Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - sibarraz

#1
SNK Games / Top 5 Hardest SNK/Neo Geo Bosses
September 12, 2012, 01:09:00 AM
So yeah, which are in your opinion the hardest bosses on the SNK/ Neo Geo universe

I had to go with

Johan (RotD)
Omega Rugal 95
Omega Rugal 98
I will put FF3 as a whole since I had never been able to fight against chonrei without save states (And even with them I only got Chonsu
Karate/Akuma
#3
SNK Games / SNK minis
March 01, 2012, 08:40:51 AM
Well, I  had a problem with this games, today I went where a friend, and decided to spend 3 dollars to play psycho soldiers, problem was that the game never recognized the second player, this has happened to anyone else or is a problem from this kind of games?
#5
Something that I was thiking, in your opinion, which attributes should a character had in order to be a good 1st/2nd/3rd character?
#6
http://www.siliconera.com/2012/01/04/exclusive-phantom-breaker-to-get-special-limited-edition-release/

So yeah, this game developed by spb will be released on America in the spring, it will be 360 exclusive and will come with a limited edition

I played the demo some time ago, and It was not bad, but not good either, maybe with the game in english I could enjoy it more since I don't understood the mechanics of the game judging the demo
#7
Well, the game will be released on St. Valentine's day, personally, I'm pissed since I bought all the DLC and suddenly  those will not be worthy more, but maybe I will change my mind, at least BB is not longer a big deal for me, but is still fun to watch I guess
#8
Well, let's start this thread to post all the matchups that Andy has, which one he has an advatange, and the others one where he needs to work some more

If people post them I will later put them on the first pages so we could keep them organizated
#9
General Discussion / Tier List
December 07, 2011, 12:08:32 AM
Yeah, I know, is still premature to make a tier list considering that the game was released 2-3 weeks ago, but in your opinion, how is the tier list at the moment?

I'm interesed in the opinion of the habituals from the 1.1 version, since they could give us a better view considering the changes that everybody got
#10
King of Fighters 98/UM/FE / KOF 98UM - Chin Gentsai
October 07, 2011, 04:31:33 AM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws           


Gou Inshu: ;bk / ;fd+ ;c       
Gyaku Ashi Nage: ;bk / ;fd + ;d

Command Atacks


Suiho Hyotan Geki;  ;fd + ;a                             
   
Special Moves


Kisui Shuu: ;qcf + ;a / ;c                         
Hyotan Geki: ;qcb + ;a / ;c                                         
Ryuurin Hourai: ;dp + ;a / ;c                         
Kaiten-teki Kuutotsu Ken; ;hcf + ;b / ;d                         
Suikan Kanou:  ;dn ;dn + ;a / ;C                         
;fd Choushuu Rikugyo: f+P                       
;fd Kaiten-teki Kuutotsu Ken: ;fd + ;b / ;d                     
;fd Cancel: ;a ;b ;c ;d             
Bogetsu Sui: ;dn dn + ;b / ;d (move ;bk / ;fd)             
;fd Ryuda Hanyo: ;up + ;b                     
;fd Rigyo Hanyo: ;up + ;d                     
;fd Kaiten-teki Kuutotsu Ken: ;fd + ;b / ;d                     
;fd Cancel; ;a ;b ;c ;d

Desperation Moves                                   
Goen Shorai: ;qcf ;hcb + ;a / ;c   
Goen Enpo: ;qcf x2
Daikyuu Inshuu: ;hcb x2 + ;a / ;c (near)                       
Sentori Suiho: ;qcf x2 ;b / ;d                           
#11
Social Club / Racing Game thread
October 02, 2011, 03:06:42 AM
Until this year I never realized how much I love racing games, and now for first time a forza game has got me so hyped to the point that I will buy it from launch. I will buy GT5 if I had a ps3, I had mad respects from that series

And also, NFS The run seems really fun, it's worth a check

OutRun: Augmented Reality Driving Video Game
#12
King of Fighters 98/UM/FE / KOF 98UM - Sie Kensou
October 01, 2011, 09:35:29 PM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Sunda : ;bk / ;fd + ;c
Tomoe Nage: ;bk / ;fd + ;d

Command Moves
Kobokushu: ;fd + ;a                                              
Kousentai: ;fd + ;b           

Special Moves
Cho Kyuudan: ;qcb + ;a / ;c                                            
Ryuu Sogeki : ;qcb + ;a / ;c in air                                     
Ryuu Renga: Chiryuu: ;hcf+ ;a
Ryuu Renga: Tenryuu: ;hcf+ ;c                               
Ryuu Renda  ;dp + ;a / ;c (near)                                    
Ryuu Gakusai : ;rdp + ;b / ;d                        

