Difference between revisions of "The King of Fighters '98 UMFE"

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(Created page with "right ==Introduction== This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters. ===98U...")
 
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===98UM to Final Edition Changes===
==98UM to Final Edition Changes==


List of Final Edition changes:
List of Final Edition changes:


System changes:
* System changes:
- recovery after charging in Extra mode has been standardized across the cast
- recovery after charging in Extra mode has been standardized across the cast
- can no longer recovery roll after being guard crushed in mid-air
- can no longer recovery roll after being guard crushed in mid-air


Kyo (both)
* Kyo (both)
close A - 2 frames less recovery
close A - 2 frames less recovery
crouching A - 1 frame less recovery
crouching A - 1 frame less recovery


Kyo (regular)
* Kyo (regular)
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames
QCB+P - more moves will trigger the counter during the startup frames
QCB+P - more moves will trigger the counter during the startup frames


Kyo ('95 version)
* Kyo ('95 version)
QCF+P - 3 frames less recovery, but builds less power meter
QCF+P - 3 frames less recovery, but builds less power meter


Benimaru
* Benimaru
far B - damage increased from 4 to 7
far B - damage increased from 4 to 7
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
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MAX QCFx2+P - 9 frames less recovery
MAX QCFx2+P - 9 frames less recovery


Daimon
* Daimon
df+C - hurtbox reduced in size, anti-air capability improved
df+C - hurtbox reduced in size, anti-air capability improved
HCB,f+K - Throw hitbox comes out faster
HCB,f+K - Throw hitbox comes out faster
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the third hit does the most damage
the third hit does the most damage


Terry (both)
* Terry (both)
far B - damage increased from 5 to 6
far B - damage increased from 5 to 6
QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has  
QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block


frame advantage on block
* Terry (normal)
 
Terry (normal)
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up  
dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible
 
with followup attacks being possible
QCFx2+D - Invincible until the hitbox comes out
QCFx2+D - Invincible until the hitbox comes out


Terry (EX)
* Terry (EX)
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
QCF+C - Builds less meter
QCF+C - Builds less meter
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super  
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash
 
flash


Andy (both)
* Andy (both)
close C - hitbox changed so that it doesn't whiff against short characters
close C - hitbox changed so that it doesn't whiff against short characters
db,f + C - Slower startup, but less recovery
db,f + C - Slower startup, but less recovery


Andy (EX)
* Andy (EX)
QCB+P - 5 frames less recovery
QCB+P - 5 frames less recovery


Joe (both)
* Joe (both)
df+B - less recovery
df+B - less recovery


Joe (EX)
* Joe (EX)
HCF+P - Projectile has a bigger hitbox
HCF+P - Projectile has a bigger hitbox
Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters,  
Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames


follow up recovery reduced by 2 frames
* Ryo
 
Ryo
QCF+C - Faster startup, more recovery
QCF+C - Faster startup, more recovery
HCB,f+P - C and MAX versions have faster startup
HCB,f+P - C and MAX versions have faster startup


Ryo (EX)
* Ryo (EX)
f+A - if not cancelled into, results in a hard knockdown
f+A - if not cancelled into, results in a hard knockdown
HCB+B - landing recovery reduced by 8 frames
HCB+B - landing recovery reduced by 8 frames
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HCB,f+P - faster startup. A and MAX versions will connect from light attacks
HCB,f+P - faster startup. A and MAX versions will connect from light attacks


Robert (both)
* Robert (both)
Standing CD - longer reach
Standing CD - longer reach
f+A - Hitbox has been lengthened
f+A - Hitbox has been lengthened
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HCB,f+P - C and MAX versions have faster startup
HCB,f+P - C and MAX versions have faster startup


Robert (EX)
* Robert (EX)
HCB+B - Can juggle after it connects
HCB+B - Can juggle after it connects
MAX QCF,HCB+P - Invincibility is 10 frames longer
MAX QCF,HCB+P - Invincibility is 10 frames longer


Yuri (both)
* Yuri (both)
jump A - special cancellable
jump A - special cancel-able
jump CD - special cancellable
jump CD - special cancel-able


Yuri
* Yuri
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit


Yuri (EX)
* Yuri (EX)
QCB+C - less recovery, +3 on block
QCB+C - less recovery, +3 on block


