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GUIDE FOR OROCHI YASHIRO in KOF' 98 - ver. 1.10a
by Renato Oliveira
10/06/1999 (beware of Y2K bug...) ;)

INDEX:

1 - Legal stuff
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 - 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. :)
If you wanna use it for anything other than reading - for
example, in your own FAQ - please give-me the rightful credit and
tell me before.
This is the 2nd released version of the FAQ.
This document is best viewed with WordPad and/or simmilars,
640x480 or greater.
Copyright 1999 by Renato Oliveira.

2 - Intro

2.1 - About me

I am Brazilian, 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 you need.

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, to Tekken-like fighting games, MK3 and MK4!! :(
Say yes to KOF '98! :]


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.

3 - About the game

Acoording to several "experts" in KOF'98 (see
Acknowledgements), this is just a "gap filler", without a
true history by itself (KOF'94 through '97 had theyr own
history). Read the Kailu Lantis History FAQ. It's excellent
and very complete.
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? 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
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
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 awhile.
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 DMs are different from those of normal Yashiro (one of his DMs
even mimics one of Daimon's DMs!).

*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. It's all in the style! ^-^

Appearances: The King of Fighters '97, The King of Fighters '98


4.2 - Quotes

INUI TA DAICHI NO YASHIRO (Yashiro of the Parched Earth)

Victory: "You're not too bad. That is, you're second!" ^-^

Intro: "Mezamerou, daichi yo!" (I command you, Earth, awaken!) :o

Taunt: "Namaiki da!" (How impertinent!) :)

Lose: "Nani?" (What?) :[

Intro vs. Iori: "Yadanaa, tsuyosou... geka!" (Oh no, he looks
strong...not!) ;)

Intro vs. Shermie: "Tano shimoze!" (Let's have fun!) :)


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. :] 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 easy to combo with them. And O.Y.
is a "throwman" by excellence. :]


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 on
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! ;)

POW - Power Mode - A + B + C; (descripted below) uses 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.
A - light punch
B - light kick
C - heavy punch
D - heavy kick
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)
CD - power attack - C + D
- counter attack (do it when you are defending an attack.
Uses a DM stock) - C+D
u - up (straight jump direction)
uf - up-front (jump forward direction)
f - forward (walk to the enemy direction)
df - down-forward (offensive crouch direction)
d - down (crouch direction)
db - down-back (defensive crouch direction)
b - back (walk away from the enemy/defense direction)
ub - up-back (jump back direction)
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.
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 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 said 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 performs a DM motion, you activate a SDM - and POW bar
disappears immediately.


Rating 1 - 5 (1 is worst, 5 is better)

7.1 - Normal moves

far A - a jab, with good speed but poor range. 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 choices. Also, it sometimes misses crouchers. Since
recovery time is low, you are usually safe if you miss, but use
wisely.
Rating=2+

far B - a kick, with very long range and excellent priority. It can
also hit most crouchers. By far, it's his best poke, and a good
anti-air. 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 slow
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. You will see later why it's rating isn't 1.
NEVER USE IT CONSCIOUSLY!!! ;)
Rating =1+

far D - a very high roundhouse kick. It's, at least, as slow 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. I rarely use it, because close B is
better. Use wisely.
Rating=2+

close B - a knee kick to the stomach. 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 choices. Use wisely.
Rating=3+++

close C - an upward punch. Fast to come, but a little 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,
because close C sometimes miss crouchers. However, if you mistake
the range, you may follow with Scheme/Scorn. Use at will.
Rating=5+++

close D - a kick to the knee. 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, your
enemy may block it - that means doom. It may be blocked high -
in KoF '97, it had to be blocked low. Use always!
Rating=5+++


low A - a punch, with shorter range than the standing version, but
much faster. Use it as an anti-air...! :o Despite of 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 an Authority of the Earth.
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 - recovery lag is a bit
too long for a light kick.
Rating=2