Desperation Moves
Nikku Man o Kuu: ;qcb x2 + ;a / ;c                                  
Senki Hakkei: ;qcf x2 + ;a / ;c (near)                          
Shinryuu Seioh Rekkyaku: ;qcf ;hcb + ;b      
Shinryuu Tenbu Kyaku: ;qcf ;hcb + ;d  
#13
King of Fighters 98/UM/FE / KOF 98UM - Athena Asamiya
September 30, 2011, 11:52:51 PM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Psychic Throw: ;bk / ;fd + ;c
Bit Throw: ;bk / ;fd + ;d
Psychic Shoot: Any Direction but ;up + ;c / ;d  in air

Command Moves
Renkantai  ;fd + ;b                                              
Phoenix Bomb: ;dn + ;b in air                    

Special Moves
Psycho Ball: ;qcb + ;a / ;c                                            
Psycho Reflector: ;qcb + ;b / ;d                                      
Phoenix Arrow: ;qcb + ;b / ;d in air        
Psychic Teleport: ;qcf+ ;b / ;d                              
Psycho Sword  ;dp + ;a / ;c (air)                                    
Super Psychic Throw: ;hcf + ;a / ;c                        

Desperation Moves
Psycho Ball Revolution: ;qcf x2 + ;a / ;c                                  
Shining Crystal Bit:  ;hcb x2 + ;a / ;c (air)                          
;fd Crystal Shoot: ;qcb + ;a / ;c (can hold)                          
;fd Cancel: press ;a ;b ;c ;d               
Phoenix Fang Arrow: ;qcf x2 + ;b / ;d in air              
#14
King of Fighters 98/UM/FE / KOF98UM - Clark Still
September 29, 2011, 07:21:48 AM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Gallanting German: ;bk / ;fd+ ;c
Fisherman Buster: ;bk / ;fd+ ;d

Command Moves

Stomping: ;fd + ;b

Special Moves
Vulcan Punch - ;a / ;c (repeatedly,  ;a ;b ;c ;d to cancel)
Super Arabian Burglary Backbreaker: ;hcf + ;a / ;c    
Super Argentina Backbreaker;  ;hcf + ;b / ;d (near)                  
Napalm Stretch: ;dp ;a / ;c            
Frankesteiner: ;dp ;b / ;d      
Flashing Elbow: ;qcf + ;a / ;c (After all the special moves above, except vulcan punch)

Desperation Moves
Ultra Argentina Backbreaker: ;hcb x 2 + ;a / ;c
Running Tree: ;hcf x 2+ ;b / ;d
Napalm Strike:;hcb x2 + ;b / ;d
#15
Social Club / Cartoon Thread
September 29, 2011, 01:21:49 AM
Cartoon Network Rap (1995)

Well, let's talk about cartoons

I honestly like lots of cartoons from today, but for time reasons (Plus not knowing the schedule of the TV here) I can't watch them as much as I want, I will like to see Regular Show, Adventure Time, Batman the Brave and the Bold, or others, the only one that I give the time to watch on youtube is MLP:FIM

So any comments? I liked the beginning of season 2 of mlp
#16
Art of Fighting / Art of Fighting 3 Discussion Thread
September 21, 2011, 02:52:30 AM
Well, this lasts day for boredom I had been Playing AOF 3, and I must say, the game has something weird that makes me think that the idea could have a big potential, but that something is lacking tha tmake it fail

I like the ''3d fighter system'' that sorta resembles on, and the game per se is beautiful, but the game is not memorable, the more stiff AOF and AOF 2 somehow are more fun to play

Comments?
#17
King of Fighters 98/UM/FE / KOF 98UM - Ralf Jones
September 19, 2011, 09:18:27 PM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Dynamite Headbutt: ;bk / ;fd+ ;c
Northern Lights Bomb: ;bk / ;fd+ ;d

Special Moves
Vulcan Punch - ;a / ;c (repeatedly,  ;a ;b ;c ;d to cancel)
Kyukohka Bakudan Punch: charge ;dn ;up + ;a / ;c or ;qcf + ;a / ;c on air       
Super Argentine Backbreaker;  ;hcf + ;b / ;d (near)                   
Gatling Attack:  charge ;bk ;fd ;a / ;c             
Ralf Kick: charge ;bk ;fd ;b / ;d       


Desperation Moves
Galactica Phantom: ;qcf ;qcf + ;a / ;c
Umanori Vulcan Punch: ;qcb ;hcf + ;b / ;d
Bari Bari Vulcan Punch: ;qcf ;hcb + ;a / ;c

