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KING OF FIGHTERS 98 STRATEGY GUIDE

version 0.1

by Michael Tham (mike_tham@hotmail.com)


Best view with Wordpad.

INTRODUCTION
------------

Welcome to my strategy guide for KOF 98. I've always wanted to get my thoughts
about KOF (figuratively) on paper but never got around to it. IMO, what makes
KOF better than Capcom fighters is that there are so many ways to play the
characters and there are always new strategies to find and experiment with. I am
far from being an expert at KOF and would consider myself an intermediate
player. Nevertheless, I have access to a neo geo and play almost every
character. It is my hope that this guide will help some of you get more from KOF
and encourage the use of more characters. (hey, that's what the roulette is for)
This guide is divided into 3 sections: General Strategies, Character Strategies
and Misc. Under general strategies are tactics that apply to most if not all
characters. Characters strategies is about tactics for and against certain
characters. Misc is for stuff that doesn't fit in the above two categories. I'm
writing from memory and there may be some stuff in the guide that are wrong.
Also, if you have any strategies that you think is useful, do email me and share
your thoughts with the rest of the KOF world.

Happy reading!



INDEX


KEY


GENERAL STRATEGIES
1)rolling
2)punishing rolling
3)poking
4)waking up
5)turtling
6)fake short jump
7)vertical jump
8)CD countering
9)punishing multi hit DMs.
10)jumping in on grapplers
11)taunting


CHARACTER STRATEGIES
Andy Bogard
Blue Mary
Chang Koehan
Clark Steel
Goro Daimon
Iori Yagami
Joe Higashi
King
Kyo Kusanagi
Shingo Yabuki
Terry Bogard 97
Terry Bogard 98
Vice


MISC
Ordering your characters
Bugs



K E Y (taken from Moonrun's combo faq and modified)


[all notations are in 1st player's side]

o o o jump backwards vertical jump jump forward
\ | /
o-- n --o block/go back neutral go forward
/ | \
o o o blocking crouch normal crouch forward crouch/crawl*


A = light punch B = light kick
C = heavy punch D = heavy kick

d = down joystick direction
u = up joystick motion
b = hold joystick in blocking direction
f = joystick forward motion
QCB = quarter cirlce back joystick motion
QCF = quarter circle forward joystick motion
HCB = half circle back joystick motion
HCF = half circle forward joystick motion
DP = uppercut joystick motion
RDP = reverse uppercut joystick motion
j = jump
s = standing
c = crouching





GENERAL STRATEGIES
------------------


ROLLING
=======

This is what makes KOF such a great game. Basically your character rolls into a
ball and rolls on the ground. When you are rolling, you are invincible, except
for throws and have a small period of vulnerability when getting up. Rolling can
be used offensive and defensive. You can roll through fireballs, DMs or special
moves. Basically most moves can be rolled through as long as you time it
properly. When should you roll? Its a hard question to answer because there's so
many ifs and buts. The main idea is to use it to avoid attacks. Learn the range
of the roll and time your rolls well. Incorporate the roll in your flowchart.
For eg, after your jump in combo is blocked, roll through the counter attack and
punish. Alternatively, learn your opponent's flowchart. For eg, your opponent
always throws two fireballs in a row. After blocking the first, roll through the
second. One important advice, don't roll too much and don't get predictable with
rolling. Remember that you can jump as well and don't stick on the ground all
the time.


PUNISHING ROLLING
=================

Basically, their is always a pattern to your opponent's rolling. Maybe your
opponent always does a run-roll after blocking a fireball in anticipation of a
fireball. Or maybe your opponent always does two rolls in a row. Whatever it is,
anticipating rolls is important, unless you have lightning fast reflexes. If
your opponent tries to roll through you, you can always throw him out of the
roll. Most of the time, you can only punish rolling when your opponent gets up
from the roll. Some DMs are design for getting rollers like Billy's qcf, hcb+A/C
DM but most DMs should work. Doing a combo or command throw when the opponent is
getting up is pretty effective too. Some ppl just mash at A/B while crouching.
The key is doing it at the right moment. Attacking too soon when the roller is
still invincible leaves you open. Do it too late and most likely you'll eat a
command throw. When your opponent rolls through you, ie at close range, do a lot
chain into a special move or DM. At high levels, learning to combo from a
crouching A/B is a must. Here's a basic tip for fireballers with a running grab.
Fire a fireball and if you anticipate a roll, meet them halfway with a running
grab.

