/D on him, than follow it the way you want. Don't roll much,
Ralf has lots of moves to punish rolls. Ah: good luck. ;) If you know
anything else that will work, PLEASE e-mail me!! :)
Clark Steel
VERY tough. Your main goal is to keep on attacking him, while
not letting him get into grappling range. This is much easier to say
than to do, because his air attacks (jump D/CD) are awesome, and his
stand D is almost as good as your low C/D. Your command throws
should be used VERY carefully on him, because if he jumps, most
likely he will dash in and Ultra Argentine Backbreaker (S)DM you.
When you are knocked down (which happens quite a lot against Clark),
my best suggestion is to JUMP STRAIGHT UP AND AIR-BLOCK. He won't be
able to Napalm Stretch (uppercut grapple) or Frankensteiner (leg
throw) you. If he whiffs, you can then punish him as hard as
possible. If he tries to fake jump kick you, just block, and use
Niragu Daichi. His Rolling Cradle and his Arabian Backbreaker
(running command throws) can be used really tricky so be careful.
Make him keep his distance with your low C's, and be careful with
your rolls. His jump attacks (except A and CD) are no match to your
low C. Jump lower (and/or after) him, or his jump D will destroy you.
Don't never ever let him jump in, or you are doom. Try not to go into
a jump kick war against Clark. Far Bs also do well. The best tactic
is to use hops, because he won't be able to grapple you. His
Frankensteiner is a good match to Niragu Daichi. One of the most
difficult matches.
Kim Kap Hwan
The new combo king in '98. I suggest that you use Low C/D very
often because he has only 1 move that can knock it out (Hangetsu
Zan, the slide kick). It does pretty low damage, and if it trades
with low D, Kim will take more damage. Your Niragu Daichi will suck
out his slide kick special though! Also, be careful with his Hien Zan
(summersault kick), it has tons of priority. If you block the Houou
Kyaku (the running super), counter roll FORWARD and waste him. If you
can't counter, Niragu/Musebu Daichi him ASAP.
Chang Koehan
Usually a very cheap player. Will abuse the jump C/D/CD. AVOID
special moves, because if you miss, he'll grab you with Great
Destroyer Throw, that causes good damage. Best suggestion is to
smother him with low C/Ds. If you play defensively, you will lose.
Get close, and stay close. DON'T jump much. He is awsome in air
combat, and both of his (S)DM are devastating anti-air. Also, the
Iron Ball Great Spin is a most dangerous move. If he uses the Iron
Ball Great Deadly Press (runing super), counter roll forward and
waste him. If you can't counter, use the lj and combo him; he'll be
able to recover faster than you can, and if you keep on the ground
you will be grabbed by his Great Destroyer Throw (looks like Musebu
Daichi).
Choi Bounge
Some Choi players will try and abuse their drill claw move.
They'll use the old in-in-in-out at every opportunity, hoping to
catch you in then air. My best tactic is to low C/D them after the
last hit. POW is good, because your DMs might miss him, leaving you
open. Your air to ground attack should always be with C, because D
is prone to whiff. DON'T underestimate him or you'll lose in no time.
Iori Yagami
Ouch. Iori is still a very high ranked character that can be
used in every way possible. When Iori players fight O.Y., they
always either 1) Keep O.Y. away or 2) Smother O.Y. with jump attacks
and his Lily Break (crossup kick). The keep away kind is MUCH easier
to defeat. Just get close, abuse the low C/D, and use the Niragu
Daichi to vacuum in almost any of his specials. The more offensive
type is much more difficult to fight, because if you play
defensively, he will Scum Gale (reverse throw) you. If you play
offensively, he will either Oni Yaki (uppercut) you, or worse, start
a low hitting combo. The best tactic is to keep him away with low Ds
at all cost. His damage this year is much lower, but he is still very
tricky. Don't forget that his low D has years of recovery. Most Iori
players will not use his Yami Barai (fireball) too much, and that is
good, but when they do, go over it with a hj, but once again, be wary
of Oni Yaki. When you have stock, the best thing to do is to POW.