#18
King of Fighters 98/UM/FE / KOF98UM - Andy Bogard
September 13, 2011, 10:26:35 AM
fatal fury wild ambition - andy bogard ribbon of the night

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Gourin Kai: ;bk / ;fd+ ;c
Kakaekomi Nage: ;bk / ;fd+ ;d

Command Moves

Age Men:  ;df + ;a
Uwa Agito: ;fd + ;b


Special Moves

Hishou Ken: ;qcb + ;a                                             
Geki Hishou Ken: ;qcb + ;c                         
Shouryuu Dan: ;fd ;dn ;df + ;a/ ;c
Gekiheki Haisui Shou: ;hcf + ;a / ;c (near)                   
Kuuha Dan: ;hcf + ;b / :;d                         
Zenei Ken:  ;db  ;fd + ;a / ;c
;fd Gadankou: ;qcf + ;a / ;c
Gen'ei Shiranaui: ;qcf + ;b / ;d (Air)
;fd Gen'ei Shiranui: Shimo Agito: ;a / ;c
;fd Gen'ei Shiranui: Uwa Agito: ;b / ;d
                         

Desperation Moves

Chou Reppa Dan: ;dn ;db ;bk ;db ;dn ;df ;fd + ;b/ ;d
Hishou Ryuusei Ken: (;dn ;df ;fd)x2 + ;a/ ;c

QUICK MAX COMBOS

;hcf + ;a / ;c (4 hits) ,  ;a + ;b + ;c (walk up) , ;df + ;a (1 hit) ,  ;a + ;b;df + ;a (1 hit) ,  ;a + ;b , ;df + ;a (1 hit) ,  ;qcb + ;c


Jump ;d , close ;c , ;hcf + ;a / ;c (4 hits) ,  ;a + ;b + ;c (walk up) , ;df + ;a (1 hit) ,  ;a + ;b;df + ;a (1 hit) ,  ;a + ;b , ;df + ;a (1 hit) ,  ;qcb + ;c

;fd + ;b , ;a + ;b + ;c , close ;c , ;hcf + ;a / ;c (4 hits) , ;df + ;a (1 hit) ,  ;a + ;b;df + ;a (1 hit) ,  ;a + ;b , ;df + ;a (1 hit) ,  ;qcb + ;c

Jump ;d , close ;c , ;hcf + ;a / ;c (4 hits) ,  ;a + ;b + ;c (walk up) , ;df + ;a (1 hit) ,  ;a + ;b;df + ;a (1 hit) ,  ;a + ;b , ;df + ;a (1 hit) , ;fd ;dn ;df + ;a/ ;c
#19
King of Fighters 98/UM/FE / KOF 98UM - Terry Bogard
September 03, 2011, 07:58:24 AM
Ted Nugent - Stranglehold

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws

Grasping Upper: ;bk or ;fd + ;c
Buster Throw: ;bk or  ;fd +  ;d

Command Moves

Rising Upper: ;df + ;c
Back Knuckle: ;fd +  ;a

Special Moves

Power Wave: ;dn ;df ;fd ;a / ;c
Burning Knuckle: ;dn ;db ;bk ;a/ ;c
Power Dunk: ;fd ;dn ;df ;b/ ;d
Power Charge: ;bk ;db ;dn ;df ;fd  ;b/ ;d
Rising Tackle: ;dp ;a / ;c
Crack Shot: ;dn ;db ;bk ;b/ ;d

Desperation Moves
Power Geyser: ;dn ;db ;bk ;db ;fd ;a/ ;c
High-Angle Geyser: ;dn ;df ;fd ;dn ;df ;fd  ;b/ ;d


#20
The game is being developed by that same team that made blazblue, and will be released for AC next year, and in the 2013 for 360, ps3 and vita

http://blog.esuteru.com/archives/4654438.html

Good news, even though I wonder if this will afect in some way the relationship between atlus or SNKP in some way (Or maybe Atlus is thinking in publishing 2 fighting games just like Capcom does in case if the SNKP relationship still exists after XIII, or if SNKP still exists after it)

Also, remake of persona 4 for vita confirmed, and the development of persona 5 was announced too, even though this last one has zero information at the moment
#21
King of Fighters 98/UM/FE / KOF98UM - Goro Daimon
August 28, 2011, 10:04:18 PM
SAM EL REY DEL JUDO OPENING LATINO