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 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 also a good combo starter, and makes good
damage. One of his best normal moves...! Yes, Yashiro has other
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 Wrenching Earth (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, most people block the first hit, but forget that
it can hit twice! Use at will!
Rating=5+++

jump A - a downward punch. I've never used it in matches. Use wisely.
Rating=1

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. Timing is a bit tricky, however. Use wisely.
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.
It will often 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. Use at will (not against low/crouching enemies!).
Rating=5+++



far CD - a shoulder charge. Has super priority, both anti-air and
to the ground. Buffer it on an Authority of the Earth, 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 and super high priority. Use wisely.
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. 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 Rave, but your enemy cannot make a recovery roll.
Also, use wisely.
Rating=3++

7.3 - Command moves

Saku (Scheme) - f + A

A downward punch. It's something like jump C, and also needs to
be blocked high. Good to surprise your enemy, but the best thing is
that this is a true combo move. You can hit this after a C - both
far (that's why far C wasn't rated as 1...) and close! This move
will leave you closer to the enemy, so after a combed Scheme, you
can usually make Smothering Earth or Darkness Paradise To Hell
Drop (S)DM. B-version Dancing Earth will always follow a comboed
Scheme. If a sleeping/CPU enemy blocks a combed Scheme, follow with
an A-version Wrenching Earth. Don't get too used, however, or you
can get hurt! ;) When not comboed, will knock your enemy down, and
will be an overhead. 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 Smothering Earth (or Darkness Paradise to Hell Drop (S)DM)
if you're close enough, but I don't do this much: it's risky! ;) A
B-version Dancing Earth, however, will always follow up a comboed
Scorn. Scorn is bufferable, just as close C/D. Any special throw
will connect, but you've got to be dead on your enemy for anything
but a B-version Dancing Earth. If an enemy blocks a comboed Scorn,
you may follow up with an A-version Wrenching Earth - again, not too
often! Looks much cooler than Scheme, but will push your enemy away.
If you don't want to risk, use Scheme instead. Use wisely.

Can be comboed after: far/low C (be fast!)
close C/D
Rating=5+

7.4 - Special moves

When Scheme or Scorn appear below, means a comboed one.


Musebu Daichi (Smothering/Choking Earth) - hcb, f + P

O.Y.'s best special throw. O.Y. holds the enemy with only one hand
(even Chang!), makes Power 3 times then jump 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. Train hard to master
this move. After this, everything else gets MUCH easier. Smothering
Earth can always be replaced by Darkness Paradise to Hell Drop (S)DM.
Although recovery lag is short, a good enemy may punish you within
that time. Use wisely.

Differences between light and heavy

none

Can be comboed after: close C/D (be fast!)
far C (?)
low C (if you are close enough; be fast!)
Scheme/Scorn (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. I prefer B-version, because it starts
faster, and will always follow a comboed Scheme/Scorn. It looks pretty
cool when comboed. D-version has much longer range, and is better
against a low B-turtling Ryo. Very useful and makes good damage - a
bit less then Smothering Earth. This move is good for beginners,
because it's much easier to perform and combo than Smothering Earth.
It's also safer as a combo finisher, since it won't miss a comboed
Scheme/Scorn. Use wisely.

Differences between light and heavy

Light: starts and ends faster, smaller range

Can be comboed after: close C/D (?)
far/low C (?)
Scheme/Scorn

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 wonder will be described below... ;) The only move I use more
than this in matches is the Smothering Earth. I'm only aware of 3
command throws that can beat this one cleanly: Daimon's Mountain of
Storms (S)DM, Benimaru's Electrigger (S)DM and Shermie's Shermie
Carnival (S)DM. All 3 have a small (and invincible) delay at
startup (except Goro's, that has autoguard); and all of 3 will lose
cleanly to Wrenching Earth. Some others, like Daimon's Super Great
Outer Reaping, Clark's Frankensteiner and Athena's Super Psychic
Throw, sometimes beat and sometimes don't beat Authority of the
Earth; more often than not, both throws - yours and enemy's - will
whiff!! If your enemy is counter-happy, use this after a blocked far
CD, than punishment may follow... Use wisely, because recovery lag is
enormous.