Keep him at a distance and your attacks should be able to defeat him.
Don't forget that his jump D has godlike priority, but will have a
hard time to hit you if you crouch. A low A might then let him open
for Combo#13. Also, his Eight Maidens (aka Maiden Masher) (S)DM will
suck you out of the air, and cause good damage. Don't counter his
shoulder charge, or he can make one of the cheapest combos ever:
far CD - you block and counter - Nail Gale (jump flame punch) - doom
Counter wisely!! One of the most difficult matches. See "Chris" for
air attacks.
Mature
Tick damage. Keep on constantly attacking up close, and the
match should be yours. Your low D attacks should be faster and
stronger than the damage she delivers.
Vice
Very brutal fight on both sides. The winner will have very
little energy left. Do not jump much at her, because her Outrage
(multi kick) and Gore Fest (command throw) will make mincemeat out
of you. Keep close, but again, out of grapple range. I personally
suggest to only use the low C/D against her. She will most likely
grab you before you can Niragu Daichi her. Do not stay too close, or
her Negative Gain (S)DM will suck you in for big damage. Personnally,
I like to POW myself when fighting her, because the damage you gain
eventually adds up. Her far CD has lots of range, beware. Her
uppercut is only slghtly worse than yours.
Terry Bogard
Both versions of Terry may do this cheap, dangerous combo:
CD attack - you block and counter - painful combo
Counter wisely!! Terry is an awesome air to air fighter, so avoid
any air combats with him. His jump CD will be an excellent match to
your low C, and sometimes will trade. His jump D is instantaneous,
so don't block low all day, or you will eat shoes sometimes. Good
luck vs. him!
'98: Definitely toned down from 97, but still a good character.
Not used too often, but still good. Be careful of his Rising Tackle
(upper attack), that has autoguard, but that's about it. Most of the
time, he will try to keep you away, or start combos low.
Use low C/D's.
RB2: The more popular and the cheaper version, also known as
"Combo Kid". Will constantly attack you, and try to hit you with his
combo which everyone knows. Treat him similarly to the normal Terry,
but be more careful, because his combo is instantaneous. Jump in less
than you would '98 Terry, because a Fire Kick (slide-upper kick) will
hit you for sure, but your jump C may be a good match. Also, don't
forget that Fire Kick hits low, so be very careful with your low
guard. If you block a Fire Kick, grab him immediately or keep
blocking; some RB2 Terry players (like myself) will wait a moment
before making the Rising Tackle. Then, if you try a run-in combo, you
will eat 5/7 hits. You may also give a LIGHT touch in the control to
fake your enemy, but block quickly. If a Rising Tackle comes out,
keep blocking and waste Terry when he lands. See "Chris" for slides.
Joe Higashi
*I would mention RB2 Joe, but i have never even seen anyone use
him, let alone fight him!* A good Joe player will not let you get
close to him. His jump D is weird, but has lots of priority, both
air to air and air to ground. If you are playing against a good Joe
player, I really cannot help you, because I still have trouble. If
you are playing against a poor Joe player, it is an easy battle. One
of the most difficult matches. See "Chris" for slides.
Andy Bogard
'98: One of the most improved chararacters. If he tries to
cheap you out with his Gen'ei Shiranui (diving air kick), jump over
him at the last second, and command throw him, or roll through and
command throw him. Watch for air attacks. Be careful of his Dam
Breaker (dancing punch) combo that can really put a hurt on you.
Watch for his C's and counter with your own. Don't jump all day, his
Shou Ryuu Dan (upper) and Kuu Ha Dan (spining kick) are great
anti-air, and Chou Reppadan (super version of Kuu Ha Dan) is even
better.
RB2: Scrubby boy. If you get close to him, the match is yours.