Throws

Juuji Shime: ;bk or ;fd + ;c
Tsukami Tataki Tsuke: ;bk or ;fd + ;c (This throw will be performed if you are at throw distance from your opponent, but if you are literrally next to him, the juuji shime will be pulled)
Okuri Kyaku Harai: ;bk or ;fd + ;d

Command Moves


Takara Tsubushi: ;fd + ;a
Zujou Barai: ;df + ;c

Special Moves


Jirai Shin: ;fd ;dn ;df + ;a/ + ;c (;c version is a feint)
Chou Ukemi, ;dn ;db ;bk + ;b or ;d
Chou Oosotogari: close, ;dp + ;b / ;d
Kumo Tsukami Nage: ;bk ;db ;dn ;df ;fd + ;a
Kirikabu Gaeshi: ;bk ;db ;dn ;df ;fd + ;c
Tenchi Gaeshi: close, ;fd ;df ;dn ;db ;bk ;fd + ;a/ ;c
Ura Nage: close, ;fd ;df ;dn ;db ;bk ;fd + ;b / ;d

Desperation Moves


Jigoku Gokuraku Otoshi: close, (;fd ;df ;dn ;db ;bk)x2 + ;a/ ;c
Nekko Meki: (;bk ;db ;dn ;df ;fd)x2 + ;b/ ;d (MAX)
Zoku Kiri Kabu Gaeshi: Nekko Meki, ;bk ;db ;dn ;df ;fd + ;a / ;c
Bukko Meki Ura Nage: Zoku Kiri Kabu Gaeshi ;fd ;dn ;df + ;b/ ;d (MAX)
#22
Val Venis Titantron

Throws
Catch and Shoot: ;bk / ;fd + ;c
Front Suplex: ;bk / ;fd + ;d
Spinning Knee Drop: Any direction but  ;up + ;c (Air)

Command Moves

Flying Drill: ;dn + ;d (Air)
Jacknife Kick: ;fd + ;b


Special Moves
Raijinken: ;qcf + ;a / ;c
Kuuchuu Raijinken: ;qcf + ;a / ;c (Air)
Shinkuu Katete Koma: ;qcb + ;a / ;c
Benimaru Collider: close, ;hcb, ;fd + ;a / ;c
Iai-geri: ;qcf + ;b / ;d
Handou Sandan Geri: ;hcb + ;b/ ;d
Super Inazuma Kick: ;dp + ;b / ;d

Desperation Moves
Raikoken: ;qcf x 2 + ;a / ;c
Electrigger: ;hcb x 2 + ;a/ ;c                  
Raikou Katate Koma: ;qcb x 2 + ;b / ;d
#23
King of Fighters 98/UM/FE / KOF 98UM - Kyo Kusanagi
August 24, 2011, 06:37:48 PM
Well, I promised Desmond to help in the wiki of 98 um, so now I will make some character writeups

I will start with Kyo Kusangi

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Hachi Tetsu: ;bk / ;fd+ ;c
Issetsu Seoi Nage: ;bk / ;fd+ ;d

Command Moves
Ge Shiki: Goufu You: ;fd + ;b
Ge Shiki: Naraku Otoshi: (In Air) ;d + ;c
88 Shiki: ;df + ;d

Special Moves
114 Shiki Aragami:  ;dn ;df ;fd + ;a
128 Shiki Kono Kizu: 114 Shiki Aragami, ;dn ;df ;fd + ;a/ ;c
127 Shiki Yano Sabi: 114 Shiki Aragami, ;fd ;df ;dn ;db ;bk +  ;a/ ;c (Or just press any punch button after the 128 move)
125 Shiki Nana Se: 128 Kono Kizu, ;b/ ;d (or after a 127 if this was comboed from a 114)
Ge Shiki Migiri Ugachi: 127 Shiki Yano Sabi, ;a/ ;c
115 Shiki Doku Kami: ;dn ;df ;fd + ;c
401 Shiki Tumi Yomi: 115 Shiki Domu Kami, ;fd ;df ;dn ;db ;bk + ;a/ ;c
402 Shiki Batu Yomi: 401 Shiki Tumi Yomi, ;fd + ;a/ ;c
100 Shiki Oniyaki: ;fd ;dn ;df + ;a/ ;c
202 Shiki Kototsuki You: ;fd ;df ;dn ;db ;bk + ;b/ ;d
R.E.D. Kick: ;bk ;dn ;db + ;b/ ;d
75 Shiki Kai: ;dn ;df ;fd + ;b/ ;d (You can press them 2 times to start a juggle, buttons are exchangeable)
910 Shiki Nue Tumi: ;dn ;db ;bk + ;a/ ;c
Ge Shiki Ryuu Iri: ;dn ;db ;bk + ;a/ ;c

Desperation Moves

Ura 108 Shiki Orochinagi: ;dn ;db ;bk ;db ;dn ;df ;fd + ;a/ ;c
Mu Shiki: (;dn ;df ;fd)x2 + ;a/ ;c
#24
Hi, I don't know if this idea could be implemented, but it will be cool if everytime that you receive a pm, a bigger message appears in the index indicating that you received one, since lots of time I don't realize if those appears or not

Is just a suggestion
#25
Fatal Fury / Fatal Fury Wild Ambition
July 28, 2011, 07:30:54 AM
Anybody has played or plays this game?