A word of warning when grapplers have stock. Once, a Yamazaki rolled into my
Chang's spinning iron ball and did the hcbx2+A/C DM. The DM was instantaneous
but I'm not sure if it can cancel the period of vulnerabality.


POKING
======

Poking involves using a fast, high priority, long ranged move to safely attack
the opponent, usually from a character's width away. The aims or poking are:
1) pressure the opponent
2) slow down agressive opponent
3) keep the grappler from coming close
Any damage resulting from poking is considered a bonus. Many characters have
poking moves and the ones that generally spring to mind are Terry and Kyo's
standing B and Vice, Ralf and Iori's standing C. There are two types of pokes,
light pokes and hard pokes. Ligh pokes like Terry's standing B serve to annoy
the hell out of the opponent and usually cannot be cancel. Damage is minimal but
is faster. Hard pokes do much more damage and some can be canceled into special
moves. Hard pokes are very useful and a few hits when POWed will lead to
victory. Not all normal moves can be used to poke. Poking moves have long range
and higher priority, meaning that most of the them, the moves beat other moves.

How do you counter?
1) Use autoguard moves like Kyo's fists or Goro's hcfx2+B/D DM.
2) Stand out of range and when the poke comes out, poke back or do a special
move/DM.
3) Use high priority jump attack.
4) Reversal.

Rolling through poke is very risky since pokes recover fast or can the canceled.


WAKING UP
=========

A wake up attack is an attack that can be done immediately when getting up that
will hit your opponent that is attack you. Most wake up attacks are dragon
punches and DM. If you see your opponent jumping in or trying to hit you when
you're getting up, do a wake up and gain the initiative back. Don't be too
obsessed with wake up thoughs. A good trick is to pretend to attack a downed
opponent and then block the wake up. Most wake ups leave you open when blocked.
(A fair trade for the priority) And example would be a standing A/B before the
opponent wakes up and then blocking. The timing for waking up in KOF is very
stringent compared with Street Fighter so practice to learn to timing.

Command throws and throw DMs make excellent wake up moves. The golden rule of
KOF is never stand in front of a grappler when he's getting up. A good trick is
to hop just when the grappler is getting up and if he does a throw, you can
punish him. When using a grappler and if you're opponent is pretty good, chances
are he's going to try the trick on you. Do an anti air or wait for him to land.


TURTLING
========

In order words sitting on floor all the time aka having the stick at db 90% of
the time. Turtlers will more often than not use a character who has a good d+C
anti air and wait for you to jump. If you jump, they use d+C and throw you if
you roll. Sometimes it seems like there's nothing you can do against them,
particularly when time's running out. Here's some suggested counter techniques:

1) Hyper jump over. The d+C attack may miss, leaving your opponent open.
2) Dash forward until one character apart and see what happens. If your opponent
justs sits there, do an overhead or a low chain.
3) Poke.
4) Taunt.
5) Have a turtling competition and see who can hold db the longest without
getting bored.


EMPTY JUMP ATTACKS
==================

This technique is emplowed primary by grapplers. The idea is to jump early with
an attack, prompting the opponent to block in reaction. The attack will miss
since it is executed early and the user command throws upon landing. Clark users
always do this with a jumping D and Shermie with a jumping CD as both attacks
have high priorities. Best way to counter is to use an anti-air. If you're not
fast enough, hop when they land and the command throw will miss, giving you a
free combo or do your normal move anti-air. DO NOT try to hit grapplers when
they land because their command throw will over prioritise you attack. However,
if you are using a grappler and are being empty jumped on, your command throw
will beat anything when the jumper lands.