Roll his fireballs. The only thing to watch out for now is his
awesome Shou Ryuu Dan and Chou Reppadan.
Athena Asamiya
I was used to consider Athena as a poor character, but I do
recognize that, in the hands of a skilled player, she is every bit
as good as any other character. Her Psycho Sword (dragon punch)
still has godlike priority. The Phoenix Arrow (dive kick) has 2
versions: the light one won't hit you when she lands, but the heavy
one will. Good players will randomly alternate both. If she makes a
light, be careful of her Super Psychic Throw (command throw): It
may outprioritize Niragu Daichi. When she makes the
Shining Crystal Bit DM, you might try to hit her, but that's risky.
Guard low and try to counter. If you attack her, you may be hit in
Counter; that's 2 hits of VERY high damage. DON'T try to attack her
if she has a Crystal Shot (fireball DM/SDM) ready, or you may be hit
in Counter. If she makes Shining Crystal Bit DM, guard low and wait.
If she tries to prepare the Crystal Shot, or the super ends, use far
B. If she makes Shining Crystal Bit SDM, guard low because she will
be fully invulnerable. However, if the (S)DM finishes, run in and
punish her as hard as you can. Be awaken and you will win. NOTE: due
to a bug, the Psycho Ball (fireball) may be unblockable!! If she
makes a fireball then immediately a teleport, you will eat the
fireball and whatever your enemy wants!! Warned you are!
Sie Kensou
Kensou is another scrub boy. Look out for his annoying pokes,
his 3 uppercuts, Dragon Barrage and Divine Dragon (S)DM (both of
them). Counter his attacks when you can, or he will Guard Crush you.
Chin Gentsai
The most difficult of all three. Chin has so much priority,
that he will keep you grounded! Some of his attacks hit twice, and
he's got that autoguard Willow Phosphorous Sagebrush Pigweed (multi
hit upper). Niragu Daichi seems to be the only special move
that works well against him. I suggest that you use a LOT of low
D's. POW yourself as soon as you can, and use your priority to your
advantage. Jump in with C, but DON'T when he has stock, or you will
eat a Roaring Inferno Blaze (S)DM, and eat thick damage; don't
forget of the bug - the last chunk of fire from DM version will eat
2/3 of you life bar!! :o
Yashiro
Ouch. Another difficult fight. Both versions of Yash improved
this year, but the normal version improved the most. A difficult
fight on both versions. Remember that his jump attacks (oops, yours)
have excellent priority, so avoid air to air/ground matches. One of
the most difficult matches.
'98: His combos and mind games can finish you very quickly if
you don't know them. His most used tactics is to jump in and combo
you to death. Keep him away with your low C/D. POW yourself as soon
as you can, because his damage is also very high. Almost all of his
normal moves can link into a BIG combo, so keep him on the ground
and away. Use your low C/D to knock out (or trade) with his jump D.
Both of his (S)DM cause massive damage, so be careful not to get hit
or trapped by them. Niragu Daichi works well against him.
DO not get too offensive, or his autoguard Upper-Dual will destroy
you. Ohh, and sweep him with your low D. ;) See "Chris" for air
attacks.
Orochi: The mirror match!! Use Niragu Daichi always, or HIS
Niragu Daichi will beat your Musebu Daichi. The only way to beat this
character is to fight him many times. Whenever he makes (and you see)
Odoru/Kujiku Daichi coming, you will know, and will be able to avoid
them. Watch out for Combo#13. The most dangerous situation is after
being thrown by the Niragu Daichi, because O.Y. gets to pick which
side he wants to hit you. If your enemy makes that, make him eat a
low C. Treat him similarly to Clark, but with longer range attacks
(like a mix of Clark and normal Yashiro). Keep him away when HE is
trying to attack. Make it sure you know O.Y. better than your enemy,
and you will see which of two is the true!