I had this game on a local arcade and is really fun

My question is, how is the PSX version?

Is it worth to purchase on the store now?
#26
King of Fighters 98/UM/FE / Tier List Discussion
July 28, 2011, 04:09:41 AM
Well, we need to discuss about the tier lists in this game, it will be cool to had a tier list for the 3 versions of 98
#27
SNK Games / Top Hunter
July 26, 2011, 11:56:14 PM
This last 2 weeks I had been playing this game and I really love it, I like the music, the graphics and the gameplay, I don't know how I didn't discovered this game before

Anyway, something that took my attention was that you can pull moves from AOF and FF, I had yet to see how to pull a ryuuko ranbu with roddy

Anyway, some comments
#28
Neo Geo Battle Coliseum / Color Edits
July 19, 2011, 08:15:39 PM
I had to wonder, there is any site where you can watch color edits from the game and how to do them

Anybody here has good examples or proper creations?
#29
Social Club / Catherine
July 19, 2011, 07:59:53 PM
So yeah, anyone hyped with this game?

I'm planning on buying the over the love edition, I like the package, even though I hate the pillowcase, but overall is a really cool edition
#30
Samurai Shodown / Rumor: New Samurai Shodown Game?
July 11, 2011, 06:53:42 PM
http://www.hiphopgamershow.com/2011/07/samurai-showdown-new-engine-new-franchise-is-snk-really-back-hhgs-71011/

I never heard of hip hop gamer show, but still is a rumor as random as hell from this page
#32
I only wanted to congratulate the DC team for making a good site for kof, now it seems to be an active participaition in all the sub forums, not only XIII, with people discusing topics on RB2, 98, 2002, it seems like the community is growing stronger
#33
SNK Games / Seba, the cool dad
April 13, 2011, 08:58:13 PM
Yesterday navigating from the internet, I found it an argentinian webcomic site called ''Las historietas como le gustan a tu vieja'' and I was surprised seeing tons of SNK references which showed lots of pride from the creators to the company

This comic was amazing, I tried to translate, so I hope that you could get the idea



Which then finishes with this



This comic reminded me something that always has caught my attention, how even though they are not that much, SNK fans are way hardcore and loyal to the company, they seem to be one of the few fandoms to be really proud of the company and his legacy

And well, I think that I found it the future name of my son!
#35
Well, the same topic about MK9, but now with MVC 3, will anybody bought it?
I still had my dudes honestly
#36
Archives / "Dream Match Tournament" KOF98UM-KOF2002UM
January 28, 2011, 07:59:52 PM


Well, this saturday here on Chile there will be a KOF tournament of 98um and 2002um at the house of a friend

He told me that we will show the tournament on USTREAM, so stay tuned if you want to watch some matches

#37
Social Club / Virtua Tennis 4
January 22, 2011, 05:28:00 PM
So yeah, today was announced that Virtua Tennis 4 will appear for all the videogame consoles (at first was an exclusive for the PS3 and his move) but now will be for wii, 360, and others

My main fear as that it seems that for 360, only would be played with kinect, which will suck because VT is a very technical game that needs to be played with an controller to use all his potential

Also, Fernando Gonzalez will make his debut, sadly, it will be 3 years too late for me, I never understood the criteria that SEGA has to pick their roster

Anyway, any virtua tennis fan? It's funny how in the main arcade here there are 3 VT machines that still are very played
#38
I'm creating this thread because I think that should be good to had a place to explain the 3 system modes than 98um offers to play

Basically, explain to players why pick advace, extra or ultimate

Explain the pros and cons of dashing or run, dodge or roll, and stocks or meter

I can't do it because I don't had much experience, but I know that lots of people here could give good explanations and reasons

I play advanced because in 98 og, that was the only reliable mode and grew used to it, also is similar to the rest of kofs
#39
SNK Games / I'm the only one who thinks than......
January 22, 2011, 04:22:32 AM
The original SNK wasn' that much better than the actual SNKP?

