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The King of Fighters '98 - The Slugfest - MAME4droid

The King of Fighters '98 - The Slugfest - MAME4droid
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This game (rom) is for your Mobile phone with Android system. For download emulator go to Playstore and you have to find " MAME4droid " emulator version (0.139u1). Our games are 100% working only with this version !!! Dont use difrent version !!! For example 0.37b5 or other ones. If ( rom ) is downloaded, you have to find folder MAME4DROID in your mobile phone. Open this forlder and now you have to find folder (roms) And in the end copy downloaded game to this folder. Have fun !

Description

The King of Fighters ’98: The Slugfest — SNK’s definitive “dream match” brawler Overview The King of Fighters ’98 (subtitled “The Slugfest” in North America and often billed in Japan as a “Dream Match Never Ends”) is a 1998 arcade fighting game by SNK for Neo Geo MVS/AES. It doesn’t advance the series storyline; instead, it’s a celebratory roster mash-up of fan favorites from KOF ’94–’97, polished to a mirror sheen. The result is a timeless 3‑on‑3 team fighter that many consider the most playable and enduring entry in classic KOF—fast, fluid, and fiercely competitive. What makes KOF ’98 special • A pure “dream match”: No story constraints, just an all‑killer cast and refined mechanics. • Rock‑solid fundamentals: Tight inputs, crisp jumps, and potent ground game reward skill and spacing. • Two distinct grooves: Advanced and Extra modes let you tailor movement and meter to your style. • Deep team strategy: Order selection, meter routing, and role specialization matter as much as individual character skill. • Longevity and balance: While it has top tiers, the game’s matchups and system aged remarkably well, fueling decades of local and tournament play. Release snapshot • Arcade: 1998 on Neo Geo MVS (The Slugfest branding in NA) • Home: Neo Geo AES, then ports including PlayStation, Dreamcast (as “Dream Match 1999” with 3D stages), and later digital re‑releases • Enhanced revisits: The King of Fighters ’98 Ultimate Match (2008) and Ultimate Match Final Edition (later on PC/modern platforms) add characters, stages, and balance tweaks, but the arcade original remains a fan staple Core gameplay at a glance • 3-on-3 Team Battle: Pick three fighters and decide the order. Each duel is a single round; the winner carries remaining life into the next bout. • Four-button scheme: A (light punch), B (light kick), C (heavy punch), D (heavy kick). CD is a “blowback” attack that forces space and can counterhit into juggles. • Movement layers: Run or step (depending on mode), backdash, short hop, hyper hop, and super jump. Mastering hop heights and approach angles is essential for offense and anti‑airing. • Defense and momentum: Rolls or dodges (mode‑dependent), guard cancel escapes, and the ever‑present threat of meaty hop pressure define the pace. Advanced vs. Extra modes • Advanced Mode Movement: Run, roll (A+B), and quick short/hyper hops for relentless pressure. Meter: Stock-based gauge; build multiple stocks through offense/defense. Spend a stock to perform a DM (super), to guard cancel roll/blowback, or to activate MAX (temporary power-up that boosts damage and guard crush potential). SDMs: Super Desperation Moves become available when you’re low on life while in MAX (details vary by character). Feel: Aggressive, explosive, meter-rich—favored by most players for its mobility and cancel freedom. • Movement: Run, roll (A+B), and quick short/hyper hops for relentless pressure. • Meter: Stock-based gauge; build multiple stocks through offense/defense. Spend a stock to perform a DM (super), to guard cancel roll/blowback, or to activate MAX (temporary power-up that boosts damage and guard crush potential). • SDMs: Super Desperation Moves become available when you’re low on life while in MAX (details vary by character). • Feel: Aggressive, explosive, meter-rich—favored by most players for its mobility and cancel freedom. • Extra Mode Movement: Step dash instead of run, and a stationary dodge in place of roll. Dodge into counterattacks is possible with good timing. Meter: Manually charge to fill a single gauge; reaching MAX temporarily boosts power. Being low on life also unlocks Desperation Moves; combining low life with MAX grants SDMs. Feel: Classic, deliberate, with strong rewards for timing and reads. Less common at high level but still viable and fun. • Movement: Step dash instead of run, and a stationary dodge in place of roll. Dodge into counterattacks is possible with good timing. • Meter: Manually charge to fill a single gauge; reaching MAX temporarily boosts power. Being low on life also unlocks Desperation Moves; combining low life with MAX grants SDMs. • Feel: Classic, deliberate, with strong rewards for timing and reads. Less