Shermie
*Note: I would put the Orochi version, but I have never fought
her. Advice: roll under her Lightning Kiss, and keep grounded
because of her Air Lightning Kick. Roll as much as you can to get
close to her.* Amazingly, O.Y. is actually pretty good against
Shermie. She has good air attacks (jump C/D/CD) and her low C is
almost as effective as yours; that will force you to keep grounded.
That's alright though, because you want to stay grounded. POW out
when you can, because her close C is strong and comboable. Keep her
away with mostly your low C/D. Keep out her jump attacks with your
low C/D. Abuse your low D, and the match should be yours. Beware of
her (S)DMs: the Shermie Flash causes massive damage, and Shermie
Carnival has a small (and invincible) delay, long enough to escape
your Niragu Daichi and grab you cleanly.
Chris
Ouch. Another VERY tough battle. Raw power of O.Y. against the
mind games and sheer speed of Chris. Corny heh? Chris is another
combo king this year, and both versions are dangerous and cheap, but
the most used version is the normal version. POW out as soon as you
can, because his combos take off more than your single hits. Watch
out for his mind games. THE most improved character (normal) and one
of the most difficult matches. If he jump CD all day, do the same -
yes, your jump CD WILL beat his jump CD, guarantee if you time it
correctly!!
Players who slide too predictably/often aren't that big of a
problem. Just get in the habit of doing sporadic vertical hops/jumps
at random every now and again. Sooner or later your slide happy
opponent will happen to slide at the same time as you jump, and
you'll be able to combo (or at least hit) him/her on the way down.
Simple no? This applies when fighting other characters with safe
slides too (E.G. King, Chizuru). The other issue you'll have to deal
with when fighting Chris is the jump CD. How do you deal with a move
that can outprioritize anything you throw at it? Fortunately, there
is a way that, with a bit of educated outguessing of your opponent,
you can still come out on top without resorting to the same thing.
What you need to do is mix up your air defence in a way that forces
him to guess when to stick out his attack (early or late). E.g.,
suppose your opponent jumps at you intending to time his attack to
hit you on the ground. If you suddenly jump at him and stick out an
early jump B/D/CD, for example, he (hopefully) won't be able to react
in time to change his plans and you'll hit him.
So next time he jumps, he might stick out his attack early in
order to counter a repeat jump CD counterattack attempt. That's when
you want to be doing a late air defence like a crouch C or ideally a
really late DM or SDM. And remember: YOU don't HAVE to guess - you
can always just block, which is a luxury the jumper doesn't have. It
also saves you from eating a huge combo every time you guess wrong
about an early attack :). Again, this technique can be applied to
any character who can outprioritise all your air defences with
his/her jumping attacks (coughIoricough).
'98: Stay on the ground, because Chris' jump CD may beat any of
your air attacks, except jump CD. The only time you should jump is
when Chris uses his Scum Spider (almost like Kujiku Daichi). Use
similar techniques when fighting B. Mary and O.Y.. Rolling should be
used sparingly when Chris is not all over you, because his slide will
knock you out. Be careful with Twister Drive (S)DM. Remember that
Hunting Air (upper kick) may be followed by Glider Stamp (diving air
attack). When Chris abuses his teleport, stick out a low D. Your jump
C eats his slides for breakfast, as your jump CD eats his jump CD. As
I said earlier, POW asap, because his attacks will chain and add up
for big pain, esp. his (S)DM combos. Keep him away from you, because
close is where his mind games take place. DON'T try to punish his
moves, because they have almost no recovery lag, with 2 exceptions:
1 - Block (S)DM, counter roll forward. Don't forget that the Twister
Drive SDM (upper kick) has 2 parts.
2 - When you see a Scum Spider, jump and punish him hard.
One of the toughest matches.