I mean, I hate to compare both companies because the situation that both companies had were way different

SNK was like 50 times bigger than SNKP, the arcade scene was way more mainstream, and lots of other factors

IMO at times the original SNK is very overrated by their own fans, the first years of the neo geo were not that different from the quality of the games, lots of them sucked hard (even though SNK has way more money than now) and the balance slowly changed until the appear of Fatal Fury Special and Samurai Shodown, from then appears the SNK that we love, but still, from that time there was still a lots of games who sucked hard and flopped badly

The only thing that IMO there's no discussion is that back then, the graphics and music were superior from SNK games, but from a gameplay perspective, the situation is similar than SNKP, with some games that are amazing jewels, and lots of horrible games who had already been forgotten

Now, the only time span that I believe that should be praised and that under all accounts was superior than SNKP, is the timespan from 1997 to 2000, in this timespan, we had lots of games who not only showed how good an important was SNK, but also was a period with lots of workers who later will became they guys who will keep alive the genre from the next century

In those years we had KOF 98, 2000, RB2, LB 1/2 SS4, and Garou, games that could be played today and still feel modern (as possible as those games could be)

My point is, at times I think that SNKP gets too much undeserved crap, even from the own SNK fans (they deserve lots of crap, but at times I found too much) I think than SNK was not that much better than SNKP from a gameplay perspective, except from the timespan that I already mentioned

But yeah, comments?
#40
King of Fighters 98/UM/FE / KOF 98 UM - Ryo Sakazaki
January 22, 2011, 01:42:29 AM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Tani Otoshi: ;bk/ ;fd+ ;c close
Tomoe Nage: ;bk/ ;fd+ ;d close

Command Moves

Hyouchuu Wari:  ;fd+ ;a

Special Attacks

Ko Ou Ken: ;dn ;df ;fd+ ;a/ ;c
Kohou:  ;fd ;dn ;df+  ;a /  ;c
Moh Koh Raijin Satsu: ;dn ;df ;fd+ ;b/ ;d
Moh Koh Raijin Gou  : ;dn ;db ;bk+ ;a/ ;c /  ;a ;c
Hien Shippuu Kyaku: ;fd ;df ;dn ;db ;bk+ ;b/ ;d
Kyokugen-ryuu Renbu Ken:  ;bk ;db ;dn ;df ;fd+  ;a /  ;c (close)

Desperation Moves
Haoh Shou Kou Ken: ;fd ;bk ;db ;dn ;df ;fd+ ;a/ ;c
Ryuuko Ranbu: ;dn ;df ;fd ;df ;dn ;db ;bk+ ;a/ ;c
Tenchi Haoh Ken: ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c
#41
King of Fighters 98/UM/FE / KOF98UM - WolfganG Krauser
January 20, 2011, 09:52:02 PM



Throws:
Cliff-Hanger Drop:   ;bk/ ;fd;c (close)
Kaiser Driver '91:  ;bk/ ;fd;d (close)

Special Moves:
Lift Up Blow:   ;fd ;df ;dn ;db ;bk;fd;b/ ;d (close)
Kaiser Suplex: ;fd ;df ;dn ;db ;bk;fd;a/ ;c (close)
Phoenix Throw:  ;dn ;df ;fd;a/ ;c
Blitz Ball-Upper:  ;dn ;db ;bk;a/ ;c
Blitz Ball-Lower:  ;dn ;db ;bk;b/ ;d
Leg Tomahawk:  ;dn ;df ;fd;b/ ;d
Kaiser Kick:  ;fd ;dn ;df;b/ ;d
Kaiser Duel Sobat:  ;bk ;dn ;db;b/ ;d

Desperation Moves:
Kaiser Wave:  ;fd;bk ;db ;dn ;df ;fd;a/ ;c (press to hold)
Gigantic Cyclone:   ;fd ;df ;dn ;db ;bk x 3 +  ;a/ ;c (close)
Unlimited Desire:  ;dn ;df ;fd;fd ;df ;dn ;db ;bk;a/ ;c

Discuss!

Any tips to beat this bastard, or help guys who want to learn how to use it
#42
Art of Fighting / Art of Fighting Console Versions
January 17, 2011, 02:44:31 AM
It's me or AOF 1 for the genesis and the SNES are way better than the neo geo versions?

Something had that I found them really funny
#43
I don't know why I got this idea, but maybe my favorite combo video is this one from 2002UM

http://www.youtube.com/watch?v=aV03711OQGM

So I thought that it will be a cool idea that the page created this kind of combo video for every KOF to had them at their database, basically, it shows 3 combos per character, one very basic, other for intermediate players and the last one for advanced players.