FAKE SHORT JUMP
===============

Favourite technique for offensive Kyo. Do a short jump (tap uf) but do not
attack. The opponent block high expecting a high attack while you go for a low
combo, in Kyo's case, usually the low B, low A, df+D. What I like about this
attack is that it is very offensive and punishes turtling. Mix it up with
multiple jump attacks. This technique is very use and is a good reason to learn
your characters' low chain.

How to counter? Firstly, learn your opponent's pattern, ie when does he usually
doa fake short jump? Maybe after two consecutive blocked jump attacks? A good
player will always change is pattern. Secondly, don't go into blocking mode
everytime your opponent does multiple short jumping attacks. Counter with your
anti air attack or CD counter.


VERTICAL JUMP
=============

Unlike Capcom games, vertical jumps are very important in KOF. So important that
my friends say I use it too much. So important that SNK gave different
animations for vertical/horizontal jumping attacks. So why should you vertical
jump?

1)SAFE.
KOF is about movement because movement causes reaction from your opponent.
Moving back puts you on the defensive while moving forward may put you at risk.
Vertical jumping lets you test out your opponent in a safer way.

2)AVOIDS THROWS.
See waking up for more discussions. Also, vertical jumping avoids running grabs
and air-to-ground throws like like Mary's scum spider (qcf+A). Most ppl jump
back and this prevents you from punishing your opponent. Do an air attack into a
combo when coming down.

3)AIR BLOCK.
You can air block when jumping back or vertically but not forward. Jumping back
is lame, boring and too much is scrubby.


CD COUNTERING
=============

An important feature of KOF. You CD counter by pressing C and D while blocking.
CD counters knock the opponent away with a bit of damage and use up one stock.
Why use a CD counter when the stock can be better used with DMs? First, there's
no guarantee you can use that DM. Secondly, there are lots of uncounterable
attacks in KOF and CD counters are the only way to punish your opponent for
using them. Not only that, CD counters allow you to regain the initiative,
especially when playing aggressive. I've played with offensive Kyos and Ioris
who CD counter every blocked attack. Of course CD countering can work the other
way to stop offensive opponents. Usually it is the offensive opponent who
controls the tempo of the game. Also, its prevents from getting guard crushed.


PUNISHING MULTI HIT DMs
=======================

Its interesting to see that there are players who prefer to CD counter a multi
hit DM rather than blocking the whole thing and then punishing the opponent. KOF
is about making the most out of every opportunity and a blocked multi hit DM is
the opportunity to inclict maximum damage. If you only have on stock and a
healthy life bar, its best to block the whole thing and the combo into a DM. If
your life is low, AB roll, don't CD counter and do your most damaging combo when
your opponent finishes.


JUMPING IN ON GRAPPLERS
=======================

When jumping in on grapplers, always make sure that your attack hits low. If
your attack is blocked at the head area, there's enough time for the grappler to
throw you when you reach the ground.


TAUNTING
========

Why taunt? Firstly, your opponent will want to taunt back. I know I do everytime
I'm taunted. Secondly, it irritates your opponent. I taunt with Joe all the
time. My friends curse his name everytime. It makes your opponent reckless and
they might do the same mistake twice. Thirdly, its fun to taunt. It gets rid of
the tension a bit. Lastly, it might persuade the turtler to let go of db. Mostly
I taunt after DMs. Get into the right distance and taunt. Your opponent will
either jump towards you or roll. Knock them back down with the appropriate
attack. I hardly taunt in the arcades unless I know my opponent or he's just
jumping backwards all the time or just sitting on db. I'm interested to hear
about what players think about taunting. Do you find it rude? Personally I think
it adds life to the game.





CHARACTER STRATEGIES
--------------------


ANDY BOGARD
===========

To main thing you are looking for is the dam breaker (hcf+A/C when close) into a
dash, df+A into hcf+D. Poke with qcb+A or poke agressively with crouching C into
qcb+A. Andy's dragon punch is good as an early anti air. It has poor priority so
don't use it as a wake up or anti air. Always POW when you have stock. Andy's
DMs are practically useless and it allows you to use the fire SDM (qcb, hcf+B/D)
after after a dam breaker. Catch a rolling opponent with a couching A into df+A
into qcb+A.

