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The King of Fighters '98 UMFE/Orochi Yashiro/Combos: Difference between revisions
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''Low'' | ''Low'' | ||
<span class="tab"><code>{{Hover|cr.B, cr.A/st.A, hcb,f+P|2B, 2A/5A, 632146P}}</code> | |||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
<ul><code>(j.X), cl.D, {{Hover|f+A/f+B, hcb,f+P/hcf+B|6A/6B, 632146P/41236B}}</code><br> | |||
{{Hover|hcb,f+P does more damage, hcf+B|632146P does more damage, 41236B}} has better corner carry.</ul> | |||
''Overhead'' | ''Overhead'' | ||
<span class="tab"><code>{{Hover|f+A, f+A|6A, 6A}}</code> | |||
: OTG combo. | : OTG combo. | ||
Line 21: | Line 21: | ||
''Low'' | ''Low'' | ||
<span class="tab"><code>{{Hover|cr.B, cr.A/st.A, hcbx2+P|2B, 2A/5A, 6321463214P}}</code> | |||
: You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A. | : You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A. | ||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
<span class="tab"><code>(j.X), cl.D, {{Hover|f+A/f+B, hcbx2+P|6A/6B, 6321463214P}}</code> | |||
==With Quick MAX== | ==With Quick MAX== | ||
Line 32: | Line 32: | ||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
<ul><code>j.A, ABC, cl.D, {{Hover|f+A/f+B, hcb,f+P/hcf+B/hcbx2+P|6A/6B, 632146P/41236B/6321463214P}}</code><br> | |||
High and fast jump-in combo enabled by Quick MAX. You can go into {{Hover|hcb,f+P or hcf+B to stay in MAX Mode or hcbx2+P|632146P or 41236B to stay in MAX Mode or 6321463214P}} for a slight damage increase.</ul> | |||
''Low'' | ''Low'' | ||
<span class="tab"><code>{{Hover|cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B|2B, (2A), ABC, cl.D, 6A/6B, 41236B}}</code> | |||
:* Hold forward during Quick MAX activation to ensure you're close enough for cl.D. | :* Hold forward during Quick MAX activation to ensure you're close enough for cl.D. | ||
Revision as of 05:52, 20 February 2023
Meterless
Low
cr.B, cr.A/st.A, hcb,f+P
2B, 2A/5A, 632146P
Mid/Jump-In
(j.X), cl.D,
f+A/f+B, hcb,f+P/hcf+B
6A/6B, 632146P/41236B
hcb,f+P does more damage, hcf+B 632146P does more damage, 41236B has better corner carry.
Overhead
f+A, f+A
6A, 6A
- OTG combo.
With Meter
Low
cr.B, cr.A/st.A, hcbx2+P
2B, 2A/5A, 6321463214P
- You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A.
Mid/Jump-In
(j.X), cl.D,
f+A/f+B, hcbx2+P
6A/6B, 6321463214P
With Quick MAX
Mid/Jump-In
j.A, ABC, cl.D,
f+A/f+B, hcb,f+P/hcf+B/hcbx2+P
6A/6B, 632146P/41236B/6321463214P
High and fast jump-in combo enabled by Quick MAX. You can go into hcb,f+P or hcf+B to stay in MAX Mode or hcbx2+P 632146P or 41236B to stay in MAX Mode or 6321463214P for a slight damage increase.
Low
cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B
2B, (2A), ABC, cl.D, 6A/6B, 41236B
- Hold forward during Quick MAX activation to ensure you're close enough for cl.D.