It will be very simple and visually very useful
#44
King of Fighters 98/UM/FE / KOF 98 UM - Athena
January 14, 2011, 07:55:49 PM
So yeah, I will maybe pull a write up later but first I had a question

This wednesday I played against an athena who did me the following combo

Air Grab, Air QCB + K, HCB x2 + P

I can't recall if he did me the air grab, but at least the DM connected after the QCK K, so I want to see how to do this combo (in video form, lol)
#45
Social Club / The Xbox 360 Thread
January 13, 2011, 11:51:44 PM
So yeah, I'm sure that lots of people had here an xbox, so I created this thread to talk about upcoming releases, news, or advising about some discounts or gifts that from time to time pop up

Also could put some gamertags or gamercards
#46
King of Fighters 98/UM/FE / KOF 98 UM - Ex King
December 23, 2010, 07:25:49 PM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick


Throws
Hold Rush: ;bk / ;fd+ ;c (close)
Hook Master: ;bk / ;fd+ ;d (close)

Command Moves
Slide Kick: ;df + ;d

Special Moves
Trap Shot: ;fd ;dn ;df + ;b / ;d
Venom Strike: ;dn ;df ;fd + ;b / ;d
Tornado Kick:  ;fd ;df ;dn ;db ;bk + ;b / ;d
Moushuu Kyaku: ;rdp + ;b / ;d

Desperation Moves
Double Strike: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
Surprise Rose ;dn ;df ;fd ;dn ;df ;fd ;a / ;c
#47
So yeah, why we don't discuss the changes and re balancing the in your opinion the game should receive?

There's a lots of characters that need to be nerfed or buffed, honestly, I want to see chin buffed, and Lucky just for lolz

Well, I will remove the unlockable projectile bug to all characters except athena, Krauser Ranbu should had less priority, hell, almost all krauser moves needs less priority, and also give blitzball a longer recovery.

#48
King of Fighters 98/UM/FE / KOF 98UM - Takuma Sakazaki
December 22, 2010, 06:00:31 AM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Oosotogari: ;bk/ ;fd+ ;c close
Ippon Seoi: ;bk/ ;fd+ ;d close

Command Moves
Oni Guruma: ;fd + ;a
Kawara Wari: ;fd + ;b

Special Attacks
Ko'oh Ken: ;qcf +  ;a /  ;c    
Zaretsu Ken:  ;fd, ;bk, ;fd + ;a /  ;c
Moh Koh Burai Gan: ;qcb + ;a /  ;c
Hien Shippuu Kyaku: Charge  ;db,  ;fd +  ;b /  ;d
Shoran Kyaku: ;hcb +  ;b /  ;d

Desperation Moves

Shin Kishin Geki: Close ;qcf ;dn ;df ;fd +  ;a /  ;c
Haoh Shikou Ken:  ;fd ;hcf +  ;a /  ;c
Ryuuko Ranbu: ;qcf ;df ;dn ;db ;bk +  ;a /  ;c

Notes

Oni Guruma Is a no-recovery knockdown when used on its own. In theory this should not happen when is cancelled from a normal and comboed into a special or dm, but sometimes, could produce a knockdown if it's comboed, the most probably is that if you are a little too late this could happen. This Command Move could be cancelled from kight normal Attacks

Kawara Wari is an overhead when is used on its own, Could be comboed from lights attacks, even though this move has less options than Oni Guruma, because only Hao Shikou Ken and the Ryuuko Ranbu will combo after it. Personally, I found it harder to combo the Haoh Shikou Ken, since it seems than requires to be inputed quicker after this move than the Oni Guruma, but at the sime time, I found it easier to connect the Ryuuko Ranbu since you can overlap the command without pulling a Ko'oh Ken, even though after this only the A version of the DM will connect. Only the C version of the Haoh Shiou Ken will be comboed. In max mode will not connect after a heavy normal

Ko'oh Ken: A version is slower and do less damage than C Version. This is a very good move to keep pressure on your opponent, and also could be comboed after both command moves and after a Hien Shippuu Kyaku. If your opponent is in the corner and you are in the end of the other side, you can connect the D version of Hien Shippuu Kyaku or a Ryuuko Ranbu with proper timing, even though is very diffivult to connect both moves in a competitive match

Zanretsu Ken: Both version of the move do the same damage, but the C version stays longer even though has an slightly slower start up. Could be connected after an Hien Shippuu Kyaku

