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Just watch some competitive 98 vids on yt and you ll get the picture...but you can get rushed so fast if you don t know what you re doing, i recomand practicing with someone your own level at first.
It s not that hard if you put some effort and like ken_deep said, combos aren t that hard if you have at least a decent execution and you learn the setup game.
What about some deeper mechanics? Is there something that's completely different mechanics wise compared to XIII? It's hard to judge this just by watching videos.
There are no deep mechanics in 98.It s somewhat simple but hard to master since it's not only about learning all the characters, combos and setups but also have a lot of experience against good and v good players.Keep in mind you don t always have to block like in SF and you can roll the other side while blocking (spending a meter) and punish a lot of moves or if pressured do CD (spend 1 meter).Have fun! Only advice i can give is to master the combos and never drop them! and always play people better than you and analise the loss LOL
It s about preference.Personally I enjoy more 98 because i grew up with it and has a nostalgia factor XIII will never have. Both are good games and people should play them not argue over which is the best.... unless you re 9 or smth
Also you can actually anti-air properly in 98 and not everything trades. Zoning is also alot better.
Also it's hard to call XIII the deepest or most refined when characters are missing huge chunks of their movelist, anti airs are almost universally terrible, a lot of the game has been watered down to fishing for cr.B into confirms because the combo game is so strong in XIII, and the neutral has taken a major hit because pokes and fireballs don't do any damage. The game heavily promotes jumping around like a jackass and mashing until it works. It's lacking a huge amount of the neutral and matchup specifics found in the earlier titles that made the games so good.
Characters missing chunks of their movelist is important for more reasons than just style. If Terry had power dunk like he does in 98, he'd probably have ONE good anti air in XIII, which he currently does not. The problem with missing moves is that a character becomes more limited in what they're capable of doing because they have fewer options. There is no character in XIII that has as many options on either offense or defense as their 98 counterpart, and XIII is working with the bonus of EX moves, yet it still can't compete. XIII has more COMBO options, but not more tools for the neutral or applying pressure or defensive situations.
And I'm not sure how you can praise the XIII universal combo systems when it's been a consistent thing throughout the entire series. There is no combo mechanic you could praise in XIII that you couldn't also give the same praise for in 98. Most if not all of the glitches have been fixed and removed as well, the only remaining things were generally left in for competitive purposes like unblockable fireball.
https://www.youtube.com/watch?v=FbpXplP_WFE