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The King of Fighters '98 UMFE/Orochi Yashiro/Combos: Difference between revisions
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Created page with "{{CharNavbox 98FE}} == Combos == ===Meterless=== ''Low'' : <code>cr.B, cr.A/st.A, hcb,f+P</code> ''Mid/Jump-In'' : <code>(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B</code> : hcb,f+P does more damage, hcf+B has better corner carry. ''Overhead'' : <code>f+A, f+A</code> : OTG combo. ===With Meter=== ''Low'' : <code>cr.B, cr.A/st.A, hcbx2+P</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 i..." |
Franck Frost (talk | contribs) No edit summary |
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{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
==Meterless== | |||
''Low'' | ''Low'' | ||
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: OTG combo. | : OTG combo. | ||
==With Meter== | |||
''Low'' | ''Low'' | ||
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: <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code> | : <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code> | ||
==With Quick MAX== | |||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
Line 42: | Line 40: | ||
:* 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. | ||
==Navigation== | |||
{{Char Navbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] | ||
[[Category:Orochi Yashiro]] | [[Category:Orochi Yashiro]] |
Revision as of 15:22, 19 February 2023
Meterless
Low
cr.B, cr.A/st.A, hcb,f+P
Mid/Jump-In
(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B
- hcb,f+P does more damage, hcf+B has better corner carry.
Overhead
f+A, f+A
- OTG combo.
With Meter
Low
cr.B, cr.A/st.A, hcbx2+P
- 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
With Quick MAX
Mid/Jump-In
j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P
- 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 for a slight damage increase.
Low
cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B
- Hold forward during Quick MAX activation to ensure you're close enough for cl.D.