Date: Sun, 27 Dec 1998 16:43:15 PST --------------------------------------------------------------------- THE KING OF FIGHTERS 1998 - BUG FAQ- V.1.0 by Yosha (kurae@multimania.com - Yosha's Toolbox : http://www.multimania.com/kurae) 1. The author I started played KOF since KOF 95... I personnaly think that the KOF series is the best 2D fighting game ever, because of it depth : lotta combos, hella mind games, pressing stuffs, etc... And of course bugs are another important feature of the game. KOF 95 was my first meet with KOF...and also my first meet with KOF bugs. Veterans would know that i'm referring here to the (in)famous Kyo's infinite combo. That's why bugs are so important in KOF : some of them can be used in real VS game, and some of them are really lethal.... In my opinion, using bugs in gameplay could be fair, as long as you doesn't abuse of it : I mean infinites combos are for scrubby experts players that don't like to lose. Nevertheless, as I also use some of those bugs, I can't just say : "hey you stop using this &#@ù* stuff vs me!". 2. About bugs What is a bug, and what is not a bug ? A bug is something that is a coding mistake from SNK staff. Bugs are always very numerous in the KOF series, that's why each year SNK attempt to seek and destroy it.... but each year some bugs remains. Some bugs are also removed between the cartridge and the CD issue of the game. That's why I think that SNK deliberately let few bugs in the game. The most important are for example transforming the moves (that existed since 94 and was in 95), multihits in KOF 96, and juggles by interrupting moves in KOF 97. I won't consider as bugs juggles that you can do more of 2 times : this is only some gameplay stuff that might be lethal, but I think there is no bug in this. Finally I will divide bugs in two categories : the ones that you can use in gameplay and the others. 3. Notation This Faq is for average players, that's why I won't details all the motions here : if you read this faq you should know that QCF means quarter circle forward. If you don't , Ex Andy's beginner faq will help you in entering the KOF world - and this faq. For each bug the following information will be given : - bug : the bug stuff - gameplay : yes if the bug is usable in real vs situations. Improbable is when it is possible to use it in theory but since the condition is improbable or it's too hard to perform, you can take it as a "no". - condition : is the condition necessary for the bug to occur - characters/character : means that the character#1 can do this bug vs characters #2. For example: Rugal/Goro means that you can do it only in a Goro/Rugal or Rugal/Goro versus. Iori/all means that Iori can do this bug vs all the characters. - description : explains how to realize the bug - notes : additional comments. 4. Bugs list - bug #1 : guard break - gameplay : yes. - condition : a important distance between the two characters is necessary : at least 3/4 of the screen - Athena Heidern Iori/all - description : Iori throws a QCF+A. The opponent is guarding. At the exact time the QCF+A will touch the opponent, Iori perform his command grab : HCB fw+P : the opponent's guard will be broken and he will be touched by the QCF+A. - notes : this is one of the most usefull bugs in KOF 98 : you can really play nasty game with this. Throw the fireball, if the opponent is guarding you make him it (using the command throw), if he rolls, you combo him. Yagami can do it after his QCF HCB+P DM for extra damage. - bug#2 : guard break - gameplay : yes. - condition : a important distance between the two characters is necessary : at least 3/4 of the screen - Takuma Athena/all - description : As the opponent is recovering, Takuma throws a QCF+A fireball, then HCB+K. The opponent can't guard the fireball, and will be hit. The dash (fw fw) can be used instead of HCB+K. - notes : a variation of bug #1. Takuma can apply it exactly as Iori, after his rush DM. If the opponent rolls, he takes the risk to be grabbed. Athena uses the teleport. - bug#3 : guard break - gameplay : yes - condition : must be close to the opponent - every character with a long range projectile/all - description : RB2 Terry swept the opponent with his dn+D interrupted into QCF+P fireball. As the opponent is recovering, RB2 terry do a standing CD or another dn+D. The opponent will be hit by the CD or the dn+D : his guard was broken. - notes : not an infinite combo, because of the distance after the second time. - bug#4 : Goro's juggle - gameplay : yes -condition : jumping opponent - Goro/all - description : as the opponent is jumping towards Goro, he performs dnfw+C interupted into QCB+B, then dnfw+C (that will juggle), interrupted again into QCB+B. When the opponent hits on the ground Goro can hit him with DP+A. If the opponent his finally cornered, Goro can finish him with HCF+C. - notes : a lethal juggle that already existed in 97. - bug #5 : Kohoken into Haoh Sho Ko Ken - gameplay : yes -condition : stock or red flashing - Ryo must throw out of the corner - Ryo95/Goro