Which 98 King of Fighter is better

G-Product

Benimaru's Hairdresser
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As you know in KOF 98 u can pick the older versions of characters but which one is better is what I would like to know cuz me & my bro just got back into this game

Terry - Old or new
Kyo - old or new
Mai - old or new
Billy - Old or new
Ryo - old or new
Yuri - old or new
Robert - old or new
Shermie - old or new
Chris - old or new
Yashiro - old or new
Andy - old or new
Joe - old or new

thanx
 

Atro

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Not that I try them all but here goes the ones I really prefer :

Terry = Start version
Ryo = Start version
Yashiro = Start version ( cheapass mofo )
Robert = Start version ( sucks in either version imo )
Yuri = Start version
Joe = cool in both, but Start version ownz
Kyo, Shermie are pretty useless in the start version imo.

Chris is ok in both.

Billy and Mai aren't my cup of tea, but will try a bit Mai tommorow.
 

snesaes

Haomaru's Blade Shiner
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Atrophyed said:
Not that I try them all but here goes the ones I really prefer :

Terry = Start version
Ryo = Start version
Yashiro = Start version ( cheapass mofo )
Robert = Start version ( sucks in either version imo )
Yuri = Start version
Joe = cool in both, but Start version ownz
Kyo, Shermie are pretty useless in the start version imo.

Chris is ok in both.

Billy and Mai aren't my cup of tea, but will try a bit Mai tommorow.

I think Start Kyo isn't that bad. Personally, I perfer the flame punches Kyo, but once in a while, I like to change it up a bit. I think it's suprising and kinda cool that they've kept that version of Kyo in 2002 and 2003, as well as '99.
 

EX_Andy

Vanessa's Drinking Bud,
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G-Product said:
As you know in KOF 98 u can pick the older versions of characters but which one is better is what I would like to know cuz me & my bro just got back into this game

Terry - Old or new
Kyo - old or new
Mai - old or new
Billy - Old or new
Ryo - old or new
Yuri - old or new
Robert - old or new
Shermie - old or new
Chris - old or new
Yashiro - old or new
Andy - old or new
Joe - old or new

thanx

It depends on what you define as "better." With the exception of the New Face Team (which becomes a totally different set of characters) and maybe Billy, the "press start" versions of all '98 characters are more limited and less interesting, although Ryo's "press start" version is actually much more powerful (even if he is a lot more boring).
 

Atro

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EX_Andy said:
It depends on what you define as "better." With the exception of the New Face Team (which becomes a totally different set of characters) and maybe Billy, the "press start" versions of all '98 characters are more limited and less interesting, although Ryo's "press start" version is actually much more powerful (even if he is a lot more boring).

More limited ?

My start Terry ownz any normal Terry any day of the week.

Same goes for Orochi Yashiro and Ryo 95.

They're just limited in terms of Desperation moves, but they have other powerful set of moves that can turn a suposely lost battle into a brilliant victory.
 

EX_Andy

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Atrophyed said:
More limited ?

My start Terry ownz any normal Terry any day of the week.

Same goes for Orochi Yashiro and Ryo 95.

They're just limited in terms of Desperation moves, but they have other powerful set of moves that can turn a suposely lost battle into a brilliant victory.

Yes, more limited. Fewer moves, simpler strategies.

And RB2 Terry's fire kick -> rising tackle cancel is good for a cheap thrill, but he can't hold a candle to non-charge-autoguard rising tackle, more damaging combo DM, power charge juggling "non-start" Terry. (compare the damage for the DM and SDM versions of the qcfx2+K versus the power geyser...much more damage than the power geyser, but "regular" Terry still has the power geyser if he wants it) Even the original Terry's "short" power wave is a better move, since it's faster and stuffs projectiles (and a whole lot more at close range). The long-range power wave is good against CPU Rugal, otherwise, it's not all that great.

Like I said, Orochi Yashiro is a totally different character. And like I said, "press start" Ryo is a lot stronger than the regular versions, but he's too simple to play. His best strengths are jumping around throwing kooh kens and using a super high priority uppercut (along with Ryo's basic weak-normal-into-hienshippu kyaku combos). They're also really, really boring strengths to use and they don't offer much in the way of interesting strategies.
 

Atro

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I couldn't care less about the DP Rising tackle move.

If it wasn't just for is autoguard, It would be pretty useless ( at least to me ).

And I can pull of easily a 11HIt combo with Start Terry that takes 45% of the bar without the need of wasting one stock.

