|Report from Day 2:
I have been asked some questions about the new command throwing system,
so I did some investigation on it.
Result goes as follows-
1- Evidently all the commands throws have about 1-3 frames
of animation before the grab actually gets executed. The frames go very
quickly, a bit faster than a weak attack or so.
2- However, the recovery time of a command throw when it misses is
not as forgiving, especially when it comes to DM throws. For instance Yamazaki
would have his hand in the air for approximately a whole second if he misses
(the drill throw pose, yes). Shermie was spotted standing in the air upside
down with her hand when she had missed her DM throw- a very humorous but
suicidal occasion. And Mary hops into the air if she misses her Typhoon
throw -another example of what can happen if the throw misses.
3- Although I am not sure about normal command throws, DM command
throws can definitely be done away from the opponent. The character can
be at the edge of the screen from where the opponent is, and it can still
be executed, missing out of course.
4- In the case of DM throws, the "shine" seems to happen after the
first grab frames- if this is true, it means that the opponent in a throwable
situation at that time cannot jump out of it.
SNK is advertising KOF98' as the "Special Edition" and "Super Service"
game of KOF history.
One important factor of the game which I missed on mentioning about
KOF98 is that, while the game is exciting, the basic character tactics
have not dramatically changed with most characters since they are basically
the same from 97'. Of course the play is not identical due to the timing
of some moves and many minor changes in moves.
Revived characters from the past have extremely smooth animation.
In example, a very comparable number of frames have been used for Heidern's
"blood off the hand" victory pose" in 98 as opposed to 95'.
In 97' there were 3 victory poses which could be chosen by the A,
B and C buttons. Now characters have a fourth pose which can be chosen
by the D button as well.
The DMs seem to change in damage depending on how much life the opponent
has- the less life, the less damage.
His new teleport looks similar to the dash attacks and may be an
effective move to confuse the opponent.
He has a new victory pose where he lies down looking sickly sexy
on the ground like Mai's pose from RBS.
His "Go to Hell" Final Bringer DM can be guarded crouching.
Has a new jump punch. Also, he seems to have a punch on the ground
which looks just like the "sledgehammer" frame.
The Dynamite Swing no longer has its invincibility at the beginning.
Has a new move where she throws a shining object ( Grenade?) which
explodes upon contact. The move comes out rather slowly be she seems to
be able to move right after she throws it.
Laughs before fighting Heidern. Seems to have a long dialogue with
him, but the arcade was too loud to tell.
Unfortunately he does not seem to have an alternate version.
His Galactica Phantom is an autoguard while facing backwards. A
Kyo jumped in with a fierce kick and connected it into a 3 hit combo, but
Ralf didn't even budge. The next instant, Kyo had met his match.
Interestingly there were a lot more players using members of the
USA94' team when compared to the first day of beta testing -and someone
was even getting a winning streak with the pure 94'USA team members.
HeavyD!'s RSD seems to miss ducking opponents. His Soul Flower is
a good anti-air but very weak from the sides.
Finally figured out how to write his name correctly.
Lucky's moves generally seem to be slow from the in but fast on
the out- his specials seem to be hard to counter once they come out.
Lucky has a fighting stance which is apparently a "De-fence" in
basketball style, but it also looks like a hip dance going left and right.
His Screw Body Press seems to be an effective weapon- its damages
are fierce and it hits multiple times. Brian's rocket attack is shoulder
AOF team members
The Haoh-shokokens seem to need POW. It may be that the normal versions
need a pow, but Alternate versions do not. This may also effect the damage
An alternate RB2 version of her is available. She has her fan slash
from RB2, but probably has lost her fan dance.
An alternate RB2 version of him is available as well. For some reason
he did not seem to have his dragon buster, but he has lost his counters.
RB2 Billy has the sparrow killer and the Salamander Stream DM from
Still has his reliable fast fierce punches. His old sand sweep can
be done by an uppercut motion + D while an uppercut motion with B does
his RB2 crunch kick. The crunch kick seems to be a very effective move-
it hits twice, the second hit needs to be guarded standing, it is hard
to counter unless done at the edge, and it can also work as an early anti-air.