Differences between light and heavy

none

Can be comboed after: low A (very close)
close A (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 about 1/2 a second. Use this time to punish your enemy for
sleeping so long to eat this move. The worst thing about Wrenching
Earth 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)
- qcb, qcb + P (Dark Hell to Paradise Drop)

This is the enhanced version of Smothering Earth, 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;
recovery lag is short, but long enough to allow good punishment.

DM - O.Y. says "Shoshi koi ten jane zo, kora!" (Hey, I never said to
get cocky!) and holds the enemy with one hand, kicks him/her then he
leaves (s)he fall in the ground. So he grabs him/her, perform a fast
Smothering Earth, but with 5 bumps instead of 3, throws the enemy
away, then leaves him/her fall. All the steps here cause damage.

Rating=3+

SDM - Starts like the DM version, but O.Y. bumps the enemy 7 times.
After O.Y. throws the enemy away, he 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). Causes
more damage than the DM.

Rating=4


Araburu Daichi (Wild Earth Warrior) - qcf, qcf + K

DM - Starts like a C-version Wrenching Earth. 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 Power, then the last part of
Smothering Earth. O.Y. then throws the enemy up, 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. more damaging DM (as much as Howling Earth
DM). As hard to hit as a C-version Wrenching Earth, but looks REALLY
cool. :)
Rating=3+

SDM - Almost equal to DM. The difference is he performs Power 3 times.
Twice as damaging as DM version (as much as Howling Earth 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 as wisely as a C-version Wrenching
Earth.
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. Energy 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 Wild Earth Warrior DM) in the game. I
rarely use it. Don't use it consciously, because you have much better
choices, and recovery lag is enormous.
Rating=3

SDM - The same as above, but with 3 differences. 1)The wave is dark
orange, 2) damage is twice as heavy and 3) if maximum charged, it is
unblockable! The damage is VERY high (as much as Wild Earth Warrior
SDM), and the range of both DM/SDM is about 80% screen width. I am
still trying to master the timing of this one (you'll see below why).
However, there are no free lunches: startup and recovery for both
DM/SDM are very long; 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. The higher the rating, the hardest is to perform the combo.
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, they are for
both Advanced and Extra Modes.

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.
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
you can 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. 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 important for the
others.
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 basic combo.
Rating=2++

Combo#7 - sds, close C/D, f + A/B, qcb, f + P (Advanced only)
This combo is 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 Rave
or Power. Make sds very fast (train hard), and you won't miss it!
Rating=2+++

Combo#8 - VERY CLOSE, low A, hcf + P
Range is everything here. More on this combo in Tactics.
Rating=3

Combo#9 - low C, f + A/B, qcb, f + P
I didn't perform this combo yet, but I'd like to, since low C has
as much range as stand C, is better than close C/D, and will always
hit crouchers/low people.
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 SDM; 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.
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]
Perform it well and you already are an average player. Good to
finish/short of time.
Rating=3+++

Combo#13 - hcf + P, qcf, qcf + P (hold P) (SDM only, and max charge)
This is the hardest combo, but also the more damaging (about 60%!!).
You may hit a low A: this give a little more damage. Timing is
everything here. Time it correctly: your enemy won't avoid the
Howling Earth 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 may rf and crush you - he will have about a month
just to decide what to do. If you are too close from the corner, a
wakeup move might hurt you. This is your more powerful combo.
Rating=5+++


9 - Tactics


9.1 - General Tactics

O.Y. is a good character, but it's worthless if he isn't used
well. 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'
(a single 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 once or another. ;)
Remember, all they are for Advanced Mode only. Good Extra players,
e-mail me.