Bryan - description : Ryo grabs Goro with his fw+C basic grab. As soon as possible he performs QCF+A. Goro cannot guard the ball and will be hit. As Ryo performs fw HCF+C that must hit exactly after the ball impact. This will result in a 2 hits rush. - notes : none. - bug#6 : hyper dash - gameplay : yes - condition : none - Iori/all - description : Iori performs bk bk+B. This will result in a hyper back dash bringing him far away from the opponent. - notes : very usefull. Another reason why Iori is the n°1 this year. - bug#7 : Rugal loves Goro - gameplay : no - condition : a important distance between the two characters is necessary - Rugal/Goro - description : Goro performs his DP+A and Rugal performs HCB+P. Rugal must hits Goro at the exact time Goro strikes the ground. Rugal will be glued to Goro. - notes : the effect is similar to Billy/Clark bug in KOF 97. You'll be able to play Rugal and to perform all his special/DM but Goro will be glued to him all along till the time over. - bug#8 : reversed guard - gameplay : yes - condition : occurs when the 1P is cornered and is recovering - all/all - description : 2P perform a combo or something that makes the 1P fall. 1P must be cornered. As the 1P is recovering, his guard will be reversed, hence 2P can combo him easily. - notes : this kind of 1P-2P bug is not the first one existing. In KOF 95 a similar bug involving grab priority ever existed. - bug#9 : Kyo's infinite - gameplay : improbable - condition : EXTRA mode only - Kyo/all - description : Kyo dashes forward (fw fw). As he's dashing perform dn+C... repeat - notes : due to the EXTRA dash, Kyo command attack can be perfomed. - bug#10 : Mai's infinite - gameplay : improbable - condition : EXTRA mode only - Mai/all - description : Mai dashes forward (fw fw). As she's dashing perform QCB+A....repeat - notes : similar to Kyo's infinite - bug#11 : Shermie's infinite - gameplay : improbable - condition : stock and/or red flashing - Shermie/Robert Goro - description : Goro cornered, Shermie performs HCBx2+P. After the DM, she will be floating a little above the ground. Using her A, she can slap Goro to the infinite. - notes : none. - bug#12 : Mary's infinite - gameplay : yes - condition : QCFx2+K DM must hit(but not grab) a jumping opponent - Mary/all - description : Mary performs QCFx2+ K DM on a jumping opponent. If it hits but doesn't grab him, he'll fall on the ground. Mary can runs forward and grab him with her HCB fw+C command throw. After this she'll be floating a little above the ground. She can then hit the opponent to the infinite using her standing B. - notes : similar as Shermie's bug. The reason why I registred it as usable in gameplay is that you can use the HCBx2+K DM instead of the HCB fw+C grab. You cannot infinite him after but it's more fair, more the opponent won't let you hit him after the throw! This could be useful because hella people use QCFx2+K as an anti air. This bug exists since KOF 97. - bug#13 : Kim's Infinite - gameplay : improbable - condition : opponent cornered, in the air - Kim/all - description : if Kim hits a jumping opponent with his QCF+K, he can juggle him to the infinite using the same move - notes : none - bug#14 : Kim's second infinite - gameplay : improbable - condition : no stock/no red flashing - Kim/all - description : close C (1 hit) into dn dn+B, into HCF+B...repeat - notes : none. -bug#15 : Heidern's stormbringer - gameplay : improbable - condition : none - Heidern/all - description : perform dn up+C without hitting the opponent. Then go close to him and perform HCB+C. The stormbringer will be more damaging. - notes : another old bug, that already existed in KOF 94 (it was a 100% then). - bug#16 : bees - gameplay : no - condition : corner - Choi Athena Mai/all - descrition : roll backward and perform special move with "amplified" motion. ex with Athena : to perform psycho ball, roll backward and perform QCB uB + P. She must bound on the screen boundary and float over the ground... - notes : quite difficult to perform. 5. Final word, acknoledgments and credits This is a very short faq. I won't write a whole paragraph about how to use the bugs in versus games, I think the conditions I described are enough to show you how to use it. Just take bugs as another feature of the game you can use as combos, pressings, mind games etc.. but don't focus on it! This year we're lucky enough because there's no easy infinite due to the bugs, unlike KOF 95 (Kyo's juggle), and KOF 97 (Terry's infinite power charge). I don't forget Iori 96 infinite scum gale but I don't really consider this as a bug. Don't forget that bugs can really create monsters, so be careful! Most of this bugs are compiled from the KOF ML. So thanks to all of U that posted bug stuff. Other things are from our gameplay experiences of my friends and I. I really would like to thank Olivier and Yashiro, they are the one who intoduced me to that game and are also my usual KOF partners. Finally if you have any bugs to add, don't hesitetate to mail me at kurae@multimania.com END