Leona
* Leona
down B - Timing for comboing into itself is easier
down B - Timing for comboing into itself is easier
air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
QCFx2+P - longer invincibility
QCFx2+P - longer invincibility


Ralf
* Ralf
crouch A - can be comboed into itself
crouch A - can be comboed into itself
far D - hurtbox has been shrunk towards his back
far D - hurtbox has been shrunk towards his back
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MAX QCF,HCB+K - completely invincible until just after the hitbox comes out
MAX QCF,HCB+K - completely invincible until just after the hitbox comes out


Clark
* Clark
close B - less recovery
close B - less recovery
crouch D - recovery reduced by 4 frames
crouch D - recovery reduced by 4 frames


Athena
* Athena
far A - startup faster by 3 frames, bigger hurtbox
far A - startup faster by 3 frames, bigger hurtbox
far D - faster startup, gains lower body invincibility sooner
far D - faster startup, gains lower body invincibility sooner
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HCB+K - less recovery
HCB+K - less recovery


Kensou
* Kensou
close/far A - doesn't whiff against crouching short characters anymore
close/far A - doesn't whiff against crouching short characters anymore
down B - easier to combo into itself
down B - easier to combo into itself
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air QCB+P - Can be cancelled into other special attacks if the final hit connects
air QCB+P - Can be cancelled into other special attacks if the final hit connects


Chin
* Chin
HCF+K - B version is +3 on block, D version is +1 on block
HCF+K - B version is +3 on block, D version is +1 on block
QCB+C - First hit doesn't push the opponent back anymore
QCB+C - First hit doesn't push the opponent back anymore
dp+A - faster startup
dp+A - faster startup


Chizuru
* Chizuru
f+A - lower body invincibility until just before the hitbox appears
f+A - lower body invincibility until just before the hitbox appears
d,d+P/K - Now hits overhead, knockdown on hit
d,d+P/K - Now hits overhead, knockdown on hit
QCF+C - travels less distance, 15 frames of invincibility from the start of the move
QCF+C - travels less distance, 15 frames of invincibility from the start of the move


Mai
* Mai
dp+P - less recovery, A version is -1 on block, C version is -10 on block
dp+P - less recovery, A version is -1 on block, C version is -10 on block
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster  
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed
 
projectile speed
QCBx2+P - less recovery
QCBx2+P - less recovery


Mai (EX)
* Mai (EX)
charge d,u + K - invincible startup, but less damage and longer recovery as a result
charge d,u + K - invincible startup, but less damage and longer recovery as a result


King (both)
* King (both)
QCF+D - less recovery
QCF+D - less recovery


King (EX)
* King (EX)
QCFx2+P - opponent can't recovery roll on hit
QCFx2+P - opponent can't recovery roll on hit


Kim
* Kim
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
Charge d, u + D - Invincible on the frame that the hitbox appears
Charge d, u + D - Invincible on the frame that the hitbox appears
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air QCFx2+K - Invincible until just before the hitbox appears
air QCFx2+K - Invincible until just before the hitbox appears


Chang
* Chang
jump C - hurtbox on the steel ball is smaller
jump C - hurtbox on the steel ball is smaller
jump CD - hurtbox on the steel ball is smaller
jump CD - hurtbox on the steel ball is smaller


Choi
* Choi
Charge times are shorter, standardized with the rest of the cast
Charge times are shorter, standardized with the rest of the cast


Yashiro (both)
* Yashiro (both)
close D - hits low
close D - hits low
jump C - easier to cross up
jump C - easier to cross up


Yashiro
* Yashiro
HCF+A - 2f less recovery
HCF+A - 2f less recovery
QCF+A followup after HCF+A - 3 frames less recovery
QCF+A followup after HCF+A - 3 frames less recovery
QCB+K - greatly increased the amount it contributes to the stun meter
QCB+K - greatly increased the amount it contributes to the stun meter


Shermie (both)
* Shermie (both)
crouch B - easier to combo into itself
crouch B - easier to combo into itself
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
jump D - faster startup
jump D - faster startup


Shermie
* Shermie
f+B - first hit hits overhead
f+B - first hit hits overhead
HCF+K - Travels further, does more damage
HCF+K - Travels further, does more damage
QCB+P - Bigger collision box
QCB+P - Bigger collision box