Main combos
jC/D, sC(1hit),hcf+C, f, F, df+A(2hits), hcf+D
sC(1hit), df+A(2hits), db, f+A, qcf+A
cA, df+A, qcb+A (anti roll)


BLUE MARY
=========

Main combos
jD, sC(2hits) f+A, dp+B/D, dp+B/D
jD, sC(2hits) f+A, hcb,f+A/C /qcf,hcb+A /hcbx2+B/D


CHANG KOEHAN
============

Probably one of my favourite characters. He's big, slow but does great damage.
Use his hold B, f+A/C moves at long range to poke, preferably with A since it
recovers faster. Use his jumping C to poke from the air and jump D to attack.
Use the standing CD to poke and always cancel it into a spinning ball thing.
(Tap A/C rapidly) Chang's command throw (hcb, f+A/C) is his best move and should
be used all the time. It has high priority and better range than it seems. Tick
with standing B or crouching A. The qcfx2+A is Chang's best DM as an anti air.
If done deep, it will score two hits and a butt-load of damage. In fact, its
always best to have a stock ready. The DM does decent damage (around 30%) and
has huge priority. Avoide using it when the opponent is on the ground as it
leaves Chang open, even if it hits. Use the other DM, qcf, hcb+A/C as an early
anti air, wake up or to counter combos as it has invincibility in the beginning.
Chang's staple combo is jump D, standing B/crouching A, HCB, f+A/C. The combo
does about 40% damage. When your opponent rolls towards you, command throw or do
a crouching A into the spinning ball when they roll through. Having at least one
stock is very important for Chang especially for his qcfx2+A DM as an anti air
so its best not to put him as the first member of the team.

Main combos
jD, sB/cA, hcb, f+A/C
jD, cA/B, u+D
cA, rapid A (anti roll)


CHIZURU KAGURA
==============

I just which someone would write a good FAQ for her. So far I've only seen one
good Chizuru player but he was very good. The guy used Chizuru's slide (df+B) a
lot as well as the d+C, f+A, hcb+A/B combo. The slide had very fast recovery and
the d+C would often interrupt any attack. Even if blocked the combo leaves
Chizuru very safe. Furthermore, the combo uses Chizuru's shadow to attack, thus
making it harder as to guess her next action, ie hard to tell whether she's
standing or crouching. For the hcb+ABCD move, press the same button again
immediately to make the attack come out. Otherwise the attack will not combo.
The funny thing is (correct me if I'm wrong), non of the 98 stuff on the net
says anything about it. It caused my great concern because I could combo with
the hcb+ABCD moves and only found out while reading through Moonrun and Matt
Hall's 97 combo FAQ. If you are a good Chizuru, please do send me your
strategies and credit will be given.


CLARK STEEL
===========

Main combos
jD, sC(1hit), hcf+D, qcf+C


GORO DAIMON
===========

Goro has two of the best normal moves in the game, standing B and D. The standin
D is an all purpose poke and anti-air move with high priority. Its only weakness
is that your opponent can easily roll through and punish. Abuse the standing D
for all its worth. Standing B is a good poke at close range. When your opponent
is crouching close, the kick will miss. Buffer into a throw. Goro's D is his
best jump in. The dp+B/D is an important move. It has a small lag where it has
limited invincibility and does great damage. Use it against opponents when
they're getting up or rolling. The lag allows Goro to track the roll, even if
they roll through to the other side! Most opponents won't think about jumping to
escape this move. Next is the hcb,f+A/C throw. Its your all purpose throw. Use
it after the tumble(qcb+B/D) at close range. The hcf+C has the longest reach and
a bit of invincibility. Do it after a blocked jumping D to eat most counter
attacks. hcf+A is an early anti air but you need to anticipate the jump. When
you're opponent does a fireball from full screen, dp+A unless you're low on
life. You'll trade hits but guess who get hurts more. Use dp+C to fake. The
computer falls for it all the time.