The order selection is as subjective as favorite 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 DM stocks, the 2nd 4 DMs and
the 3rd 5. One character will or not pass his/her DM stocks to the
following, based in an advantage meter. A small face appears in the
side of the character on the order selection screen (hold Start to
see it). There are 3 possibilities:
* Red/Angry: all DMs MINUS one. :(
* White/Neutral: all DMs. :|
* Yellow/Happy: all DMs 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 Daimon,
Takuma and O.Y. in serious matches. Let's suppose Daimon is 'white',
Takuma 'yellow' and O.Y. 'red'. A good order (thinking only in DM
stocks) would be:
Daimon - Takuma - O.Y.
Takuma would begin with the same stocks as Daimon, 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
Y Y R
Y Y W
W Y R
W Y W
W W R
R Y R
R W R
Also, this is related to "support" (gouhatsu, ABCD). Y fellows
always help you, R never help. W may sometimes help, sometimes not.
Gouhatsu may be the difference between a victory and defeat! Use
always!!
I usually place my best character ('best' depends on your enemy
team and/or selection order) as last and don't take advantages in
consideration. Many players think the same way. Also, I don't use
(S)DMs nor counter attacks often, so it just doesn't make much
difference for me.

If your character is R, you are losing 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 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 Smothering Earth or its
(S)DM version may always be replaced by B-version Dancing Earth.
Remember that the running grab is safer, because you don't need to be
too close form 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 -
that's one good tactic to win - but not fun at all.

After an Authority of the Earth, 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 Wrenching Earth, or
Wild Earth Warrior (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 Smothering Earth 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.

Use jump D to attack a standing foe, but try to get used to
jump C instead, since it's better against small characters.

AVOID USING WRENCHING EARTH!!! 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 id 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 3 or 4 times
before POW disappears. One time will take more damage than Darkness
Paradise to Hell Drop SDM. 4 times should be 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.

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 Authority of the Earth 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 an
Authority of the Earth. If, for any reason, you trade sides with the
enemy, a low Wrenching Earth will come out. It's bad, but not as much
as a heavy Wrenching Earth! ;)

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/Robert,
(RB2) Andy/Terry/Joe/Mai/Billy, 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 an Authority of the Earth
after a blocked far CD/close C/Scheme/Scorn. If your enemy counters,
you may grab him/her. And if you trained Combo#13 a lot, you will
punish hard! ;)

If your enemy blocks a Scheme, Scorn, far CD or low D (first
hit), buffer on a Wrenching Earth (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!!

Against scrub players, use Wrenching Earth a lot. It's cheap,
however. After a close C/D, f + A/B (blocked or not), make a light
Wrenching Earth and you should hit. Make it until your enemy awakes.
It works VERY well against CPU Clark/Benimaru. 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 good 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 more than one battle 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 tha you think that sucks may be a nightmare in
the hands of an expert.
Also, don't play ONLY to win. The game is out there so people
can have fun. Make the combos with Scorn, use Wrenching Earth, etc.
Use (S)DMs, specially Wild Earth Warrior 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 train combos
against it.


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, Takuma and
Daimon depend 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..
The names of the moves were extracted from Kao Megura's "THE
KING OF FIGHTERS '98 FAQ" (see Acknowledgements).

Comboers:
Possibly 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 Authority of the Earth
sometimes.
Most used characters: Iori, Kyo, Yashiro (both), Chris (both),
RB2 Terry, Heavy D!, AoF Ryo, Takuma

Cheap style (grapplers):
Will do anything to grapple you. Plays similarly to Comboers,
but uses grapples instead. Use low C/D to keep at bay. You may also
use Authority of the Earth, 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
Wrenching Earth often to kill them. Use Wild Earth Warrior (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
untimely 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 stcok, POW. Your combos will be much more
damaging, and you may perform Combo#13. Don't miss any chances!
Train hard and beat them!!