Orochi: I know of at least one combo that takes off 60%. Treat
him like a hybrid of Kyo and Chris, with a grapple. Do not let him
come too close, or he will do the Limb Biting Blaze (dancing flame
punch). POW asap, and keep to the ground. He does not have as many
mind games as normal Chris, but his combos are just as bad. You can
stick out jump D's more freely though, because most people don't use
his uppercut unless they combo it. Also use the Niragu Daichi. Except
by the normal attacks (slide, jump CD), all his moves have a long
recovery, use it at your advantage. Easier than normal Chris, but
still a tough fight.
Heidern
Most good Heidern players will try to keep you away, while
sucking your blood with Storm Bringer. They will not use Neck Roller
too much. The only move to really look out for is his Moon Slasher
(anti air). Use your low D to knock out his attacks, and roll under
his Cross Cutter (fireball). Not as tough as other characters as
long as you keep close.
Saishu Kusanagi
Treat him as a Kyo '95, but easier. The only thing you really
need to worry about when fighting him is his Oni Yaki (dragon punch)
and combos. If you keep close at him, while using Niragu Daichi,
you should be able to keep up with him. Also, be careful with his
(S)DMs, that are simmilar to Kyo's, but toned down.
Takuma Sakazaki
The old faithful. The toughest and cheapest of all three.
Almost all Takuma players try to keep away with that ANNOYING Ko Oh
Ken (fireball). When you jump in, they either do Zan Retsu Ken
(multi-punch), or the Sho Ran Kyaku (running grab). Do NOT play jump
kick wars against him, because his jump D/CD both rock. Try to roll
under his fireballs (jumping is very difficult), and when you get
close, stay close. DO NOT dash in and roll, or you will eat a Sho Ran
Kyaku. When you finally get close, ABUSE your low D, because that
will be the only time you can hurt him! It works pretty well too,
because it knocks out most of his moves... just be careful of his
Mouko Burai Gan (counter move). When close, Niragu Daichi works very
well against him, and abuse it if you can, but I find the low C/low D
mixture more effective. POW asap, and be really cheap. If you see him
preparing a Haou Shikou Ken (giant fireball), get close and smother
him. You should, if you are careful enough, have time for the Araburu
Daichi (S)DM! Ohh and another thing: DO NOT jump at him if he has
stock: his Ryuuko Ranbu (S)DM (running super) can suck you out of
the air the same as Iori's Maiden Masher (S)DM did in '97. The Kujiku
Daichi may sometimes beat the Ryuuko Ranbu, do on your own risk!!
Ryo Sakazaki
Ryo keeps on getting better and better. This is a difficult
fight because of his power and his priority. Once again, POW asap,
because this may be the only edge you gain against him. If you block
his Ryuuko Ranbu (S)DM, couter roll FORWARD and wait untill it ends.
Then, it's party time! ;) Be careful when you roll Haou Shou Kou Ken
DM (super fireball), because it may be a slow one... SDM is always
fast.
'98: I cannot stress this enough. Watch out for his Ko Hou
(dragon punch). It will knock out any and all of your normal moves.
The only real advice that I can give is roll to get close, and use
your low C/D. Abuse your Niragu Daichi if you can. Well, abuse
anything if you can!
'95: The keep-away turtle or Dragon Punch Boy. Roll under his Ko
Oh Ken (fireball), and combo if you can. His Ko Hou is the best upper
in the game, so be wary of it. Abuse your low D, but watch out for
double Ko Hous. His air Ko Oh Ken will knock out you. Abuse anything
and everything, because '95 Ryo was made to be cheap.
Robert Garcia
Suprisingly, Robert has been toned down, and Robert players are
generally not as cheap as Ryo players. Don't jump at him, and stay
grounded. His air attacks in general will keep you grounded. Whatch
out for the combo that every good Robert player knows. Also, counter
roll forward his Ryuuko Ranbu (S)DM and be careful with slow Haou
Shou Kou Ken DM. His air attacks are excellent, his far D is
almost as good as Ralf's far C and his low D rocks.
