This is not to say that the games post-98 are bad, however, so much as to note how fantastic a product ’98 was from ’94 to ’97, SNK had been experimenting with different styles of visual and gameplay elements, trying to find styles that clicked, and by the time ’98 came around, it pretty much set the gameplay tone for the next several games in the series until ’03 came along, as most of the later games are derived in large part from the strides made in the first few games. The original King of Fighters ’98, which is itself now celebrating its eleventh anniversary, marks the point, arguably, where the KOF series propelled itself over the proverbial man-eating fish it’s more or less a giant collection of characters from the first four games in the series, marks the end of the Orochi Saga, and is essentially the last game before K’ and his storyline took center stage and more or less signaled the downward slide in interest in the series. As such, with the exception of omitting references to importing the game and discussion about the online aspect, this review is functionally identical to the review of the import game, and as such, if you’ve read that, you’ve pretty much read this. The menus are identical, the unlockable content and methods to follow to unlock things are identical, and frankly, the games are one and the same. Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.įf.Note: the US release of King of Fighters ’98 Ultimate Match is functionally identical to the JP release, save for the omission of online play. Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward. Jump/jumping - Press up-back/up/up-forward. Qcb hcf - 2141236 - Quarter circle back half circle forward
Hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motionī~f - 6 - Hold back then press forwardĭb/f - 1,6 - press down back then forwardį/b/f - 6,4,6 - press forward back forward Tk - 2369 - d/df/f/uf - Tiger Knee Motion Rdp - 421 - b/d/db - Reverse Dragon Punch motionĬharge - 6 or 8 - b~f or d~u - Hold in one direction then shift to the designated direction Hcb - 63214 - f/df/d/db/d - Half circle backward Hcf - 41236 - b/db/d/df/f - Half circle forward Qcb - 214 - d/db/b - Quarter circle backward Qcf - 236 - d/df/f - Quarter circle forward SDM = Super Desperation Moves, more powerful versions of DMs, requiring Max Mode + 1 power stock or fully-charged meter + low flashing health GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meterĭM = Desperation Moves, super moves that require power stock or fully-charged/low flashing health meter GCR = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter (In Extra Mode) Dodge, AB will make a character stand and evade an attack briefly, pressing an attack button during Dodge will make a Dodge attack, and can be used to recover from knockdownsĪBC = (In Advanced Mode) Max Mode Activation, (In Extra Mode) Meter Charging P = With either Low Punch or Strong PunchĪB = (In Advanced Mode) Evasive Roll, neutral or forward AB while make the character roll forward, pressing it in the backward direction will make the character roll backward, and can be used to recover from knockdowns