Kyo

'98: One of the most difficult characters to fight against.
Usually very offensive, starts combo slow, 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
uppercuts with Combo#7, #11 or #13. Keep rolls away with low A's.
Beat fire-fists with your rolls, and Combo#7, #11 or #13. Missed
R.E.D. kick with Smothering Earth. 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 jumping slam (jump + down + C) and his
double sweep to keep you away. Your best weapon is the Smothering
Earth, but do not abuse, because he can easily counter. Be careful
when using Authority of the Earth, and Dancing Earth. MAX out ASAP,
because his combos are really strong. Watch out when you jump,
because Oni Yaki (his dragon punch), RED kick (jumping 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 untill 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 Wrenching Earth to go over fireballs. Annoy him with low
C/Ds and stand CDs. His Oni Yaky doesn't have autoguard, but still
can beat your jump attacks easily. Also, the Oboru Guruma (his old
kick attack) is a very strong and effective anti-air.


Benimaru
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, 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 will not be
able to tick damage you too much. Keep close to him, and keep on using
the low C/D... But be careful of his EXTREMELY DANGEROUS 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 Smothering Earth and Authority of the Earth are
much better...


Goro
Goro is though, but O.Y. may beat him if you're careful. We all
know the reasons. Keep away with low D. This is really important!
Avoid using using Wrenching Earth (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 will bring you down. The Root Puller (autoguard (S)DM)
is powerful, but Wrenching Earth (or Wild Earth Warrior (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 - Authority of the
Earth 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
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 new combo though...


Ralf
I HATE TO FIGHT AGAINST RALF!!! Be careful of his C's. Punish
missed Ralf Kick with Dancing Earth(both). If it is a grappler Ralf,
use Authority of the Earth and low D a lot. Your low D is your best
weapon. Ralf's only fair air to air move is Diving Bomb. 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 it sure the (S)DM has
REALLY ended, or you'll be hit. :(
Don't forget about 2 important things in Galactica Phantom SDM:
1) It has autoguard and
2) It will make 100% damage in counter!!! :o
Rolling is safer.
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
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 Backbreak (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 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 Authority of the Earth. His Rolling Cradle, and
his Arabian Backbreaker 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 sometimes A and CD) are simply nothing
to your low C. Jump lower (and/or after), or his jump D will destroy
you. Don't never let him jump in, or you are doom. Try not to go into
a jump kick war against Clark. The best tactic is to use hops, because
he won't be able to grapple you. His Frankensteiner is a good match to
Authority of the Earth. One of the most difficult matches.


Kim
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 Authority of the Earth will suck
out his slide kick special though!


Chang
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-to-air
combat, and his Iron Ball Great Reckless Run (S)DM is a devastating
anti-air. Also, the Iron Ball Great Spin is a most dangerous move.


Choi
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 faded to
whiff.


Iori
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 Authority of
the Earth 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 uppercut you, or worse, start a low hitting combo. The
best tactic is to keep him away with low D's 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 fireball too much, and that is good, but when they do, go over it
with a hj, but once again, be wary of his uppercut. 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
(S)DM will suck you out of the air, and cause good damage. Don't
counter his shoulder charge, or he will make one of the cheapest
combos in the game:
far CD - you block and counter - Nail Gale (jump flame punch) - doom
Counter wisely!!. One of the most difficult matches.


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 and Gore
Fest 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 Authority of the
Earth her. Do not stay too close, or her Negative Gain (S)DM will suck
you in for big damage. I personnally like to POW myself when fighting
her, because the damage you gain eventually adds up.


Terry

Both versions of Terry may do this cheap, dangerous combo:
CD attack - you block and counter - any special or (S)DM
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. Good luck!

'98: Definitely toned down from 97, but still a good character.
Not used too often, but still good. Be careful of his Rising Tackle,
but that's about it. Most of the time, he will try to keep you away.
Use low C/D's.

RB2: The more popular and the more cheap version. 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 kick) will be unavoidable. If you block a
Fire Kick, grab him immediately. Some RB2 Terry players will wait a
moment before making the Rising Tackle. So, if you try a run-in combo,
you will eat that stong move.