Orochi Shermie
* Orochi Shermie
f+B - first hit hits overhead
f+B - first hit hits overhead
QCB+K - more damage
QCB+K - more damage
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MAX QCFx2+K - Invincibility lasts until after the hitbox comes out
MAX QCFx2+K - Invincibility lasts until after the hitbox comes out


Chris
* Chris
QCF+D - less recovery
QCF+D - less recovery


Orochi Chris
* Orochi Chris
QCB+P - less recovery
QCB+P - less recovery
QCFx2+P - faster startup
QCFx2+P - faster startup


Yamazaki (both)
* Yamazaki (both)
far C - can cancel into special/super moves when it connects
far C - can cancel into special/super moves when it connects
QCB+C - C version has less recovery, is now -2 if guard cancel rolled
QCB+C - C version has less recovery, is now -2 if guard cancel rolled
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QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch
QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch


Yamazaki
* Yamazaki
HCB,f+P - damage increased from 22 to 27
HCB,f+P - damage increased from 22 to 27


Yamazaki (EX)
* Yamazaki (EX)
f+A - if not cancelled into, second hit does a hard knockdown
f+A - if not cancelled into, second hit does a hard knockdown


Mary
* Mary
QCF+K - less recovery
QCF+K - less recovery


Billy (both)
* Billy (both)
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
crouch D - cancels into special and super moves
crouch D - cancels into special and super moves
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A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together
A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together


Billy
* Billy
QCB+K - counter hitbox comes out sooner
QCB+K - counter hitbox comes out sooner
QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been  
QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards


shrunk downwards
* Iori
 
Iori
f,f step (Extra mode) - distance moved is longer
f,f step (Extra mode) - distance moved is longer
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards


Mature
* Mature
QCB+D - slower startup but less recovery
QCB+D - slower startup but less recovery
dp+P - more damage
dp+P - more damage


Vice  
* Vice  
jump C - active frames lengthened from 4 to 8  
jump C - active frames lengthened from 4 to 8  
jump D - active frames lengthened from 5 to 8
jump D - active frames lengthened from 5 to 8
QCFx2+K - invincibility until just after the throw hitbox appears
QCFx2+K - invincibility until just after the throw hitbox appears


Heidern
* Heidern
charge d,u+C - longer invincibility, but longer recovery
charge d,u+C - longer invincibility, but longer recovery


Takuma
* Takuma
far B - longer active frames
far B - longer active frames
close C - no longer whiffs against short characters
close C - no longer whiffs against short characters
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QCF,HCB+A - invincible until just after the hitbox appears
QCF,HCB+A - invincible until just after the hitbox appears


Saishu
* Saishu
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects  
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects  
HCB+K - less recovery, second hit should be easier to connect if the first connects
HCB+K - less recovery, second hit should be easier to connect if the first connects
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QCFx2+P - A version and MAX version have faster startup
QCFx2+P - A version and MAX version have faster startup


Heavy D!
* Heavy D!
close C - less recovery, no longer whiffs on short characters
close C - less recovery, no longer whiffs on short characters
d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit
d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit
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MAX QCFx2+K - effect lasts until the end of the round
MAX QCFx2+K - effect lasts until the end of the round


Lucky
* Lucky
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
crouch C - no longer whiffs on short characters, special/super cancellable on contact
crouch C - no longer whiffs on short characters, special/super cancellable on contact
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dp+D - made it easier to connect in full if used as a followup in a combo
dp+D - made it easier to connect in full if used as a followup in a combo


Brian
* Brian
close C - first hit no longer whiffs on short characters
close C - first hit no longer whiffs on short characters
jump C - can be cancelled into aerial special attacks
jump C - can be cancelled into aerial special attacks
QCFx2+B - faster startup
QCFx2+B - faster startup


Geese (both)
* Geese (both)
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
f+B - less recovery, +2 on block
f+B - less recovery, +2 on block


Geese
* Geese
dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing
dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing


Geese (EX)
* Geese (EX)
db, HCB, df+ P - hitbox extended to the interior of the move
db, HCB, df+ P - hitbox extended to the interior of the move


Krauser
* Krauser
close C - less damage
close C - less damage
far C - less damage
far C - less damage
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QCF+P/K - less damage, heavy version has faster startup but more recovery
QCF+P/K - less damage, heavy version has faster startup but more recovery
f,HCF+P - less damage
f,HCF+P - less damage
QCF,HCB+P - more recoveryon whiff, characteristics don't change if both buttons are pressed
QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed


Mr.Big
* Mr.Big
crouch A - cancellable into command moves
crouch A - cancel-able into command moves
crouch B - easier to connect to crouch A
crouch B - easier to connect to crouch A
crouch C - cancellable into command moves
crouch C - cancel-able into command moves
f+A - cancellable if cancelled into
f+A - cancel-able if cancelled into
tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less  
tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage
 
damage
HCB+K - reflects grounded projectiles
HCB+K - reflects grounded projectiles


Eiji
* Eiji
QCF+B - less recovery
QCF+B - less recovery
MAX QCF,HCB+P -slower startup, no invincibility after super flash  
MAX QCF,HCB+P -slower startup, no invincibility after super flash  


Kasumi
* Kasumi
air QCF+P - 5 frames less recovery on landing
air QCF+P - 5 frames less recovery on landing
dp+K - no hitback, damage reduced from 14 to 5
dp+K - no hitback, damage reduced from 14 to 5
HCF+D - damage increased from 20 to 26
HCF+D - damage increased from 20 to 26


Shingo
* Shingo
jump D - easier to crossup
jump D - easier to crossup
f+B - will combo after heavy attacks
f+B - will combo after heavy attacks
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QCF+C - startup faster by 1 frames
QCF+C - startup faster by 1 frames


Rugal
* Rugal
far B - startup faster by 1 frame
far B - startup faster by 1 frame
close D - startup faster by 3 frames, recovery reduced by 5 frames  
close D - startup faster by 3 frames, recovery reduced by 5 frames  

Revision as of 16:54, 30 December 2014

KOF98UMFE logo2.jpg

Introduction

This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.


98UM to Final Edition Changes

List of Final Edition changes:

  • System changes:

- recovery after charging in Extra mode has been standardized across the cast - can no longer recovery roll after being guard crushed in mid-air

  • Kyo (both)

close A - 2 frames less recovery crouching A - 1 frame less recovery

  • Kyo (regular)

QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames QCB+P - more moves will trigger the counter during the startup frames

  • Kyo ('95 version)

QCF+P - 3 frames less recovery, but builds less power meter

  • Benimaru

far B - damage increased from 4 to 7 QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter QCBx2+K - startup quickened by 3 frames MAX QCFx2+P - 9 frames less recovery

  • Daimon

df+C - hurtbox reduced in size, anti-air capability improved HCB,f+K - Throw hitbox comes out faster HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that

the third hit does the most damage

  • Terry (both)

far B - damage increased from 5 to 6 QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block

  • Terry (normal)

HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12 dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible QCFx2+D - Invincible until the hitbox comes out

  • Terry (EX)

HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block QCF+C - Builds less meter QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash

  • Andy (both)

close C - hitbox changed so that it doesn't whiff against short characters db,f + C - Slower startup, but less recovery

  • Andy (EX)

QCB+P - 5 frames less recovery

  • Joe (both)

df+B - less recovery

  • Joe (EX)

HCF+P - Projectile has a bigger hitbox Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames

  • Ryo

QCF+C - Faster startup, more recovery HCB,f+P - C and MAX versions have faster startup

  • Ryo (EX)

f+A - if not cancelled into, results in a hard knockdown HCB+B - landing recovery reduced by 8 frames air QCF+A - Projectile flies at a slightly shallower angle HCB,f+P - faster startup. A and MAX versions will connect from light attacks

  • Robert (both)

Standing CD - longer reach f+A - Hitbox has been lengthened air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version HCB,f+P - C and MAX versions have faster startup

  • Robert (EX)

HCB+B - Can juggle after it connects MAX QCF,HCB+P - Invincibility is 10 frames longer

  • Yuri (both)

jump A - special cancel-able jump CD - special cancel-able

  • Yuri

QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version) QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit

  • Yuri (EX)

QCB+C - less recovery, +3 on block

  • Leona

down B - Timing for comboing into itself is easier air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher QCFx2+P - longer invincibility

  • Ralf

crouch A - can be comboed into itself far D - hurtbox has been shrunk towards his back vertical jump A - faster startup charge b, f + P - Shorter charge time, standardized with other charge moves charge d,u + P - enemy can't recovery roll on hit MAX QCF,HCB+K - completely invincible until just after the hitbox comes out