Main combos
jD, sC, hcf+C/hcb,f+A/C
cD, hcf+C (escapable by rolling)
jCD, hcf+C (escapable by rolling)


IORI YAGAMI
===========

I'm not going to write about using Iori. Walk into any arcade and you'll see
more Iori strategies than you care to.

10 commandments on fighting Iori.

1) Never roll a Iori fireball from full screen. This depends on your opponent
but if he's good, hell punish you. The fireball recovers fast enough that he can
DM you when you roll. The same if you run and roll. Iori can do the standing C
into you know what.

2) Never try to punish Iori when you've blocked on or two of the qcb+A/C moves.
Its better to take the block damage than to eat the third qcb+A/C or a DM.

3) Never stand in front of Iori. That's the perfect invitation to scum gale. Of
course, you can jump at the last minute and combo the missed scum gale.

4) Never jump at Iori when he has stock. Sometimes Iori will waste one stock
when you jump over him.

5) Always block his cross over. Watch out if he fakes and does a scum gale
instead.

6) Thou shalt not fire a high fireball at Iori when he has stock. eg: Athena,
Ry.. I mean 95 Ryo

7) Roll through the fireball DM, don't jump. If you're close, roll and
immediately attack. If not wait for the fireball to get close before rolling, if
not you will roll into the fireball. When at full screen, run and roll when you
reach the middle. Usually the DM is done unintentionally when doing the scum
gale.

8) Punish Iori with your most damaging combo when you block his rushing DM. If
you block his crouching D, punish with a DM. Iori has too many safe moves so
make the most of it.

9) Do not stand next to Iori or attack him when he is waking up. Always be
patient and tempt him to do the rushing DM in hopes of catching you.

10)Be patient with Iori. He has high priority and safe moves.

A defensive Iori is a pain in the @$$ and I always have problems fighting him.
Defensive Iori's always poke with a standing D or a standing C into qcb+C. Best
place to fight Iori is to stand outside his poking range. If he does the
fireball, you can roll through and punish before he has time to recover.
Anticipate a poke and counter with a high priority move. Iori has a high
priority jumping D so stick to the ground unless you have a high priority
jumping attack as well.


JOE HIGASHI
===========

Another of my favourite characters. Joe is mostly a zoning/pressure type
character. Most importantly, learn the C, f+B chain. Combo into hcf+B or the
rushing punch DM (qcf, hcb+A/C) if it connects. Cancel the chain into A
hurricane upper or B Tiger Heel (qcb+B) if blocks. Be aware that your opponent
can roll through the hurricane upper. Try through them when they roll.
Alternatively, wait and if the opponent rolls, through him back. If he waits,
jump with a C/D into the C, f+B chain. When the opponent rolls, just hold d and
mash and A. Joe will combo into the multi punch move. Finish with qcf+A into an
overhead. If you are too slow, ie it takes two or more low As before the multi
punch comes out, your opponent can escape and punish you. Poke with standing C,
f+B, df+B and B slash kick. If you feel your opponent is going to attack after a
blocked flash kick, do the tiger kick. Contrary to other faqs, I feel that the
tiger kick (dp+B/D) is a very important move. It was good priority and is useful
as an anti air or wake up move. Use Joe's rushing DM (qcf, hcb+A/C) as a wake
up or to interrupt ground attack. It has good priority and will eat most
attacks. As for the other DM, avoid using it unless you are POWed. A good
technique is POW, attack a blocking opponent with jump D, C, f+B, hcf+A, qcb+B,
etc and then do the hurricane SDM. After about 8 consecutive blocked hits, the
multi his SDM will cause a guard crush. Joe is ideal as the first fighter of
your team as he doesn't need stocks that much and he can easily build up real
fast because of his gameplay.

