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The King of Fighters '98 UMFE/Orochi Yashiro/Combos: Difference between revisions
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==Navigation== | ==Navigation== | ||
{{ | {{CharNavbox 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.