

- THE KING OF FIGHTERS 98 PORTABLE HOW TO
- THE KING OF FIGHTERS 98 PORTABLE PORTABLE
- THE KING OF FIGHTERS 98 PORTABLE SERIES
THE KING OF FIGHTERS 98 PORTABLE SERIES
Thanks to the company’s resurrection in recent years and some internal cheerleaders at Sony, Vita has been home to a great number of Neo Geo games – although sadly it hasn’t received the brilliant Arcade Archives series by Hamster leaving it with a somewhat incomplete library. The thing that tied these all together was the brilliant 2D titles created by SNK – which included a number of the most enjoyable fighting games of their time. The Neo Geo was somewhat of an oddity in the gaming market – a family of systems that included the MVS arcade machine, AES home console machine and a number of short-lived experiments such as the Neo Geo CD or Neo Geo Pocket. I’ll be including straight ports of titles and emulated versions, as well as sequels to popular series and (in some cases) spiritual successors. I’ll look at what games are available on the handheld (including PS1 & PSP versions through backwards compatibility) as well as what titles are missing that were re-released other platforms (and titles that have never been updated beyond the original hardware).
THE KING OF FIGHTERS 98 PORTABLE PORTABLE
Eats ground fireballs.The sixth (and final) in a series of articles I’m writing, looking at Vita’s success in providing a portable version of classic consoles. Can startle some people caused by its surprising aesthetic and sound impact. If opponent gets hit on mid-air (highly unlikely), juggle with a DM.
THE KING OF FIGHTERS 98 PORTABLE HOW TO
charge BACK, FORWARD + K - one word: SUCK - in more than one word: NEVER USE IT - in other words: ONLY USE IT IF YOUR OPPONENT DON'T KNOW HOW TO BLOCK LOW. (safe) - Use D version into Dwn+D as a high damaging anti-air. charge DOWN, UP + K - Use B version as a long range counter move.

Use the C version only after a connect Low B ticks. charge DOWN, UP + P - NEVER use the A version. (never use it) - A version is good for ticks.


A version ends with a Fwd B C version ends with a high spin kick (last kick of his Dwn-Up +P move) - C version sucks. QCB+P x3 - The only different between the two versions are the ending specials. B version is good for a close pressure or ticks. D version is an excellent high damage early anti-air. D version is good for a long range attack. S P E C I A L S QCB + K - Instant specials can punish it after blocking. If blocked, mixed with a throw and the Low B ticks. Can be comboed into his famous Std C, Fwd A, DM or into Std C (1hit), QCB+A x3. Becomes a CrossUp when normal jump after a connected QCB+A x3 special. JUMP A (CrossUp) - Kim's best cross-up attack. If a Low B connected, link into Low A then: - combo into Dwn-Up +C (if Low A connects) - combo into Dwn-Up +B (if you're not sure it'll connect for safety) - Dwn-Dwn +K (hits low doesn't combo) LOW D A long range sweep with a little lag on startup and recovery. LOW B One of the best low pokes in the game. FarSTANDING D - An excellent anti-air attack. Or if you want to try these stupid tricks with it: - Low A, Fwd B (2hits), Back-Forward +D (does not combo) - Std C (1hit), Fwd B (2hits), Dwn-Dwn +K, DM (combos only after Fwd B) FarSTANDING C Slow startup with high priority. FORWARD + B Never use it unless your opponent likes to taste an overhead. Best used as a long range poke (cancel into QCF+B) and as a long range combo into DM to punish a lag at sweep range. Date: Sun, 11:17:01 -0700 From: Yasakani Subject: '98 KIM Short FAQ KOF '98 Kim FAQ N O R M A L S FORWARD + A A fast/long range/bufferable command attack with decent damage.