Main combos
jD, sC, fB, hcf+B/qcf,hcb+A/C
cA, rapid A (anti roll)
cC, hcf+A (poke)


KING
====

Main combos
jC/D, sD(2hits), hcbA/B/C/D
jC/D, sD(1hit), qcbx2+B/D
jC/D, sD(1hit), dp+A, hcb+D (corner only)


KYO KUSANAGI
============

The hero of the game is luckily not a ryu clone. Kyo is a versatile character
that is hard to use. Basically, Kyo is a poke type character and is best played
offensively. His main poking weapons are his A fire fists, standing B, rdp+B/D
and the all important low B, low A, df+D chain. The low B, low A, df+D chain is
a very interesting weapon. Even if blocked, it pushes the opponent back to
poking range, setting up for a guessing game. If the opponent turtles, rpd+B,
firefist or hop attack into the chain again. If the opponent rolls, do the chain
when they come up. When doing the chain, do not complete it if the df+D misses
as your opponent will have time to roll through and punish. Kyo can operate
anywhere in the team.

Main combos
jC, sC, qcf+D, D, qcb, hcf+C
sC, f+B(2hits), qcb, hcf+C/hcb+D
cB, cA, df+D
cA, cA, qcfx2+A


SHINGO YABUKI
=============

Shingo is a stonger version of Kyo with useful command throw. Shingo is best
played as a zoning/pressure character. His qcf+A is his most important move. It
is fast, allows him to poke safely and moves him back. Cancel every blocked
normal move into the qcf+A for tick damage. qcf+C is strictly for combos as it
leaves you open when blocked. Use the Shingo kick as a long range poke. Follow
up his command throw with a C uppercut or if in the corner, hcb+D.

Main combos
jC/D, sC, qcf+A/C
jC/D, sA, dp+B/D, dp+C
f+B(2hits), qcfx2+A/C
jC/D, sA, dp+B/D, qcb+D (corner)
cB, cA, qcf+A (anti roll)


TERRY BOGARD (97)
=================

Terry was been weakened a lot now that he cannot connect a power charge into a
power geyser. The damage of the power geyser has been reduced and its more
damaging to do the overhead geyser in combos instead. Use the standing B or A
burn knuckle to poke. Learn the couching B, crouching A, df+C, qcb+A combo to
punish rollers. You can substitue the burn knuckle into a power charge or DM. An
interesting trick is to do a blocked crack shot (qcb+B/D) into a rising knuckle
(dp+A/C). Speaking of the rising tackle, it is only invincible around Terry's
body. His legs are completely vulnerable. Always do the move late as an anti-
air.

Main combos
jD, sC(2hits), hcf+B, dp+D
jD, sC(2hits), df+C, qcb, hcf+A/C
sC(2hits), fA, hcf+D, jD (corner)
cB, cA, df+C, qcb+A/hcf+B/qcb, hcf+A/C (anti roll)


TERRY BOGARD (RB)
=================

This version of Terry is undoubtedly the better one, unless you value the rising
tackle as an offensive more. I don't particularly like using him much as I find
him a beat cheap. Still, no one's as cheap as Iori. hehe. THE combo to do is the
jump D, standing C (2hits), f+A (2 hits), hcf+D, hold d, u+C. To execute the
rising tackle, press up and C at the same time Terry does the second kick. The
damage is insane for a normal combo and cannot be done when POWed. I highly
recommend putting RB Terry as the first member of your teamas he doesn't need
stocks. His only DM is very weak and he cannot do the combo when POWed. If you
cannot do the low B, low A, df+C ect combo, punish rollers with two or three
crouching As into a rising tackle.

Main combos
jD, sC(2hits), fA(2hits), hcf+D, hold d, u+C
cB, cA, df+C, qcb+A/hcf+B/qcb, hcf+A/C (anti roll)
cA, cA, u+A/C (anti roll)


VICE
====

Main combos
jC, sD(2hits), hcb,f+A/C /hcbx2+B/D
jC, sD(2hits), qcb+A/C, qcf+A/C
sD(2hits), f+A, qcf+B
cB, cB, qcb+A/C, qcf+A/C





