lynvastx.blogg.se

Combos de the king of fighters 98
Combos de the king of fighters 98








combos de the king of fighters 98

Overall it can be applied as a pressure move to cancel into when outside of Kim's rekka range. The "B" version is only going to combo off of a C move, or from a canceled into f.B. Due to this, the "D" version should not be used.

combos de the king of fighters 98

Punishable if Kim strikes deep into the opponent, but safer if he tips them. It can function as a psychic anti-air, but is generally a bad idea. Hangetsu Zan (qcb + K) - Kim does his signature wheeling kick, which is not an overhead and does not knock down.Works best off a cl.C or cr.C, but the first two kicks will connect off a cr.A/cl.B.

#COMBOS DE THE KING OF FIGHTERS 98 SERIES#

However, it is safe on block (only a GC roll can somewhat punish it depending on if you stop your series as they roll it) and works as a great pressure tool in that sense. Unlike other rekkas in this game, Kim does not move forward at all throughout his series, meaning you can't combo into it as easily or pressure as well with it. Always use the "A" version as the knockdown is better, hits more consistently, is safer on block, and the finisher is an overhead. Sanren Geki (qcb + P x 3) - Kim's rekka in '98.b or f + D - Kim tosses the opponent backwards with his legs.Ĭ throw preferable cause unrollable and back turned cross-up.

combos de the king of fighters 98

  • b or f + C - Kim does a spinning slam with his feet.
  • What this means is that you can cancel a cl.C into f.B for pressure or a frametrap, but don't do it on hit. If canceled into, it loses its overhead property, but can be canceled into a special or DM, although the f.B will not combo. Use when you want to go for a grounded high-hitting option. If done too close it's possible for an opponent to not get hit by any of the overhead as there's a large gap with no hitbox in front of Kim. Can hit twice if spaced correctly, although from max distance only one hit will register. Either method will take practice to perform the loop. However, this forces your entire team to play EX mode, and it's possible to do the loop in Advanced mode if you can grind the execution of running forward and canceling close C on the first hit. Far A works here as a defensive tool to stop opponents from running in on you, as well as forming the start of your offense.įinally, on stomp cancels: EX Mode makes for easier consistency and increases Kim's walk speed so you have to worry less about running forward each time or accidentally triggering his ranbu. cr.C, along with j.CD, j.B, st.B and st.D will shut down jump attempts if you utilize the correct move for the correct jump, which is a matter of knowing hitboxes and spacing. On defense, he can combat offenses by sticking out the correct normals, or by relying on aerial tricks to frustrate/confuse the opponent. Can utilize the Player 1 crossup glitch in the corner by doing a normal jump which will have to be blocked as a crossup. A hop is usually safe though since if you don't cross up you can continue your pressure, and you can be ambiguous on whether or not you do cross them up. The setup can even cross up standing opponents, but sometimes a hyperhop is needed depending on their standing hitbox/spacing. If they crouch, a short jump is the better option.
  • After cr.D, run forward into hyperhop j.A or crossup "B" version divekick.
  • After landing qcb + A x 3, jump forward j.A.
  • cr.B pressure can be used to soften the opponent up for a hop-in, keep them blocking, allow you to go for a frametrap, or you can use the initiative for a crossup j.A. His solid set of normals lets him do a good part of the typical high/low mixup. Even if you don't cancel Kim's stomp, you have a bit of frame advantage in which you could sweep, toss out a far A, hop, or reach to the opponent. The f + A's range, combined with its startup will fool opponents into trying to take an initiative, only to be hit by kim's foot. Divekicks are deceptively good for throwing people off, especially considering you can do one off a backwards jump. All of his good specials (aka all but the charge moves) are safe on block, or can be spaced to decrease the likelihood of being punished. The first is simply by keeping an opponent trapped and unable to act long enough that they take a risky action, which you capitalize on. Kim has a lot of ways to break down defenses.










    Combos de the king of fighters 98