'98: The most used and better version. He can't thick damage you
like in '97, but he can still big time combo you. Your low D's do an
amazing job on him though. The speed and priority will keep him
grounded, and smother him. Mix up your specials, and play tricky
against him. This is not a too brutal fight, so just keep non-cheap,
and you should be able to outlast him. Just beware of his far D: it
has as many range and priority as your low D.
'95: The cheaper version. This is easier than '95 Ryo. Just
treat him that way and you will be able to win.
Yuri Sakazaki
*Note: I would put '95 Yuri, but i have never seen anyone use
her.I rarely see anyone pick Yuri! The only time I fight her is when
the opponent does Roulette!* One of the least used characters, but
she can still be a cheap ticking turtle. The only move you really
need to look out for is her Yuri Upper. Your low C/D and command
throws will do the job well. Beware of her speed and mind games.
Chizuru Kagura
Worry about her Hyakkatsu Tenjin no Kotowari (shadow-uppercut)
and far C. If you stop her from using that special move, and keep
her grounded, don't forget that his far C can hit almost any enemy,
in the air or in the ground - even crouchers. It is strong, fast
and has high priority. See "Chris" for her sweeps
Mai Shiranui
*Note: I would put RB2 Mai, but I have never fought her. She
fights the same way though* Difficult fight. Mai has a wicked
high/low game this year, and to block incorrectly means very
annoying damage on your side. You must roll to go under her Kachou
Sens (fan throws) and Ryuu Enbu (flame fan). Do not jump at her or
she will (S)DM/uppercut you. You must stay close to win, but be
careful because a lot of your special moves will whiff her when she
ducks down. Use command throws when she is close, but a lot of her
specials will keep you out of range. Your low D will trade with her
attacks, but this is still a difficult fight. POW out asap. After a
Hishou Ryuu Enjin (anti air), she will duck for a moment, so combo
with close D/Saku, because close C/Bu will miss, and that means doom!
See "Chris" for slides.
King
Her jump CD will keep you grounded. Just whatch out for her
corner traps and mind games. Her Tornado Kick (upper kick) has
autoguard, so be wary of that. Her stand CD is good, and her Trap
Shot (upper-dive kick) has improved. Your low D works well, but be
careful with her slide. See "Chris" for slides.
Ryuji Yamazaki
This is usually another brutal fight. Watch out for his tricky
Sado Maso (counter move), in which he can smother you. Treat his as
a mix of a keep-away with grappler tendancies. Rolls will result in
an Exploding Headbutt (command throw), or worse, the Yodan Drill
(S)DM (command throw super). Niragu Daichi works well on him, but be
careful of combos that start low. Snake Arms (long range punch)is
awesome. Any command throw will grab his Sado Maso. Your low Ds work
well against him, but beware of his long range kicks. His jump CD
rocks, but jump after him and make YOUR jump CD, and you should win.
Blue Mary
My dear blondie! Weakened from '97, but still an annoying
EVERYTHING character. Punish her Mary Spider (jumping grab) with a
counter combo. Always block low because her Straight Slicer (slide
grab) will get you. Watch for her Backdrop Real (command throw), and
her Mary Splash Rose (S)DM (command throw super), because both of
these are annoying and painful. Once again, do not jump at her,
because her Vertical Arrow (upper kick)will get you. Stay low with
C/D's and command throw her when you can. It is good to POW when you
can because her combos really hurt. Watch your guard, she can make a
high/low game like Terry, as her jump D is just as good. See "Chris"
for slides.
Billy Kane
*Note: I would mention RB2 Billy, but I have never fought him.
Anyways, he fights way though* O.Y. is an ANTI-BILLY. As for his
annoying pokes, roll forward, and command throw him. Your low D's
will outprioritize most of his attacks, just make sure that he stops
poking you. Both his (S)DMs are great anti air. His counter (as all
of them) will be commanded throw easily. But he has painful combos.