Moh Koh Burai Gan: This move has autoguard and produces auto crash, also, in 98 um this move could reflect projectiles. The move could only be comboed after a Hien Shippuu Kyaku, and the A version after a crouching a

Hien Shippuu Kyaku: B version produces knockdown, while the D version juggles the Opponent. After this move you can connect all the special attacks excepts the Shoran Kyaku and also, could connect the Haoh Shikou Ken. This move could be comboed after a crouching C. The best is connect this move after a crouching C connected after a jumping attack, if you do it alone, there is high risk that your opponent block it and is not a safe move. If the move connects, always connect something after it, the haoh shikou ken does good damage

Shoran Kyaku: Running Command Grab

Shin Kishin Geki: In 98 um, this move is now a command grab, if the moves doesn't connect, will not had a whiff animation like 98 OG. The grab doesn't had a very good range, and if it whiff, the opponent will had a lot of time to punish you. Could be comboed after a Oni Guruma

Haoh Shikou Ken: Now in 98um, this moves became a normal DM instead of a special attack, this is move is useful now since has an slower start up, and could be comboed after both command grabs and a Hien Shippuu Kyaku. A version is Slower while c is faster

Ryuuko Ranbu: Takuma is invencible during the startup, well timed could have a very good priority. C version has an slower startup and is more hard to combo.
Crouching C could be used as a an anti air

Jumping CD has a very good priority air to air

If you try to connect an Oni Guruma after a crouching a or b, don't do the QCF input, since insted will appear a ko'oh ken, thankfully, with timing you can connect both moves and the same time, overlap the inital QCF required for the Ryuuko Ran bu and the Shin Kishin Geki, just do the normal input (  ;dn +  ;a /  ;b /  ;c and quickly   ;fd +  ;a) and this will be considered as a qcf for both dms, now only do a qcf or a hcb and the dm will appear, must be quick though, specially with the QCF since if you do it a little late, will appear a ko'oh ken

Combos

-cr b, fd + b, Strong or SDM version Haoh Shikou Ken/ Weak or SDM version of Ryuuko Ranbu
-cr b, cr a, f + a, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
-cr b, cr b, Ryuuko Ranbu
-st c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Hien Shippuu Kyaku, Haoh Shikou Ken / Zanretsu Ken / Ko'oh Ken/ Moh Koh Burai Gan

Please, is some mod could fix my engrish (xD) made more clear the combos or fix something that is wrong just do it, other users could help too and I will fix it

#49
Well, I never get why in this forum there was an Art of Fighting forum since must be the series that everybody mentions as an ''SNK classic'' but at the same time everybody knows that sucks.

Well, I love  Art of Fighting 2, the 3 times that I played it on versus, I found it a very funny game to play it on Multiplayer, same with the original AOF, AOF 3 sucks, even though must have the best graphics on the neo geo (or it's garou?)

Well, discuss, I hope that we could play one day
#50
King of Fighters 98/UM/FE / KOF 98UM - Ex Yuri
December 21, 2010, 08:01:15 PM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Oni Harite: ;bk/ ;fd+ ;c close
Silent Nage: ;bk/ ;fd+ ;d close
Tsubame Otoshi: ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Moves

En Yoku:  ;fd+ ;b

Special Attacks
Saiha: ;dn ;db ;bk+ ;a/ ;c
Raiouken: ;dn ;df ;fd+ ;b/ ;d on air
Ko Ou Ken: ;dn ;df ;fd+ ;a/ ;c
Hyakuretsu Binta: ;fd ;df ;dn ;db ;bk+ ;b/ ;d


Desperation Moves
Haoh Shou Kou Ken: ;fd ;bk ;db ;dn ;df ;fd+ ;a/ ;c
Hien Hou'ou Kyaku: ;dn ;df ;fd ;df ;dn ;db ;bk+ ;b/ ;d
Shin! Chou Upper: ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c

* En Yoku works as an overhead. Can't be cancelled after a normal
* Saiha reflects projectiles and also could be used as an anti air. It could be used also in combos, the A version after light or heavy attacks and the C version  only after heavy attacks
* Raiouken now only works on air, and could hit OTG
* Ko Ou Ken speed varies according to the button used, A version is slower while c version is faster. IBoth version only could be comboed after heavy attacks
* Hyakuretsu Binta is a running command grab
* A version of Hao Sho Ko Ken is slower than C version, but can be comboed, even though the timing is a little tricky, it will be a better option to use the other 2 DM
* After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
* If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.

All yuri normals except crouching B and crouching D could be cancelled into a super or a DM. Even though after crouching B you can connect crouching A, Standing A, Standing B and Crocuhing C, this last one requires a very good timing