  • Clark

close B - less recovery crouch D - recovery reduced by 4 frames

  • Athena

far A - startup faster by 3 frames, bigger hurtbox far D - faster startup, gains lower body invincibility sooner f+B - second hit has its hitbox extended upwards QCB+P - 1 frame less recovery, C version travels faster HCF+P - the opponent takes 10 damage if they hit the ground without being juggled HCB+K - less recovery

  • Kensou

close/far A - doesn't whiff against crouching short characters anymore down B - easier to combo into itself far B - damage increased from 4 to 6 f+A - less recovery air QCB+P - Can be cancelled into other special attacks if the final hit connects

  • Chin

HCF+K - B version is +3 on block, D version is +1 on block QCB+C - First hit doesn't push the opponent back anymore dp+A - faster startup

  • Chizuru

f+A - lower body invincibility until just before the hitbox appears d,d+P/K - Now hits overhead, knockdown on hit QCF+C - travels less distance, 15 frames of invincibility from the start of the move

  • Mai

dp+P - less recovery, A version is -1 on block, C version is -10 on block QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed QCBx2+P - less recovery

  • Mai (EX)

charge d,u + K - invincible startup, but less damage and longer recovery as a result

  • King (both)

QCF+D - less recovery

  • King (EX)

QCFx2+P - opponent can't recovery roll on hit

  • Kim

f+B - Bigger hitbox, such that it'll hit even if right next to the opponent Charge d, u + D - Invincible on the frame that the hitbox appears Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast air QCFx2+K - Invincible until just before the hitbox appears

  • Chang

jump C - hurtbox on the steel ball is smaller jump CD - hurtbox on the steel ball is smaller

  • Choi

Charge times are shorter, standardized with the rest of the cast

  • Yashiro (both)

close D - hits low jump C - easier to cross up

  • Yashiro

HCF+A - 2f less recovery QCF+A followup after HCF+A - 3 frames less recovery QCB+K - greatly increased the amount it contributes to the stun meter

  • Shermie (both)

crouch B - easier to combo into itself close C - no longer whiffs on short characters jump D - faster startup

  • Shermie

f+B - first hit hits overhead HCF+K - Travels further, does more damage QCB+P - Bigger collision box

  • Orochi Shermie

f+B - first hit hits overhead QCB+K - more damage HCF+P/K - B, C and D versions have the same recovery as the A version (shorter) MAX QCFx2+K - Invincibility lasts until after the hitbox comes out

  • Chris

QCF+D - less recovery

  • Orochi Chris

QCB+P - less recovery QCFx2+P - faster startup

  • Yamazaki (both)

far C - can cancel into special/super moves when it connects QCB+C - C version has less recovery, is now -2 if guard cancel rolled HCF+K - damage increased from 13 to 21 QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch

  • Yamazaki

HCB,f+P - damage increased from 22 to 27

  • Yamazaki (EX)

f+A - if not cancelled into, second hit does a hard knockdown

  • Mary

QCF+K - less recovery

  • Billy (both)

close C - no longer whiffs on short characters crouch D - cancels into special and super moves f+A - second hit should no longer whiff on short characters HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together

  • Billy

QCB+K - counter hitbox comes out sooner QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards

  • Iori

f,f step (Extra mode) - distance moved is longer HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards

  • Mature

QCB+D - slower startup but less recovery dp+P - more damage

  • Vice

jump C - active frames lengthened from 4 to 8 jump D - active frames lengthened from 5 to 8 QCFx2+K - invincibility until just after the throw hitbox appears

  • Heidern

charge d,u+C - longer invincibility, but longer recovery

  • Takuma

far B - longer active frames close C - no longer whiffs against short characters QCB+P - less recovery QCF,HCB+A - invincible until just after the hitbox appears

  • Saishu

dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects HCB+K - less recovery, second hit should be easier to connect if the first connects QCB+P - First hit has a bigger hitbox and less recovery QCFx2+P - A version and MAX version have faster startup

  • Heavy D!

close C - less recovery, no longer whiffs on short characters d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit QCF+A - while powered up, startup is faster and will connect from light attacks QCFx2+K - animation completes during the super flash so you can move as soon as it ends MAX QCFx2+K - effect lasts until the end of the round