MISC
----


ORDERING YOU CHARACTER
======================
Don't tell me this never happened to you: your opponent always waits for you to
choose your character order before he chooses his. While waiting, he fiddles the
joystick up and down while pretending to have a hard time deciding. If you don't
choose he'll even wait until time's over. So what can you do? Choose a character
first and see if he follows suit. If he doesn't, wait for a while and if he
doesn't, don't let it bug you. Best advice is don't even bother about match-ups.
Just choose your characters straight from the go based on the principles of
stock, smile and strength. Its preferable to put characters who can build up
stock as the first fighter. Characters who build up stock fast use a lot of
special moves to poke. Whether the fighter is smiling is als important. For more
information, consult Kao Megura's faq. Logically, the angry fighter should be
put last so he/she not passing on stocks won't be problem. If you have two angry
fighters, put the happy/neutral one first/second. The fighter after happy
neutral fighter should be a fighter who needs stocks more, eg Chang/Billy. If
you have three angry fighters, well bad luck. On strength, put your best fighter
2nd, your 2nd best 3rd and your weakest 1st. A group is as weak as its weakest
link and the 2nd fighter is the link. Your 2nd fighter should overcome your 1st
character's shortcomings and set up for your 3rd.


BUGS
====

98 is littered with bugs and bugs have always been a controversial issue. Some
say it takes skill and since its in the game, its in the game. Others (like
myself) argue that bugs are techniques that are not suppose to be in the game
because of flaws in the game. For crying out load, SNK even has a bug checking
team. (check the credits) A Singaporean friend gave a different view of bugs.
When 97 first came out, Terry's infinity wasn't considered cheap because it was
hard to do and only the real good players could do it. After everyone started
using it, it was considered cheap.

Bugs spoil the gaming experience because it wasn't suppose to be and its cheap.
No, I don't think throwing or CD countering is cheap but exploiting flaws in the
game system is. Imagine beating the crap of somebody and losing because he
manages to land an infinity on his last hair of life. Sure it takes fast fingers
but why not use your fast fingers to play the game as it is meant to be played.
What if your opponent uses bugs? Walk away. He may think he's great but he beat
you not because he's better. Alternatively, you may want to bug him back and
show him the feeling of disgust as Goro does a damaging 3 hit combo from a mere
crouching D.



VERSION HISTORY
---------------

v 0.0 3/09/99 First version. Not released.
v 0.1 5/09/99 First public release. Only 30%. Send in suggestion, criticism,
and comments.





CREDIT AND THANKS (In no particular order)
-----------------

SNK For making the best 2D fighting ever. NO thanks for
screwing up 99.
Gamefaqs Hosting this FAQ.
Ben, Elvis, Paat For endless hours of KOFing and being great competition.
This FAQ
and Seng. wouldn't be possible without them.
KOFers in Melbourne, Competition and showing me how to play KOF at high
levels.
esp Melbourne Uni.
KOFers on the net. Writing great FAQs and setting up great sites. IMO, there
should be more
good FAQS for lesser used characters like Chizuru, Choi
and Brian.
KOF FAQS Plenty of information.
My Parents. $$$$$$$. Without which I wouldn't have KOF.
William Tham. VS game sparring partner for most of my gaming life.
Nick Yee. His scary Heidern in '95.
Joe Higashi Best taunt in the game. I use it all the time that my
friends call him
'c!b@! Joe'
Shermie Sexiest babe in gaming land. I don't mind losing as long
as its between
her legs!
Clark and Ralf Best startup pose ever!
Mai Shiranui Being as bouncy as she was in 94. Keep it up! and
down.......



NO THANKS
---------

Akuma/Gouki Hiding in the game as 95 Ryo. SNK vs Capcom is KOF98!
Chizuru Worst dancing ever seen.
SNK Not putting Eiji, the boss team and Kasumi in the game.
NO thanks for screwing up 99.
For my thoughts on 99 cheack out my Arcade Fighting Games
Guide located
at Gamefaqs. (Shameless plug) Just look under misc at
coin-op or under
MTham at contributor recognition.





This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way. This
FAQ was created and is owned by me, Mike Tham .
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.

For the record, this disclaimer was taken from Kao Megura's excellent KOF 98
movelist.


KING OF FIGHTERS 98 STRATEGY GUIDE

Copyright 1999 by Michael Tham.


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