THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

Not enough ratings
How to play BasketBALL
By DongCharacter
Let's play some basketball in KOF98UMFE
   
Award
Favorite
Favorited
Unfavorite
1. Do I want this character?
Before pick this character, let's consider do you really want to play it.

Pros
  • Specialized at annoying your opponent
  • plays basketball
Cons
  • one of the tall crouchers, your defense game will be very painful
  • cant do much damage without meter
  • there are some clear ways to beat this guy
2. What tools do I have?
Normal, Buttons whatever

far.A
a generic anti hop button. you have it. whiff against croucher.
far.C
a NO sign. of course whiff against croucher. and might end up eating some whiff punish.
far.D
P O K E. finally one thing you can hit croucher. still whiff punishable.

close.A
generic panic button. whiff against croucher though.
close.B
IS NOT LOW.
close.C
4f and your best combo starter, you wont be able to get this in actual match though.

crouch.A
fast. ok panic button.
crouch.B
your main FOOTSIE tool. you will probably use this one 30% time of the match.
dont forget to practice cr.Bxn qcfx2.A combo since its the greatest damage source you have.
crouch.C
another NO sign. pretty ok. you can cancel it on connect.
crouch.D
great range, cancelable on both hit and whiff. another main tool.

jump.B
can kind of crossup, but forget this part. this is just one nice jump in.
jump.D
LONG KICK. great poke, runaway, air to air. though you dont really jump with this guy.
jump.CD
a little slower version of j.D its still good.

neutral jump.B
air to air.
neutral jump.D
instant overhead, chin and choi can duck under it.

Command Normal

air d+A
worse version of kyo's air d+C since you cant get cross up off from it. but it forces hard knock down on hit anytime anywhere.
and the rest of usage is pretty much same.

Normal Throw

b or f + D
forget C, you gotta make them feel annoyed. why would you use one they can throw tech. it wont work.
ABUSE IT WHEN POSSIBLE. it doesnt make you win but feels good anyway.

Special Moves

qcf+P

He bounces the ball across the screen. Have kind of long start up but recovery is ok and it's very annoying to dodge around it cause of weird trajectory it has.
Thanks to the fast recovery you can focus on their reaction and give proper answer for that.
If they tried to roll out, grab or crouch.D them. Jump, nj.B or back jump j.D j.CD whatever choice you want to.
The correct answer your opponent has is just blocking and walking toward you.
If they do that all time, you are kinda screwed cause they know what you want to do.
and one tool is disabled.

A I R qcb+P

Right, you can use it IN AIR in 98UMFE. Don't use it on ground.
Both are pretty nice. Pushes you backward on use. Making it nice anti air bait.
Heavy version drops the ball right in front of you so you can bait forward roll as well.
Fine move. But at close distance they can simply air to air you. Don't spam it.

qcf+B

Got nerfed sadly, still useful. poke some cr.D and just cancel it whatsoever. It's pretty safe. But you will be in negative frame most of the time. then Your choices there is burst out random dp or 1f grab super or just block.

dp+K

kinda Generic Anti-Air.
They reworked this move so his dp+D became weird horizontal spin kick barrage. You can get combo off from cr.B so HOORAY, a legit meterless low combo for Lucky.

d,d+any button.

Drops ball. You can choose where to drop it by which button you pressed. Goes further in order of A B C D.
A mind game.

SUPER, DM WHATEVER

qcfx2+P

A version is for your low combo. as I mentioned before.
cr.b, qcfx2.A
C version works as cr.C, qcfx2.C.
Max version can be comboed from both cr.B and cr.C

qcfx2+K

another reworked move. now it's a 1f command grab.
this alone makes Lucky even more annoying than before.
3. COMBO PLEASE?
cr.Bxn(up to 3), dp.D
Lucky's ONLY legit meterless low combo. PRACTICE it. dp.D also leaves your opponent right in front of you in hard knockdown status.
d,d+B is guaranteed meaty outside of corner. But some characters can beat it by doing their reversal invul moves.

cl.C, dp.D
I know you have qcb.K, but this is just better option.

cl.C, f+B, qcfx2.C
baby step.

cr.Bxn(up to 3), qcfx2.A
Your very few damage source. also practice it.

cr.C, qcfx2.C
why not.

EXTRA METER

cr.Bxn(up to 3), ABC, cr.C, qcfx2.C
more damage, gotta practice it.

cl.C or cr.C up close, qcb.B, ABC on last hit, cr.C, qcfx2.C
cool stuff with highest damage. so why not.
4. Which MODE shoud I prefer?
well, mode and such are just opinions. so..
pick extra meter first. don't you dare use adv like dumb idiot.

Run? / Step dash?

depends on your playstyle frankly.

his run is average.
Lucky doesnt get much of benefit from step dash itself, you only want the faster walk speed.

so if you want to focus on offensive footsie, RUN
if you want to spam mash grab and safer movements in general, Step dash.

ADV/EXT METER

I TOLD YOU. EXTRA METER.

Roll?/Fix dodge?

I personally prefer fix dodge.
this one is also playstyle thing. take yours.

CONCLUSION

RUN/ADV METER/ROLL , pure advanced mode.
^ aggressive(still pick extra meter for god's sake)
ULTIMATE MODE
v defensive
STEP DASH/EXT METER/FIX DODGE , pure extra mode.
1 Comments
Saenskur 30 Sep, 2021 @ 2:39am 
Dong man's wisdom to playing with balls