  • Lucky

close C - no longer whiffs on short characters crouch C - no longer whiffs on short characters, special/super cancellable on contact dp+B - invincible until just after the hitbox appears dp+D - made it easier to connect in full if used as a followup in a combo

  • Brian

close C - first hit no longer whiffs on short characters jump C - can be cancelled into aerial special attacks QCFx2+B - faster startup

  • Geese (both)

close C - no longer whiffs on short characters f+B - less recovery, +2 on block

  • Geese

dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing

  • Geese (EX)

db, HCB, df+ P - hitbox extended to the interior of the move

  • Krauser

close C - less damage far C - less damage far D - less damage stand CD - less damage, smaller hitbox rdp+K - less damage, D version no longer has invincibility, more recovery QCF+K - less damage QCF+P/K - less damage, heavy version has faster startup but more recovery f,HCF+P - less damage QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed

  • Mr.Big

crouch A - cancel-able into command moves crouch B - easier to connect to crouch A crouch C - cancel-able into command moves f+A - cancel-able if cancelled into tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage HCB+K - reflects grounded projectiles

  • Eiji

QCF+B - less recovery MAX QCF,HCB+P -slower startup, no invincibility after super flash

  • Kasumi

air QCF+P - 5 frames less recovery on landing dp+K - no hitback, damage reduced from 14 to 5 HCF+D - damage increased from 20 to 26

  • Shingo

jump D - easier to crossup f+B - will combo after heavy attacks QCF+A - no longer whiffs on short characters QCF+C - startup faster by 1 frames

  • Rugal

far B - startup faster by 1 frame close D - startup faster by 3 frames, recovery reduced by 5 frames


Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202


Characters

Team Japan

Kyo Kusanagi (98UMFE)

Benimaru Nikaido (98UMFE)

Goro Daimon (98UMFE)


Fatal Fury Team

Terry Bogard (98UMFE)

Andy Bogard (98UMFE)

Joe Higashi (98UMFE)


Art of Fighting Team

Ryo Sakazaki (98UMFE)

Robert Garcia (98UMFE)

Yuri Sakazaki (98UMFE)


Team Ikari

Leona Heidern (98UMFE)

Ralf Jones (98UMFE)

Clark Still (98UMFE)


Psycho Soldier Team

Athena Asamiya (98UMFE)

Sie Kensou (98UMFE)

Chin Gentsai (98UMFE)


Womens Team

Chizuru Kagura (98UMFE)

King (98UMFE)

Mai Shiranui (98UMFE)


Kim Team

Kim Kaphwan (98UMFE)

Chang Koehan (98UMFE)

Choi Bounge (98UMFE)


New Faces Team

Yashiro Nanakase (98UMFE)

Chris (98UMFE)

Shermie (98UMFE)


New Faces Team

Orochi Yashiro (98UMFE)

Orochi Chris (98UMFE)

Orochi Shermie (98UMFE)


Team 97

Ryuji Yamazaki (98UMFE)

Blue Mary (98UMFE)

Billy Kane (98UMFE)


Team 96

Iori Yagami (98UMFE)

Mature (98UMFE)

Vice (98UMFE)


Masters Team

Heidern (98UMFE)

Takuma Sakazaki (98UMFE)

Saisyu Kusanagi (98UMFE)


American Sports Team

Heavy D! (98UMFE)

Lucky Glauber (98UMFE)

Brian Battler (98UMFE)


96 Boss Team

Geese Howard (98UMFE)

Wolfgang Krauser (98UMFE)

Mr. Big (98UMFE)


Edit Characters

Eiji Kisaragi (98UMFE)

Kasumi Todoh (98UMFE)

Shingo Yabuki (98UMFE)

Rugal Bernstein (98UMFE)


EX Characters

EX Kyo (98UMFE)

EX Terry (98UMFE)

EX Andy (98UMFE)

EX Joe (98UMFE)

EX Ryo (98UMFE)

EX Robert (98UMFE)

EX Yuri (98UMFE)

EX Terry (98UMFE)

EX Mai (98UMFE)

EX King (98UMFE)

EX Yamazaki (98UMFE)

EX Blue Mary (98UMFE)

EX Billy (98UMFE)

EX Geese (98UMFE)