Brian Battler
He will put the BIG hurt on ANYONE if he gets off his 60%
combo. Make sure he does NOT cross-up you, and use your low C as
anti-air. A lot of his moves have autoguard, and are stronger than
your attacks, so POW asap. DO NOT use high risk moves. You really
have to play cheap to win this fight. Annoy him with pokes, and the
odd throw every once in a while.
Lucky Glauber
Mr. Cheap Keep Away Mind Game. A very dangerous and tricky
fight for any character. As difficult as it may be, try to keep
close and cheap him out. Your low C/D may knock out his teleport.
Roll to go under his Death Ball (fireball), but use EXTREME caution,
because he may use the (S)DM Death Beam (something like a vertical
Hoeru Daichi) instead. This will result in BIG damage. Your low D's
should work against him, but his attacks are just as quick as your
own. I think you should stay grounded. Tough, cheap, annoying fight.
Heavy D!
A mind game/combo king. He is faster than you, but your power
should give you an edge when fighting against him. POW asap, and
abuse your low D's. This will knock out almost all of his special
attacks. Almost all of your command throws work well against him.
Just keep constantly attacking, basically smothering him, so he will
flinch, and you will hit him. You can play any way you want against
him, and it should work well. Keep offensive.
Rugal Bernstein
*Note: Aren't you happy that you can't use Omega Rugal in the
arcade version?* This fight is not too difficult. Just keep him
close, and abuse your low D. The only think you really need to look
out for his Gigantic Presser (S)DM (running grab super); his
Genocide Cutter (anti air) SUCKS, but can juggle you to a following
Gigantic Presser, so jump carefully. All your specials work well
against him, and the low/jump/close C/D's work even better.
Shingo Yabuki
A difficult and dangerous fight. Every Shingo player (And I
mean EVERY!!) will try to do the Shingo Kinsei Ore Shiki Katogi
(grapple upper) and combo you. His A version Shingo Fist is awesome,
and his Oni Yaki Mikansei (uppercut) is just as good. Treat him as a
stronger Kyo with a grapple. Be careful when poking him because of
his counter and his uppercut. Roll whenever you can, just make sure
he is far from you. POW when you can, because his CRITICAL HIT is
awesome, and enables him to further punish you. You must keep close,
and command throw him all time. Abuse anything you can.
One last thing: never give up! :) An awesome victory comes when
you turn the fight to your advantage! Don't forget that Combo#13
causes overwhelming damage! And if you train hard, you may beat that
super-player of your arcade center!
10 - Acknowledgements
1 - SNK Corp (http://www.neogeo.co.jp)
SNK makes the coolest fighting games! I don't know very well
all of their enormous fighting games list, but those I have played
are excellent. SNK is surely one of the top games producer - the top
one is Capcom Corp.. But SNK has much to improve yet, and is each day
better! :) Thanks for KOF'98!!
2 - Kailu Lantis (kailu_lantis_SNK@yahoo.com)
For his (AWESOME) "TORMENTED BATTLES -THE STORY OF THE KING OF
FIGHTERS TOURNAMENT" FAQ, that inspired me to write this one. All
KOF freaks should read it at http://www.gamefaqs.com. It's very good
and complete, and I've taken lots of things from his FAQ. He also
sent me all the quotes and what O.Y. says when makes his moves. If
it were not enough, he also gave me the names of the moves! Last,
but not least he revised Version 0.00!!! Thank you a lot, man!!! :)
3 - GameFAQs (http://www.gamefaqs.com)
VGStrategies (http://vgstrategies.about.com)
Gamers Domain (http://www.gamersd.com)
PSX Codez (http://www.psxcodez.com)
Absolute PlayStation (http://www.absolute-playstation.com)
The Fighters Source (http://TFSource.com)
CheatStop (http://www.cheatstop.com)
Ultimate FAQs (http://www.ultimatefaqs.cjb.net)
For publishing tons of FAQs, including this crap one ;). Find
here the answer for that game question you didn't find in any other
place, in or out the net! My FAQs are only available for FREE, and
only in the above mentioned sites. If you got'em anyway or anywhere
else, e-mail me ASAP!