Joe
*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.


Andy
'98: Probably the most improved chararacter. 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.

RB2: Scrub boy. If you get close to him, the match is yours.
Roll his fireballs. The only thing to now watch out for is his
awesome Shouryuu Dan (dragon punch).


Athena
O.Y. is an ANTI-ATHENA. Go under her fireballs with RK, and
combo. Watch out for her tricky teleport, but if you have problems,
just stick out low D, and she will be knocked out. Apart from that,
avoid jumping, because her Psycho Sword (dragon punch) still has very
high priority. Keep her grounded and trapped, and the fight is yours.
Be careful of her Super Psychic Throw: It might outprioritize
Authority of the Earth.


Kensou
O.Y. is an ANTI-KENSOU. Same tactics as Athena, but much easier.
Kensou is really toned down from '97, and your attacks should be able
to keep him at the right distance. The only thing to really look out
for is his 3 uppercuts, Dragon Barrage and Divine Dragon (S)DM (both
of them).


Chin
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. Authority of the
Earth 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 have a hevy damage; don't forget of the bug - the last
chunk of fire of the DM version will take 2/3 of you life bar!! :o

Yashiro

Ouch. Another difficult fight. Both versions of Yashiro improved
this year, but the normal version improved the most. A very 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. Authority of the Earth 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.

Orochi: The mirror match!! Toned down is some ways, and improved
in other ways. Use Autority of the Earth always, or HIS Authority of
the Earth will beat your Smothering Earth. The only way to beat this
character is to fight him many times. Whenever he makes
Dancing/Wrenching Earth coming, you will know, and will be able to
avoid them. Watch out for the combo that every O.Y. player knows. The
most dangerous situation is after being thrown by the Authority of the
Earth, because O.Y. gets to pick which side he wants to hit you. Treat
him similarly to Clark, but with longer range attacks (sort of 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. Here you
will see which of the true O.Y..

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's 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 Authority of the
Earth and grab you.


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.

'98: Stay on the ground, because Chris's jump CD may beat any and
ALL of your air attacks. The only time you should jump is when Chris
uses his Scum Spider (almost like Wrenching Earth). 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. Don't forget that
Hunting Air (upper kick) may be followed by Glider Stamp (dive air
attack). When Chris abuses his teleport, stick out a low D. I don't
have any 100% working tactics on Chris. Like 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 that is where his mind
games take place. DON'T try to punish his moves, because they have
almost no recovery lag. 2 exceptions:
1 - After a blocked (S)DM. Don't forget that 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 have only fought him a few times, but 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/low D's more freely
though, because most people don't use his uppercut unless they combo
it. Also use the Authority of the Earth. 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
Treat him as a mix of Kyo and Iori, 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
Authority of the Earth, you should be able to keep up with him.
Also, be careful with his (S)DMs, that are simmilar to (but toned
down) Kyo's.

Takuma
The good old man. The toughest and cheapest of all three. Almost
all Takuma players try to keep away. When you jump in, they 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 damn well too,
because it knocks out most of his moves... just be careful of his
Mouko Burai Gan (counter move). When close, Authority of the Earth
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 Wild Earth Warrior (S)DM! Ohh and another thing: DO NOT jump at
him if he has stock: he can use his Ryuuko Ranbu (S)DM (running
super) same as Iori did in '97.


Ryo
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 Autohrity of the Earth if you can. Well,
abuse anything if you can!

'95: The keep-away turtle or The Dragon Punch Boy. Roll under
his Ko Oh Ken (fireball), and combo if you can. His Ko Hou is
possibly the best dragon punch in the game, so be wary of it. Abuse
your low D. 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
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. What 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.

'98: The most used and better version. He can't tick damage you
like in '97, but he can 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.

'95: The cheaper version. This is easier than '95 Ryo. Just treat
him that way and you will be able to beat him.


Yuri
*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.


