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![Kof 98 Super Plus Kof 98 Super Plus](/uploads/1/2/7/5/127558371/666207862.jpg)
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Posting your links and never chatting with fellow redditors will have your threads deleted. And repeated threads will result in ban. Constant trolling about how terrible KoF games are So far there's only one person who continues to do this, but trash talking about how bad a certain KoF game is pointless. Constructive criticism is the better option for this. Lewd art must be labeled NSFW This one should be obvious because people work/study and browse reddit.
The King of Fighters '98 (KOF '98, subtitled Dream Match Never Ends in Japan and The Slugfest in the U.S.) is a fighting game released by SNK for the Neo Geo arcade and home consoles in 1998. It is the fifth game in The King of Fighters series.
No content flooding If you post art and/or videos often, please don't post so frequent. Variety is the spice of life. No links from content vultures If there's tournamet VoDs you want to post, make sure it's from the broadcaster who was at the tournament.Special KoF Reddit links:Don't forget to submit your locationFor Beginners:.Resources:.Streams:KoF Game Directories:.,Frequent Streamers:.,.,.,.Neo Geo World Tour.,Also See:. They're both favorites in their own way by KoF fans.
Here's how you can pick the one that is right for you:98UM - Fundamentals, short combos, different system options (meter, run/dash, dodge/roll), plenty of extra/alternative versions of of the cast to experiment with.02UM - longer combos, you can cancel a special move into a super in this game, a good amount of characters have more special moves than they did in 98, more characters than in 98, if you already have played KoF 13 before than this game is a slightly harder version of 13Do you already have KoF 13? That game is easier to get into the KoF series. 2002UM isn't very combo heavy typically.How I'd differentiate the games:98: Fundamentals.
Small screen, strong buttons, emphasis on having correct spacing. Can sometimes play kind of like Street Fighter because of how much space you can control with authority. Combos are pretty easy and short, reward off single hits high.Diversity in character feel is big.13: Wide screen, very strong horizontal movement makes buttons somewhat lacklustre as tools for closing off screen real estate.
End result is a neutral game heavily oriented around mobility, angles and timing. Smooth feel, upclose game is heavily about confirms converted into damage. Reward off single hits on the low side.Diversity in character feel is there but not that pronounced.2002UM: 2002 is the middle ground between 98 and 13 - buttons and individual specials can control more space than in 13.
The neutral game is still heavily about movement, but the zoning element is bigger. Single hits and short combos yield good rewards and are the primary way of landing damage.
Custom combo nonsense is there but happens rarely instead of every game. Diversity in character feel is noticeably stronger than 13.
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