4 - Bloody Tears (vinz8@hotmail.com)
For the Matchup Tactics. His "King of Fighters '98 Complete
Ralf Guide" is excellent. But I still hate to fight Ralf!! :P
5 - Local Games Centers
I don't have money to own a Neo Geo, so I couldn't play KOF
without'em! Thanks to Virtual Games (arcades/videogames center) and
Lucky Video (videos/videogames center). Thanks to lots of games
centers all around. If possible, the next time you go to the arcade
center, don't forget to kick and/or spit at Tekken, MK3, MK4 and
simmilars (if there aren't any of them in the arcades center, it's
a good one!). :)
6 - Anna Paula @}-`-,---
Who? My girlfriend! She gives me all the love support I need.
7 - Challengers & Victims [ :) ]
Those players at the arcade who challenged me and those who
were by combo practice...:) And those who made me improve!
8 - Friends
Friends are some of the best things you may have in life!
Thanks to all those who helped me when I was a newbie, and those who
help me today, as an average player. Some names (no order in
particular): F bio (owner of Virtual Games), Gaston, Robson, Bauru,
Jeffery, Johnatan, Max, Ricardo, Marcos, Hugo, Norbert and my
favorite "enemy" today: Leandro. He is young - 16 - but plays VERY
well! He isn't better because his mind isn't trained yet (he is the
guy who lost that SF Alpha 2 championship, hehehe) I'm building a
site about firearms and ammo, in Portuguese (our official language,
rather than Spanish), with my bud Marlon. But due to lack of time,
it will probably take too long to come out, if ever.
9 - You, the reader
I hope I could help you! Thanks for your patience and
confidence to read this FAQ. The style of this FAQ is a mix of some
that I read.
10 - FAQ authors
Many things in this FAQ were obtained from others. These guys
with the names listed below helped me a lot, teaching me how to play
KOF far better than I did. They all are free to use anything they
want from this FAQ - just give me the credit, and no profit, OK? I
just don't think they'll ever need anything from this crap FAQ... :p
Kailu Lantis - kailu_lantis_SNK@yahoo.com
"TORMENTED BATTLES -THE STORY OF THE KING OF FIGHTERS TOURNAMENT"
Kao Megura - members.xoom.com/megura or kmegura@hotmail.com
"THE KING OF FIGHTERS '98 FAQ" and others
Serpent Wave - http://i.am/serpent_wave or serpent_wave@hotmail.com
"The King of Fighters 99 Combo FAQ"
Brian Lui - luibr@hkstar.com or http://home.hkstar.com/~luibr
"King of Fighters '98 Iori Guide" and others
mOOnrun - moonrun@moonman.com or http://i.am.moonrun
"KING OF FIGHTERS '1998 COMBO FAQ" and others
Protoss Terrorist PTR - PTR_95@yahoo.com
"Blue Mary Guide" and others
Clemens Franke - clefranke@metronet.de
"THE KING OF FIGHTERS '98-THE SLUGFEST - RB2 TERRY BOGARD CHARACTER
GUIDE"
Tony W. - miku@camtech.net.au or http://www.adelaide.net.au/~miku
""Tenken no Chris" King of Fighters '98 Chris Guide"
"Howlin' Mad" Henry Moriarty - madmanscafe@Deathsdoor.com or
http://www.deathsdoor.com/mmcafe:
"THE PERFECT PLAYER'S GUIDE TO RUGAL in KOF98" and others
Sie Kensou - SieKensou@geocities.com or http://kensou.home.ml.org
"The King of Fighters '98 Shermie Guide" and others
HadoRyu - Hado_ryu@hotmail.com
"The King of Fighters 98 - Shingo Guide" and others
Mark O'Neill - 100125.2055@compuserve.com or c9479612@wlv.ac.uk
"Real Bout Fatal Fury"