Chizuru
O.Y. is an ANTI-CHIZURU. Your Smothering Earth will DECIMATE
almost EVERY one of her attacks! You definitly have the advantage in
this fight. The only thing to worry about is her Hyakkatsu Tenjin no
Kotowari (shadow-uppercut). If you stop her from using that special
move, and keep her grounded, the match is totally yours. Your attacks
have higher priority and are stronger. Waste her. Beware of her
(S)DMs.


Mai
*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 or
uppercut you. You must stay close to will, 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. MAX out asap. After a Hishou Ryuu Enjin (anti
air), she will duck for a moment, so combo with close D: close C will
miss, and that means doom! ;)


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.


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). Authority of the Earth 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. A really funny
(but bad) thing is that he can Sado Maso your Howling Earth (not
confirmed yet)!! Your low D's work well against him, but be careful
of his long range kicks.


Mary
Weakened from '97, but still an annoying EVERYTHING character.
Punish her Mary Spider (jumping grab) with a counter combo. Always
block low because her Mary Snatcher (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.


Billy
*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.


Brian
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 a
pseudo-ShoRyuKen. A lot of his moves have autoguard, and are just as
strong as your attacks, so POW asap. 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
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 Howling Earth)
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. A 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
*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
is his Gigantic Presser (S)DM (running grab super); his Genocide
Cutter (anti air)sucks, but can juggle you to a following Gigantic
Presser. Jump carefully. All your specials work well against him, and
the low/jump/close C/D's work even better.


Shingo
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 (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! :) A brilliant 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://snk.co.jp)
SNK makes the coolest fighting games! I don't know the World
Heroes series well, but the games I played are good. Art of Fighting
and The King of Fighters Series I know all (I didn't play KOF Kyo
yet). I don't know Fatal Fury Real Bout 2 and Wild Ambition yet, but
they seem to be cool. I love Samurai Showdown series, but I don't
know SS 64 yet. SNK is surely one of the top games producer - the
other one is Capcom Corp.. But SNK has much to improve yet, and is
each day better!

2 - Kailu Lantis (lantis@mailexcite.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 - Game FAQs (http://www.gamefaqs.com)
For publishing lots of FAQs, including this one. Search here the
answer for that question you didn't find in any other place, in or
out the net!

4 - Bloody Tears (vinz8@hotmail.com)
For the Matchup Tactics. His "King of Fighters '98 Complete Ralf
Guide" is excellent. But I still hate Ralf!!. :P

5 - Kao Megura (http://members.xoom.com/megura)
For the names of the moves, and "Yashiro of the Parched Earth",
extracted from his FAQ.

6 - 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!). :)

7 - Anna Paula
Who? My girlfriend! She gives me all the love support I need.


8 - Challengers & Victims [ :) ]
Those players at the arcade who challenged me and those who were
by combo practice...:) And those who made me improve!


9 - 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):
Fábio (owner of Virtual Games), Gaston, Robson, Bauru, Jeffrey,
Johnatan, Max, Ricardo, Marcos, Hugo, Norbert and my favorite "enemy"
today: Leandro. He is young - 14 - but plays VERY well! He isn't
better for 2 reasons: 1) his mind isn't trained yet (he is the guy who
lost that SF Alpha 2 championship, hehehe) and 2) in Londrina, people
under 16 years cannot play in games centers :(. I'm building a site
about firearms and ammo, in Portuguese (our official language, rather
than Spanish), with my bud Marlon.

10 - 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.
Some names of authors and FAQ's, no particular order:

Kailu Lantis - al760412@campus.ira.itesm.mx
"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

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

Bloody Tears - vinz8@hotmail.com
"King of Fighters '98 Complete Ralf Guide"

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"

"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
"Real Bout Fatal Fury"

BARBERMAN - barbermn@wichita.fn.net
"Real Bout Fatal Fury: Combo Fury"

If you think your name should be listed here, please e-mail me.
Thanks for reading!

Renato Oliveira
renatohm99@yahoo.com.br
renatohm99@hotmail.com
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