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.