common at high level but still viable and fun. System nuances that define the meta • Hops and pressure: Short hops and hyper hops create tight jump‑in sequences that are difficult to anti‑air on reaction. Learning safe jump timings and hop normals is crucial. • Blowback (CD) counterhits: A well‑timed CD that counterhits can wall-bounce or juggle, giving big momentum swings and corner carry. • Guard canceling: Spending meter to escape via roll or blowback can reset a bad situation—knowing when to spend is part of meter mastery. • Meaty offense: KOF’s wake-up timings and hop arcs enable layered meaty pressure, frame traps, and throw mix-ups. Good defense demands smart rolls, evasions, or preemptive anti‑airs. Roster and “EX” variations • Fan-favorite cast: Team Japan (Kyo, Benimaru, Daimon), Fatal Fury (Terry, Andy, Joe), Art of Fighting (Ryo, Robert, Yuri), Ikari Warriors (Leona, Ralf, Clark), Psycho Soldier (Athena, Kensou, Chin), the New Face Team and their Orochi forms, Mature and Vice, Heidern, Mai, Iori, and more—culminating in boss Omega Rugal. • Hidden/alternate move sets: Several characters have “EX” versions (alternate move lists evoking earlier KOF entries), selectable via specific inputs on the select screen. These variants subtly change neutral tools, combo routes, and pressure. Signature characters and archetypes • All‑rounders: Kyo and Iori boast excellent buttons, confirms, and meter conversion, making them perennial anchors. • Grapplers/strikers: Daimon turns knockdowns into terror with command grabs and setplay; Clark and Ralf threaten with explosive damage and corner carry. • Zoners/space controllers: Athena and Mature leverage strong projectiles and anti‑airs; Leona’s earring bomb spacing and V‑Slasher conversions punish jumps. • Rushdown specialists: Benimaru’s air control, fast pokes, and tricky jump arcs feed oppressive offense; Mai and Chizuru aren’t in the original ’98 roster—avoid mixing them up with later versions; instead, look to characters like Chris (and Orochi Chris) for speed and mix. Combos and meter strategy • Bread‑and‑butter confirms: Light chains into specials or supers (e.g., cr.B, cr.A xx special/DM) are the backbone—learn one stable route per character. • MAX routing: In Advanced, activate MAX when you can convert immediately (off a jump‑in or whiff-punish) for boosted damage. MAX also increases guard crush pressure—chip plus blockstun adds up. • Anti‑air conversions: Many characters can anti‑air with a normal or special and juggle into a DM or set up oki. Practice spacing so you don’t trade and lose momentum. • Guard crush and chip: With meter, blockstrings into safe specials or MAX pressure can crush guard gauges, forcing mistakes you can capitalize on. Stages and soundtrack vibes • Stages: A world tour of classic SNK backdrops—urban skylines, seaside plazas, tournament arenas—designed for clarity so sprites read beautifully at speed. • Music: A greatest-hits flavor that ties character themes to their history. Expect energetic rock and brass that punch through arcade speakers and keep tempo high. Why KOF ’98 endures • Timeless feel: Inputs, hit-stops, and movement “weight” land just right—easy to pick up, endlessly deep to master. • Competitive clarity: Strong neutral game with real answers on both sides—few gimmicks, lots of skill expression. • Community bedrock: For many regions, ’98 was the KOF in corner arcades and remains a staple at retro nights and exhibitions. Tips for new and returning players • Start in Advanced Mode: Running, rolling, and stock meter make learning pressure and defense smoother. • Learn your hops: Drill short/hyper hops and their angles. If your jump‑ins are inconsistent, your offense will be too. • One punish, one anti‑air, one MAX route: With three reliable sequences per character, you’ll threaten real damage every touch. • Spend meter smart: Don’t hoard. Use stocks to escape corner pressure or to secure a kill—tempo matters as much as raw damage. • Order matters: Put a meter‑builder first, a versatile mid, and your closer (who spends meter well) last. Legacy and where to play today • Original vs. Ultimate Match: The arcade original is the historical benchmark; KOF ’98 UM and UM Final Edition expand the roster, add stages, tune balance, and (on modern platforms) offer robust training and online play. • Modern access: Look for official re‑releases of the original (ACA NEOGEO) on consoles, and KOF ’98 UM FE on PC/modern systems for a feature‑rich experience. In short The King of Fighters ’98: The Slugfest is SNK’s purest expression of classic KOF—no story frills, just sublime mechanics, a celebratory roster, and competitive depth that refuses to age. Whether you’re labbing hop pressure, grinding meaty timings, or duking it out in a bustling arcade, ’98 remains a gold standard for 2D team fighters.

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