

cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.).cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P.But if you hit the first part (while holding P), SDM qcb hcf + P wil deal the same damage as SDM qcf qcf + P if you burn for 1 hit, and more damage than it if you burn for 2-3 hits (only possible in the corner). The second part of SDM qcb hcf + P will deal less damage than SDM qcf qcf + P.
#The king of fighters 98 wiki full#
Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part.

The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him). It can connect after qcf + D > D for max damage. C version can combo from Kyo's hard attacks or a chained f + B. Orochinagi (qcb hcf + P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility.Here's one I already mentioned: qcf + C (blocked), qcb + A. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Counter/Uppercut Thing (qcb + P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up.b or f + D - Breakable, reverse knockdown, back turned, un-rollable.ĭ throw preferable unless you have them in the corner for better wakeups.b or f + C - Breakable, forward knockdown, face forward, rollable.