The powercharge SDM combo is nice and all, but it requires a stock or two.
Start Terry has diferent moves that make him a pain in the ass for most opponents. I just miss the power dunk move on that version.
 

EX_Andy

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Atrophyed said:
I couldn't care less about the DP Rising tackle move.

If it wasn't just for is autoguard, It would be pretty useless ( at least to me ).

And I can pull of easily a 11HIt combo with Start Terry that takes 45% of the bar without the need of wasting one stock.

The powercharge SDM combo is nice and all, but it requires a stock or two.
Start Terry has diferent moves that make him a pain in the ass for most opponents. I just miss the power dunk move on that version.

Autoguard is very powerful (and very annoying) when used right.

I know you can pull off a 45% combo with RB2 Terry. So can any Terry player worth his salt. It's rather easy.

Both versions of the qcfx2 + K DM do more damage, both the DM and SDM versions. If you can flawlessly combo into it (and Terry can combo just about anything starting from a measly low B), you'll consistently do more damage. We both know how easy it is for Terry to get stocks in advanced. RB2 Terry just doesn't have this option in his arsenal.

The power dunk is regular Terry's most useless move. Because he has the do-anywhere autoguard rising tackle, he doesn't even need the power dunk (it does slightly more damage off a power charge juggle, that's about it).

Don't get me wrong, in '98, RB2 Terry is a strong character if used right. Regular Terry is stronger.
 

snesaes

Haomaru's Blade Shiner
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Well, at least G-Product is actually talking about a diffrent damn game besides Chaos. :loco: By the way, I got some KOF 98 combo videos if you're interested.
 

SouthtownKid

There are four lights
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It's been avery long time since I've played '98 now, so could someone confirm for me:

Does RB2 Terry/"start" Terry really not have Power Dunk at all? Or is it just the same stupid movement it is in RB2? (df+A, uf+B...what were they thinking...)

The reason I ask, is that at the last time I played '98, I wasn't even aware of the RB2 movement for Power Dunk, so I just assumed it wasn't there at all. But now, I wonder.

edit: kind of unrelated, but does anyone know if Terry has Power Dunk in FF: First Contact? Since it's kind of a port of RB2, I've tried that way, but I've never seen one. Just curious... I mean, it seems like if they could put Dealy Rave in the game, Terry should be able to have his dunk.
 
Last edited:

KagerouSama

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SouthtownKid said:
It's been avery long time since I've played '98 now, so could someone confirm for me:

Does RB2 Terry/"start" Terry really not have Power Dunk at all? Or is it just the same stupid movement it is in RB2? (df+A, uf+B...what were they thinking...)

The reason I ask, is that at the last time I played '98, I wasn't even aware of the RB2 movement for Power Dunk, so I just assumed it wasn't there at all. But now, I wonder.

edit: kind of unrelated, but does anyone know if Terry has Power Dunk in FF: First Contact? Since it's kind of a port of RB2, I've tried that way, but I've never seen one. Just curious... I mean, it seems like if they could put Dealy Rave in the game, Terry should be able to have his dunk.

I just did some diggin'.
In 98, "Start" RB2 Terry doesn't have the Power Dunk at all from what I can tell. He does, however, have his hcf+K slide.

As far as First Contact goes. No Power Dunk there either. Which is a waste, because I could swear the Alternate Terry in R-2 had the Power Dunk. --Then, I may have just imagined it.
 

Mushiki

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Terry - New, his dp Rising Tackle is just too good.

Kyo - New, his qcf+P fire punches are great for rush-downs, low/high hit mixes, playing with distances, auto-guarding attacks, etc. His Mushiki DM (qcf, qcf+P) move is easy to combo as well.

Robert - New, his long-momentum qcf+P fireball is better than anything his older version has to offer.

Shermie - Standard Shermie is incredibly better than her Orochi counterpart.

Chris - Both are really good.

Yashiro - Standard Yashiro is good, but Orochi Yashiro is god-like.
 

Fran

today forever
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quickly one :

both versions of terry are alright,
and EX terry isn't better because of that slide special

i mean,seriously,you're not gonna catch a good yashiro or chris off guard with that move...

they're both good because of the combo that starts from the crouch A...

orochi yashiro is no better than regular yashiro

regular yashiro,again,has a crouch A combo

orochi yashiro doesn't

this might not mean much to a lot of you,but trust me,it makes ALL the difference in the world
 
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